Winter's Edge is an ongoing campaign overseen by a group of Dungeon Masters for dynamic and varied play-groups made up of members of our playerbase from all over the world. As such, we try to keep the rules of play as accessible as we can for our players. Most of our core classes are found in the three Core Rulebooks from WotC, and in the System Reference Document. Sources for classes can be found by following the link in the menu.
- 1 OverView
- 2 Akthar Dwarf
- 3 Kathar Dwarf (NPC Only)
- 4 Nithar Dwarf
- 5 Pilvisadi Gnome
- 6 Puutasadi Gnome
- 7 Elaidar Elf
- 8 Lumidar Elf
- 9 Morthidar Elf
- 10 Sildar Elf
- 11 Varsidar Elf (NPC Only)
- 12 Morterskalting Halflings (NPC Only)
- 13 Skalting Halflings
- 14 Ulvskalting Halfling
- 15 Half-Varsidar Elf
- 16 Half-Fire Elf
- 17 Half-Frost Elf
- 18 Half-Primal Elf
- 19 Half-Star Elf
- 20 Half-Orcs
Why can't races other than human-elf and human-orc interbreed?
The other combinations of races, for some reason, cannot produce viable offspring. In the case of Medium-sized races with Small-sized ones, this should be self-explanatory. Nobody knows why the others don't work, except, perhaps, the gods.
When Sslira warped and tainted the ancient capital of the Dwarven Empire, at the dusk of the Second Age, her undead energies contaminated those few dwarves sturdy enough to survive her attack. Tainted, these new dwarves bred and thrived, though their cursed nature began to show rather quickly. Dubbed the Akthar, or cursed dwarves, they were exiled and forced to leave their ancient homes by the rock dwarves. Today, cursed dwarves are few in number, though they are often found living in human lands, unable to live in the mountains with their kin.
Personality Cursed dwarves are extremely slow to laugh or jest, finding the pain of their existence enough that little seems funny to them. Even those of evil bent find little humor in the pain of others. Strong drink is a solace to them, allowing them to dull the senses. However, they are also the dwarves most likely to be friends with other races, judging others less harshly than their kin as they themselves are considered cursed.
Physical Description Cursed dwarves stand around four feet tall, and are considerably less stocky than their brethren. They still mass close to a human, however. Cursed dwarves have little hair, and they are almost uniformly monochromatic in their hair color, black, white, or grey. Only men have beards, and even those can never grow terribly long, and are thus not braided or styled like most dwarven beards. Their eyes are dark, black or brown in hue, and their skin tends towards a pallid or greyish hue, the curse of their heritage tainting their appearance. Cursed dwarves are adults at age 40, and they can live to be over 300 years of age.
Relations Cursed dwarves get along rather well with halflings and humans, as their rapid aging (for dwarves) makes those two races easier to relate towards. Surprisingly, many cursed dwarves find friendships with half-elves and half-orcs, as they are both typically outcasts from their own people. Elves are mistrusted as a whole, though not to the degree of enemies. Other dwarves are disliked at best, and many neutral or evil cursed dwarves band together to torment and hunt their 'uncursed' brethren.
Alignment Cursed dwarves have a vaguely lawful tint, though they don't follow Kivi nearly as much, if at all. Feeling their god abandoned them to Sslira's taint, they can range the full spectrum of alignments as a human might. Cursed dwarves do share their cousin's tendencies of greed, so more neutral ones can be found than purely good or evil.
Culture What little culture cursed dwarves develop stems from their dwarven cousins. After their Exile, they have developed precious little, though they cling desperately to ancient traditions. In their wanderings, they still keep track of their family clans, trying to survive in a world where they are rarely welcomed by their own kin. Cursed dwarves only have one solid rule amongst themselves, and that is never to kill another of the cursed, no matter what his plans. Stopping plans is one thing, but allowing another of your own to die is a grevious sin, even for the most foul and evil of them. There is no religion that the cursed prefer, though some occasionally join the Pantheistic Church, finding the inclusion of all deities in their worship appealing. Others follow a variety, though Kauppa and Kukka are common for the good and neutral ones, with the evil cursed dwarves following the taint in their heart to worship Hemlig or Sslira.
Class Preferences Cursed dwarves, like all dwarves, are skilled with warfare and the forge. Clerics are common as well, as they see it as a way to affect the world around them, for good or ill. Rogues are surprisingly common among their kind, as some find little scruples in relieving the well-to-do of their property. Cursed bards are frequent, performing dirges that would cause the most hardened heart to weep, and barbarians are also found in greater frequency than you would find among hill or rock dwarves. Paladins and monks are exceptionally rare, and druids and rangers almost nonexistent, as the death energy tainting their souls limits their ability to interact with animals.
Racial Traits Racial traits are identical to the dwarves from the Player's Handbook, with the following exceptions:
- Ability Modifiers: Constitution +2, Wisdom +2, Charisma -2. Cursed dwarves have the stamina of normal dwarves, but also have a sad wisdom that their cursed nature brings.
- +2 racial bonus on saving throws against negative-energy or necromantic spells and supernatural effects. The curse permeating their blood renders cursed dwarves far more resistant to spells and effects involving negative energy. This replaces the +2 racial bonus to save versus spells and spell-like effects.
- Cursed dwarves are immune to level draining effects.
- +1 racial bonus to attack rolls against undead. The familiarity they have with the darkness in their souls allows them to strike with greater ease against the undead. This replaces the +1 bonus against goblinoids and orcs. In addition, cursed dwarves are counted as two levels higher for the purpose of turning/rebuking undead.
- -2 racial penalty to Handle Animal and Animal Empathy checks. The negative energy in their souls prohibits cursed dwarves from being able to handle or communicate with animals effectively.
- Clerical Focus: Negative. Regardless of alignment, all cursed dwarf clerics must convert spells to inflict wounds, not cure wounds. Likewise, all cursed dwarf clerics rebuke/command undead, instead of turning them. This does not affect cursed dwarf paladins. In addition, regardless of their actual alignment, cursed dwarves possess an evil aura equal to that of an 'undead creature' for the purposes of detect evil spells and abilities (see PHB, p. 192 for a spell description).
- Level Adjustment: ECL + 1
Kathar Dwarf (NPC Only)
Rock Dwarves, known also as the Kathar, are the ancestors of all dwarves, or so they claim. Born from deep within the very earth at the urging of Kivi, the rock dwarves claim him as their father and highest god. While other dwarves have an affinity for working stone and metal, rock dwarves seem to be one with the rock and able to shape it to their will. They are a strict and harsh people, but fair, and are very standoffish, particularly to the other evil races of the Underdark. Their hatred is reserved most for the varsidar, though they also push aside the shadowlings wherever they are found. The battles between dark elf and rock dwarf echo in the ancient histories of the Second Age of wars between dwarf and elf, though the varsidar's betrayal of the Dwarven Empire is not forgotten, and never forgiven.
Personality Rock dwarves are even more somber and taciturn than their fleshier brethren. They never forget a debt, or an insult, and are as patient as the stone itself. Their code of honor is intricate, though they value all sorts of worked and unworked metal and stone, finding beauty in the rock from which they were birthed. They are almost like automatons when they fight, rarely speaking as they are patient with their strikes, hitting home with overwhelming force.
Physical Description Rock dwarves are built similarly to dwarves, about four to four and a half feet tall, though they are far stockier. They even weigh a little more than humans, with the hardness of their flesh. Their skin is typically a dark brown or brownish-grey, but their eyes tend to be brightly colored, like that of gemstones, and mismatched colors are common. Their hair is usually black or brown, graying in old age, and worn long. Both men and women wear beards, and both take pride in keeping their beards well-groomed and fashionable. Their style of clothing and equipment is utilitarian, and they rarely wear or use anything they consider 'flashy'. Rock dwarves are considered adults at age 70, and they can live to be close to 500 years old.
Relations Rock dwarves rarely deal with even their own kin, as they live deep within the Underdark. Occasionally a trading party will deal with other dwarves, but they are suspicious of all non-dwarves (and even non-rock dwarves) that come down to the Underdark. However, they will not judge wanderers unfairly, and can form long-term friendships with those good-aligned souls that come down to visit. Shadowlings and varsidar are, of course, sworn enemies and slain on sight, without exception.
Alignment Rock dwarves are almost always lawful neutral, as is their creator god Kivi. However, a rare few are lawful good, and those are almost always paladins devoted to Kivi and holy warriors against the varsidar. Adventuring rock dwarves are almost unheard of, and few chaotic rock dwarves exist. Those found outside their mountain roots would most certainly be merchants or craftsmen, though exceptions can always occur, even among the rock dwarves.
Culture The rock dwarves have a society driven on castes and clans. Clans divide up the family lines, while castes divide things according to the role in society. The rock dwarves have a firm deliniation of tests and trials that all young rock dwarves, regardless of family or standing, must take. Failure indicates that a lesser path is chosen, such as merchant, while success eventually leads to higher levels of power and responsibility. When a rock dwarf comes of age, the final testings are weighed and measured, and his role in life is determined then. Most accept this easily, though a few renegades will sometimes leave. Clan prestige is often determined by who has the most prestigious family members throughout the history of the rock dwarves, no matter what current events may show. Each rock dwarf community has a council of five Karaks, the five most prestigious clans within their underground city. In the area of religion, all rock dwarves venerate Kivi, even the rare few that fall to evil. Kunnia is sometimes worshipped as well, particularly by paladins or other LG characters.
Class Preferences Rock dwarves often will be fighters, as they share the common thread of war with their surface kin. Clerics are common among them as well, almost all of them following Kivi, or rarely Kunnia. Rogues often function as scouts and expedition leaders, handling negotiations with outside races. Rangers and druids are close to non-existent, though rockstriders (as they call rangers) and a few small circles exist, devoted to the earth and life underground. Monks are quite common, and often a refuge for those that fail to enter the caste they wish, as the monkly discipline suits the rock dwarf mentality. Magi are rare, as they are shunned to a large degree since the end of the Mist War, and five thousand years has not convinced the rock dwarves otherwise, though a few wizards and sorcerers exist. Bards and barbarians are non-existent in such a structured society, though a rare renegade may exist.
Racial Traits Racial traits are identical to the dwarves from the Player's Handbook, with the following exceptions:
- (*) Ability Modifiers: Str +2, Dex -2, Con +2, Cha -2. Rock dwarves are slow and strong, though they tend to be gruff, even by dwarven standards.
- Natural Armor: +3. Rock dwarves have a stone-like skin that protects them against many physical attacks.
- Darkvision 120'. This supersedes standard dwarf darkvision.
- Stonecunning: Rock dwarves have a +4 bonus to notice unusual features about stonework. Except for the increased rating, this is identical to the standard dwarven ability.
- +1 racial bonus to attack rolls against aberrations. This replaces the dwarven bonus against orcs and humanoids.
- Clerical Focus: Earth. All rock dwarf clerics and paladins have access to and abilities from the Earth domain. Rock dwarf clerics must choose Earth as one of their two domains, even if they worship a deity that doesn't allow access to that domain. Rock dwarf clerics may not be followers of Tuli or Frihet.
- Automatic Languages: Undercommon, Dwarven, Terran. Bonus Languages: Common, Varsidar, Giant, Gnome, Goblin, Halfling
- Favored Class: Fighter
- Level Adjustment: ECL + 1
Hill dwarves, otherwise known as the Nithar, are those dwarves that parted from their underground brethren in the Second Age. Moving to the surface, they built massive cities and fortresses, establishing the borders of what would become the Dwarven Empire at the height of the Second Age. After the devastation of the MistWar, the hill dwarves had few keeps left, using them as the cores of new individual cities and nations. In this age, many hill dwarves can be found off in search of adventure, or even just a place to work on a forge. With the skill that dwarves possess in forging and warfare, most other races are happy to oblige them.
Personality Hill dwarves are more sociable than their underground cousins, but that doesn't mean they are nice. Indeed, most dwarves are gruff and dismissive of magic as 'elven tricks'. They have been known to succumb to greed on occasion, even the more goodly ones, but they have a strong sense of justice. They enjoy a good drink as well, and brew some of the strongest ales and liquors known.
Physical Description Hill dwarves stand about 4 to 4 1/2 feet tall, but they are so broad and compact that they weigh as much as humans. Hill dwarf men and women are about the same in height and weight, and both can grow beards. However, some dwarven clans have women that shave their beards, walking clean-shaven. Often this happens when dwarven clans inhabit a city consisting mostly of other races. Their skin is typically a deep tan or light brown, and their eyes vary nearly as much as human eyes do. Hair color ranges from a light brown to a pale blonde, as well as red-haired and bearded dwarves, though it fades to a pure white as they age. Hill dwarves are adults at age 60, and they can live to be over 400 years of age.
Relations Hill dwarves get along exceptionally well with gnomes, though they find their flighty antics a bit irritating at times. Likewise, hill dwarves enjoy the company of humans, half-elves, and halflings, though the shorter lifespans of humans make it hard for dwarves to forge lasting friendships with them. Hill dwarves still remember the ancient Dwarven-Elven wars of the Second Age, though they also remember fighting alongside the elves during the MistWar. Still, elves are not a hill dwarf's favorite companion, though far preferable to a half-orc. Half-orcs are mistrusted, though individual ones may prove themselves worthy to the dwarf.
Alignment Hill dwarves are usually lawful, with many of them being good as well. Those dwarves adventuring are more likely to be neutral in respect to law and chaos, but very few dwarves are of a purely chaotic bent. Hill dwarves don't tend towards evil, but a rare few exist, often because their inherited tendency of greed overpowers their reason.
Culture Hill dwarves are organized by clans, though they lack the caste structure of their rock dwarf ancestors. Each clan has a set amount of prestige, based on wealth, prowess in battle, crafting skills, and other things. Normally in a hill dwarven city-kingdom, there will be a single leader, typically a King, who will be advised by the leaders of the most powerful clans, who are called Karaks. Hill dwarves are taught battle skills and knowledge of the forge at a young age, though they are free to study what they please, unlike the rock dwarf castes. Regarding religion, Hill dwarves venerate Kivi as their father, as do all dwarves, but many follow other gods, particularly Mod and Aurinko.
Class Preferences Hill dwarves are skilled fighters, and many choose that path along with the forge. Clerics are a common path, many multiclassing as fighters to better lead their flock in battle against the foes of the dwarf people. Monks are a bit more frequent than one might expect, as dwarven monks treat their body like a weapon, forging it to perfection as they might forge their works. Rogues are uncommon as thieves, though scouts are commonly found among them. Hill dwarf mages are fairly common, though sorcery isn't a common art among them, and some of the finest magic items of the realms were crafted from dwarven hands. A few more savage dwarves follow the barbarian path, and few dwarves have the inclination to take up the path of the bard or the druid. Rangers are rare as well, though a few specializing in living in the mountains instead of the forest might be found.
Racial Traits Hill dwarves are statistically identical to Dwarves from the Player's Handbook, p.14-15.
The Pilvisadi, the cloud gnomes, don't dwell in the clouds per se. Instead they live in the highest places, the mountain peaks and the high trees of the deep forests. They, like the more common meadow gnome, suffer from quite a bit of wanderlust. Having no nations, just some secluded communities, they enjoy the wanderings and journeys that life gives them.
Personality Cloud gnomes are flighty and carefree, even by gnomish standards. Delighting in the pranks of their more earthbound brethren, they will kick them up a notch or three. Pilvisadi are friendly and gregarious, though unlike meadow gnomes, they often use the stereotypical 'gnomish' antics as a way to measure others. Those that play along and just have fun with it are left alone. Killjoys are typically prime targets for pranking later.
Physical Description Cloud gnomes are similar in height to meadow gnomes, though they have a more slender build than their more grounded brethren. Their skin tends to be lightly tan, and it has a bluish tint about it. Likewise, their hair is either pure snow-white, a light blue, or some variation of the two. Males prefer short beards, and both genders tend to dress practically. They typically wear white, blue, or gray colored clothing, and often have jewelry sewn into their outfits. Cloud gnomes reach adulthood around age 50, and they live about 400 years.
Relations Cloud gnomes get along well with their meadow cousins, and they also enjoy the company of elves of all stripes (save Varsidar). They have a high regard for halflings, mainly due to the size similarity. Dwarves are regarded as the frequent target of pranks for their grim demeanors. Humans are mistrusted a bit, though they treat them on an individual basis.
Alignment Cloud gnomes are almost always chaotic, though it is rare to find one that is evil. However, the rare cloud gnome without a sense of humor might turn to evil ways, the pranks decidedly deadlier than most. Mostly, they are either good or neutral in moral alignment.
Culture Cloud gnomes tend to have a very communal society. They rarely organize anything bigger than a town council, and even then the mayor of the city is rarely the person that wants to do it. Most cloud gnomes avoid leadership and responsibility like a plague, preferring instead to be reliant on their own wits and skills. Often the cloud gnomes will undergo a Wandering when they come of age, which lasts about a decade or two. In this time they'll meander around the world, seeing all the sights they can see and going on adventures, eventually settling down in some place completely different. Often they will live and deal with meadow gnomes, though their appearance is fairly distinct from their more mundane brethren. Almost all cloud gnomes follow Frihet, though a few may follow Elain, Skadia, or Lognare.
Class Preferences Cloud gnomes, like their meadow brethren, are accomplished wizards, though they tend to be less specialized than the other gnomes. Clerics are welcome, though druids are not too common. Sorcerers are fairly rare as well, though sometimes the touch of Frihet manifests in such a way. Fighters and rangers are the most common types of melee experts, though a rare barbarian could be found. Bards and rogues take advantage of their small size and arcane knowledge, while paladins and monks are completely unheard of.
Racial Traits Cloud gnomes are statistically identical to gnomes from the PHB, except for the following:
- +2 Constitution, +2 Intelligence, -2 Strength. Cloud gnomes have a sharper wit than their brethren.
- +2 racial bonus on saving throws versus spells. This replaces the gnomish save bonus versus illusions.
- +1 racial bonus on attack rolls against flying creatures. This replaces the attack bonus against kobolds and goblinoids.
- +4 racial dodge bonus against Large or greater sized flying creatures (in flight). This replaces the dodge bonus against giants.
- +2 racial bonus to Intuit Direction checks. This replaces the bonus to Listen checks.
- Automatic Languages: Auran, Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Goblin, and Orc.
- Cloud gnomes may use the following spell-like abilities: levitate, obscuring mists, and random action, once per day each. These are arcane spells, and spell failure penalties apply for wearing armor. Treat the gnome as a 5th level caster for all effects dependent on level.
- Favored Class: Wizard
- Level Adjustment: ECL + 1
The Puutasadi, or meadow gnomes, are fairly typical gnomes. Carefree wanderers, much like their cloud gnome cousins, the meadow gnomes often will work as alchemists or technicians, putting their natural skills to good use. Comfortable among their own kind, they also tend to find a happy co-existence with halflings, with the size similarity and the complementary talents they have.
Personality Exuberant is a good way to describe the meadow gnomes. They enjoy working with animals, experimenting with alchemy, or simply pranking those that truly deserve it. On the last, typically evil humanoids or 'big folk' are victims of their most brutal tricks. Gnomes love puns, puzzles, and riddle games, often working those in with their more practical talents. Curiosity is such a common trait among them, often overriding their common sense, that it keeps the gnomish population down more than anything else.
Physical Description Meadow gnomes stand about three to 3 1/2 feet in height, and weigh 40 to 45 pounds. Their skin is typically well tanned, with fair brown to blonde hair. Eyes are blue or green, though a few stranger shades could be evident (alchemy experiments going awry). Often the males will wear short trimmed beards, and they prefer earth tones for their clothing. Green is also a favored color, and the more successful adventurers decorate their clothes with valuable metal and gems. Gnomes reach adulthood around the age of 40, and typically live to be at least 350 years old.
Relations Meadow gnomes typically get along very well with most races. Dwarves and gnomes get along surprisingly well, sharing a love of gems and mechanical objects. Halflings are exceptionally close, and often the two races will live together in the same township. Taller races are a bit mistrusted, though ones with a good sense of humor can make a good friend in a gnome.
Alignment Meadow gnomes tend to be fairly chaotic, though they often will be neutral as well. Few gnomes are actively evil, with many more being good or neutral in regards to morality.
Culture Meadow gnomes tend to congregate with halflings, often sharing the same township. Typically the gnomes will let the halflings (or other races) actually deal with governing things, while they concentrate on having fun. Gnomes are extreme individualists, and enjoy just having time to work on their own things. Many gnomes undergo a Wandering when they come of age, spending several years if not decades exploring the world. Many human cities have a Gnome Quarter to them, as it works best for both races. The humans protect the city, and the gnomes can experiment (and have fresh targets for pranking as well). Gnomes honor Frihet and Lognare more than other gods, though occasionally Tuli, Kukka, or Skogen are worshipped as well.
Class Preferences Illusionists and other specialist wizards are the most common class among the gnomes, though rogues are also quite common. Rangers are frequent as well, though a rare fighter or barbarian can be seen. A few gnomes have the self-focus to be monks, though rarely do they have the call of the paladin in them. Gnomic bards specialize in humorous ballads, and sorcerers can be found among them as well. Clerics and druids are typically found in equal measure among them, clerics specializing in Lognare or Frihet.
Racial Traits Meadow gnomes have identical racial stats to standard gnomes from the PHB.
Though the fire elves make mighty claims, those of the primal elves know the truth as they see it. They are truly the chosen of the forests, living as one with the wilderness amongst the forests and the plains. Living the life of barbarians, the Elaidar are looked down upon as savages, especially by the other elves. However, they would rather have their rough lifestyle than the so-called culture of the other elven races. They are skilled archers, second to none in this regard, and their special bows earn them respect from other 'civilized' races.
Personality Other elves might enjoy talking long and hard about nothing, but not the primal ones. Brutal honesty is a trademark amongst them, and they will often drive right to the point of a conversation. Contemplation is something they don't do terribly well, either, and they wear their hearts on their sleeve far more than other elves would consider doing.
Physical Description Primal elves stand between 4 1/2 and 5 feet in height, with the males being slightly taller than the females. They are not as slender as most elves, and far more muscular, averaging 100-130 pounds. Their skin is deeply tanned, and often adorned with various body paints and tattoos. Hair color tends to be either brown or black, though the occasional blond haired primal elf can be found, and their eye color is brown or green. Their clothing consists of leathers and hides, metal armor being considered a true luxury for only the fiercest warriors or most powerful chieftains.
Relations The primal elves get along well with few non-elves, mainly the wolfkin halflings and human barbarians. Other goodly races are normally regarded as intruders, and escorted forcibly from their territory. While out exploring, primal elves will typically befriend those individuals that prove themselves as worthy companions, either through battle or other actions. Monstrous humanoids are treated as enemies and slain outright, with the exception of some lizardfolk tribes that inhabit the same area.
Alignment Most primal elves are chaotic neutral, though occasional goodly exceptions occur. Evil or lawful primal elves are almost as common as hen's teeth, and most worry little about such things as morality, preferring to live as one with the forest.
Culture Primal elves have a tribal culture, with each tribe consisting of several families. The larger tribes will have a central village in a forest, whereas smaller tribes will be more nomadic, wandering across the plains. Occasionally the tribes will war with each other, though lasting feuds are few and far between. Normally a visiting tribe will be welcomed with great hospitality, and shown off just as quickly as they arrived. Often the primal elves will compose great ballads of their battles and victories, and it is rumored that their most talented bards can recite an oral history of the elves since Tuli created them, in the beginning of the Second Age. Most primal elves follow Elain as a deity, though others often worship nature spirits like the druids, or follow Kukka. Some of the nomadic tribes also have an affinity for Frihet or Skadia, though that is rare.
Class Preferences Wizardry is practically unknown among the primal elves, though sorcerers are respected as akin to clerics and other shamans. Barbarians and rangers are common classes among the rank and file, though a few develop the discipline to become true fighters. Rogues are rare, and typically specialize as scouts, while bards are revered as lorekeepers and tellers of history. Druids are typically restricted to the females of the tribe, while monks and paladins are virtually unknown.
Racial Traits Except as noted below, primal elves have all the traits of standard elves from the PHB.
- +2 Dexterity, -2 Intelligence, -2 Charisma. Primal elves are a bit sturdier, but less intellectual and charming than their civilized brethren.
- All primal elves have the Exotic Weapon Proficiency (Compound Bow). This replaces the standard elven sword proficiency. Primal elves also retain the elven bow proficiencies
- +2 racial bonus on Listen, Ride, Spot, and Wilderness Lore checks. This replaces the elven racial bonus to skills. Primal elves also have no ability to automatically detect hidden portals when passing within 5 feet of them.
- Automatic Languages: Common, Elven, and Sylvan. Bonus Languages: Gnoll, Gnome, Goblin, and Orc.
- Favored Class: Barbarian.
- Level Adjustment: Standard (ECL + 0)
Compound Bows This rare and exotic weapon is only found in the possession of primal elves, and only they know the true secrets of how to use it. These secrets, along with those of creating such a weapon, are closely guarded cultural treasures of the primal elves. Most elaidar are willing to kill or die before allowing such secrets to fall into the hands of those who are not 'of the Blood', lest they eventually be learned by orcs, goblins, and the like. Made with the wood from an ironwood tree, these powerful weapons increase the primal elf reputation as fearsome archers, and are already considered masterwork items (the masterwork bonus is factored into the cost). Without the exotic weapon proficiency : compound bow, these bows function as masterwork mighty (Str +1) bows.
The first elves, the Lumidar, closest to Tuli, the fire (or high) elves had a long and illustrious history as the leaders of the elven nations. First in the cities, then as they united to form the Conclave in the Second Age, the high elves have always been there to lead and guide the elven people. However, the betrayal of the Varsidar and the devastation of the ancestral homelands struck them close to their heart. Now the fire elves keep to themselves, though occasionally they will wander forth to meet with their cousins, the star elves. Even rarer still is the high elf that actually adventures forth, though the sole rule that they seem to have in this age is that they will not lead. A pity perhaps, but the scars of the Second Age are well remembered by the fire elves, and they have no wish to repeat their mistakes of pride.
Personality The High Elves are indeed the highest of the elves, closest to Tuli's heart. Unfortunately, they are well aware of this fact. Their arrogance can sometimes turn others away, though the nobility and grace they exude tends to nullify that characteristic. Or at least, others will not notice their flaws in favor of their beauty and charm. The fires within their heart they keep quiet and calm, though occasionally a high elf will let their more tempestuous side out to startle those that do not expect it.
Physical Description High elves are the tallest elves, with the tallest of them easily reaching six feet in height. Their weight is still less than a human, however, as they have the slender build common to elves. All of the fire elves have reddish hair, either purely red, or blond and brunette with red highlights prominent throughout. They have fair skin, and they feel warm to the touch, almost as if fevered. High elves are considered adults at the age of 150 years of age, and they can live to be well over 800 years old. Like other elves, they do not sleep, instead entering a light trance for four hours a day.
Relations High elves are friendly with the other surface elves, though they have nothing but pure hatred for the Varsidar. Many high elves are individual adventurers, and form their opinions of others on an individual basis. Dwarves are rarely trusted, since the fire elves have long memories, and remember the tales of the Wars before the current Age. Monstrous humanoids are mistrusted and often slain out of hand, as the elves have little patience or tolerance for the savage evil they represent.
Alignment The High elves are almost uniformly Chaotic Good or Chaotic Neutral, as befits the true children of Tuli. However, there are increasing reports that a movement of High Elves wishing to reclaim their old power and empire is growing, an evil movement that follows the dread Korinthar. Such are only rumors, and dark ones for the present, though the frequency of them grow with each passing year.
Culture The fire elves are the first of the elven people, and as such they are the originators and innovators of much culture and art. Indeed, all high elves are artisans of some kind or another, though a few take it more seriously than others. They often work with fire, creating intricate magical flame-sculpture of beauty that even the most callous are taken aback by them. They live now in small cities or households, deep within the forests, and rule by a simple 'town council' more often than not, though that can vary depending on the city. Many times they will be found with star elves, as a small percentage of their overall population. In matters of religion, they follow Tuli almost exclusively, with a rare few following Frihet or Kukka. The rumors of 'fallen' high elves that follow Korinthar should be treated as exactly that.
Class Preferences The high elves are among the foremost wizards in the world, and many of them have at least some knowledge of wizardry. Bards are also quite common among them, as the wandering lifestyle and the artistic fires burn deep in their blood. Rangers are their preferred 'fighter' class, though true fighters exist among them as well. Occasionally a sorcerer is found among them, though most have the bent of true wizardry instead, and rarely will one have the call of the paladin with their chaotic beliefs. Rogues are often considered 'beneath' their station, and druids and barbarians are too primitive for them to really understand.
Racial Traits Except as noted below, Fire elves have all the traits of standard elves from the PHB.
- +2 Dex, -2 Con, +2 Int, +2 Cha. High elves have the build of other elves, and they have an advanced intellect and graceful demeanor even beyond that of normal elves.
- Clerical Focus: Fire. Fire elves clerics and paladins have access to the Fire domain. Furthermore, high elf clerics must choose Fire as a domain, even if they follow a deity that normally doesn't provide that domain. Fire elves cannot be clerics of Valtameri or Kivi.
- High elves have a +2 to Perform checks. This is in addition to standard skill bonuses that elves receive.
- Automatic Languages: Common, Elven, Ignan. Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Level Adjustment: ECL + 1
Frost elves, also called Morthidar, ice elves, and other less flattering names, are unique among the various kinds of elves. Birthing from the Third Age, they seem to only be found in the areas surrounding Vintermor, particularly the northern highlands. The descendants of some few survivors of the MistWar, they seem to have been touched by Talvi, gaining a semblance of order as their hearts were chilled by the cold, reflecting the places they live. Inhabitants of the Icy North, these elves are skilled at survival, falling back to a more primitive lifestyle to better suit their environment.
Personality Let other elves waste their time on frivolous works. Life on the tundra is harsh, with many foes among the human barbarians and even more savage races. Their cold nature is reflected in their eyes and heart, as they are almost emotionless at times, or seem to be. The fires of Tuli burn in them still, but they are buried deep beneath their icy exterior. They have little value for their time being wasted, despite their elvish lifespans... every day is a struggle to survive, why dally on things of little import after all?
Physical Description Frost elves are surprisingly tall for elves, averaging 5 1/2 feet in height. Their weight is less than a human, though, and their build is slender as most elves are. Their hair is typically very light in hue: white, silver, or blonde the rule for them. Their skin is ivory in color (or lack thereof), with a faint bluish tint often shadowed upon their flesh. They feel exceptionally cold to the touch, and age and trance as their typical elven cousins.
Relations The clans of frost elves rarely operate with a unified voice, though they have friendly skirmishes and battles with the human barbarians of the Far North. The little they know of dwarves and gnomes from their own history leads to distrust, while humans and halflings are regarded with a bit less suspicion. Many frost elves 'bride raid' (or husband raid, they are not sexist in this regard) human barbarian tribes, though such 'raids' are more ceremonial than true battles. Several frost elf clans have significant half-elf numbers amongst them. Ice gnolls and other savage humanoids are regarded as enemies and competitors, slain without even a parley more often than not.
Alignment Unlike almost every other elf, the frost elves have a purely neutral, and even somewhat lawful look on the world. Not so much as respecting the 'laws' of civilized elves and men, but rather how everything has a certain order to it. Despite appearances, though, most frost elves lean towards good than evil, though many prefer to not clutter their lives with dogma, leaning towards neutrality in that respect as well.
Culture Despite their serious demeanor, frost elves practice a fair degree of art. They are masters of ice sculpture, often able to craft even usuable weapons out of the ice. The frost elves organize themselves into clans, and each clan is respectful of the other clans, though they stake out their own territories for hunting, fishing, and the like. A clan is led by its chieftain, and then by the shaman and loremaster, with warriors and others filling up the ranks beneath them. The gods they follow vary, though many seem to have a kinship with the god Skogen, following him amidst the harshness of the natural world.
Class Preferences Frost elves are typically rangers, though they take skills more useful to survival and hunting in the frozen wastes they call home. Fighters and barbarians are uncommon, but not unheard of among them. Unlike their primal cousins, they gravitate more towards clerics than druids, often worshipping Skogen. However, quite a few of them drift to the druidic path as well. Sorcerers are more common than wizards, and quite a few powerful sorcerers claim frost-elf heritage. Bards are rare, as are rogues, though occasionally a frost elf will have the self-discipline to join a monkly order. Sometimes a frost elf will also receive the call of the paladin, though the fanatical good outlook required tends to limit the frost elves called to such a path.
Racial Traits With the following exceptions and additions, frost elves have all the standard traits of elves from the PHB.
- +2 Dexterity, +2 Wisdom, -2 Charisma. Frost elves are tougher than normal elves, though their cold demeanor often inhibits their interaction with others. They also have a wisdom gained from their struggles of survival in the frozen wastelands
- Racial cold resistance/10. The taint of Talvi's passing has touched these elves, allowing them an inherent resistance to cold. This bonus stacks with other resistances (such as endure/resist/protection from elements).
- Banned Domain: Fire. Frost elf clerics may not select the Fire domain when selecting their domains. They may still follow a deity that provides this domain, but that cannot be one of the domains they choose.
- +2 racial bonus to Listen, Handle Animal, Spot, and Wilderness Lore checks. This replaces the elven skill check bonuses. Also note that frost elves have no ability to detect secret doors just by passing near them, they have to be actively searching.
- Favored Class: Ranger
- Level Adjustment: ECL + 1
Star elves, or the Sildar, are the most common kind of elf, and were the main population of the old Conclave during the Second Age. However, in the Third Age, the star elves are what most other races think of when they say 'elf', and they are also the most organized as a people, with the possible exception of the Varsidar. Sometimes star elves will form communities in human cities, small 'Elftowns' where they can live in contact with the Men of this Age. More often though, they will live in small city-states within the forests of the world, watching carefully and living in relative peace with their elven kin. Of all the elves, star elves are the ones most likely to be found adventuring.
Personality Star elves are a bit worldlier than the other elves, and quite easy going for other races to get along with. They have a degree of common sense about them that the fire elves seem to lack, and though not as cultured as their high elf brethren, they are probably more respected by the other races of elves (except for the Varsidar, of course). Often they will refrain from counseling their allies and friends, letting them find their own paths, though they will gladly point out the pros and cons of any argument put before them.
Physical Description Star elves typically stand around five feet tall, for both genders, and have a very slender build about them. Though they appear frail, they can be as strong as humans, and have a bit of an exotic look to them. Most other humanoids find them attractive, though that is typically offset by the aloof nature of the elves. Hair color is blonde or brown typically, and the eyes will normally be blue or green in hue. The skin tones vary, though most have a pale or lightly tanned complexion
Relations Star elves get along particularly well with the other races of elves (excepting the Varsidar, of course!) and are respected by most humans and halflings for the knowledge they learned in the previous Age. Gnomes and dwarves are mistrusted slightly, though not exceptionally, the injuries of the past weighing little on the star elf mind for the present. Star elves despise most evil humanoids, though their favored hatred is that of orcs, for the orcish tribes were led by several powerful half-dragons as they ravaged the remains of the Elven Conclave during the MistWar.
Alignment Star elves are almost uniformly good, though many tend to be neutral in respect to law and chaos. There are as many that would serve Aurinko as Tuli, in this day and age. Few star elves are neutral, and almost none are evil, though exceptions do exist.
Culture Star elves have a fairly loose and independent society. They venerate Tuli as the mother of their race, though they also follow other deities of good alignment, particularly Aurinko. They rarely organize in groups larger than simple communities or sections of a large human city, though a few rare city-states exist, hidden deep within the woods as microcosms of the old Conclave.
Class Preferences Star elves are possibly one of the most skilled races in regards to the art of wizardry, and many of their most famous heroes had a fair degree of wizardly skill. Rangers and fighters are also common choices for them, the elven skill with bows demonstrated with such classes. Star elf bards often wander the road, singing the legends and tales of history of the Second Age. Rogues are more likely found in city communities, the nimbleness of elvish blood allowing them to perpetrate more crimes with greater effectiveness. Surprisingly, a number of lawful elves join monastic orders, or hear the call of the paladin, giving them hundreds of years to find perfection and cleanse the world of evil. Occasionally a star elf will become a druid, but barbarians and sorcerers are rather rare among them, as they hold close to their civilization and lack the dragon-blood that sorcerers seem to require.
Racial Traits Star elf racial statistics are identical to the Elf entry within the PHB.
Varsidar Elf (NPC Only)
Originally a group of elves that did the 'dirty work' of the Conclave, the Varsidar soon resented the power and glory of the noble fire elves. After all, were their actions those that kept the Conclave's wheels spinning forward? Soon, they started to rebel... minor things at first, then they escalated their covert actions, both against the dwarves, and their own elves. The lures of dark powers were too great for them with their dark deeds, and Varjo noticed their pluck and was impressed, offering them powers even beyond what the fire elves possessed. She gave them direction to chromatic dragons, eager to expand their power and free their ancient sires from their trap. After their betrayal of the Conclave and the release of the primordial dragons, Tuli discovered the treachery of the night elves, and branded them, bleaching their hair and burning their skin, their very eyes seared by her divine light. The varsidar fled into the Underdark, and organized themselves, throwing themselves fully into the worship of their matron, and starting war against the rock dwarves. Plotting, planning for a chance to return to the surface, and gain their ultimate revenge.
Personality Dark elves are far more serious than their surface cousins, though Tuli's flames burn deep in them still as they are creatures of passion and subtlety. Now though, the burning has been corrupted by Varjo's wishes, making them cunning and ruthless servitors of evil, and glorifying in their servitude. They have no mercy, and expect none, love and self-sacrifice foreign concepts to them.
Physical Description Dark elves have dusky black skin, making them easily distinguishable from the other races of elves. Their hair is bleached to be white, though rarely a silverhaired varsidar is born, a portent of great deeds for that one, and Varjo's favor. They have the beauty typical of the highest elves, though it is marred by the obvious arrogance and evil they wear on their features. In height, both males and females stand about five feet tall on average, and have slender builds. Typical adult weights are around a hundred pounds, with females being a bit lighter than the men.
Relations Dark elves have simple relations with other races. They either subjugate those that are weaker, or plot and plan against those stronger until they can strike. Their wars against the rock dwarves have grown into legends, and they will occasionally try to manipulate shadowlings to aid them. Normally the shadowlings will attempt to betray the dark elves, which eventually leads to one side backstabbing the other well before their mutual goals could be met. Dark elves cannot stand other elves, and even evil elves of other breeds tread carefully around the Night Elves, though the Varsidar don't go out of their way to travel back to the surface. Instead the dark elves waylay those that dare the Underdark, and... play, with them.
Alignment Dark elves are almost always evil, as they follow either Varjo (females) or Hemlig (males). Chaos is strong in them as well, though a few lawful ones establish monkly orders devoted to Hemlig.
Culture The Varsidar are typically organized in byzantine fashion, often by family lines. The more powerful the family, the greater standing they have in a given varsidar city. Often the standings and alliances change on a random basis, as your trusted ally one week might become your most deadly enemy the next. Might makes right, though few care to advertise such power, preferring instead to conspire in shadows and rule that way. In the area of religion, Varjo is considered the Mother Goddess to their race, leading them to the darkness where they finally have /power/. Hemlig is acknowledged as her subservient consort, and small pockets of the worship of the Dracolich are condoned, for the part she played in devastating the rock dwarves. Other gods and goddesses are not tolerated, though rumors of secret societies worshipping Frihet exist, faint as the wind on which rumors are born.
Class Preferences Varsidar females are often clerics, following the worship of Varjo or possibly Sslira, whereas males are normally sorcerers of power and might. Other classes are common, particularly fighters with style and dark panache, or rogues. Surprisingly, bards are common among this evil breed, the varsidar love of art and glamour inspiring many of both sexes into this path. A few rangers exist, treating the underworld as their wilderness, but druids and barbarians simply don't exist among the dark elves. A surprising number of monks, worshipping Hemlig or Sslira, do exist among the dark elf males, those that prefer discipline in their wickedness. Wizards are rare, and highly respected and feared, even by the female clerics of Varjo for their open-ended skills.
Racial Traits The following racial traits are common to the Varsidar. This information replaces and supersedes any previous information from the Player's Handbook, Monster Manual, or other sources.
- +2 Dexterity, -2 Consitution, +2 Charisma: The varsidar value grace and a sharp tongue, the better to practice their deceits on themselves and others. However, the curse of Tuli has left them a bit frail compared to some other races.
- Medium-size: As Medium-size creatures, varsidar have no special bonuses or penalties due to size.
- Varsidar base speed is 30 feet.
- Immunity to magic sleep spells and effects.
- +2 racial bonus on Will saves versus spells and spell-like abilities.
- Spell-Like Abilities: 1/day - dancing lights, darkness, and faerie fire. These abilities are as the spells cast by a sorcerer of the varsidar's character level.
- Darkvision: Varsidar can see in the dark up to 120 feet.
- Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a varsidar for 1 round. Varsidar also suffer a -1 circumstance penalty on all attack rolls, saves, and checks when operating in bright light.
- Proficient with either scimitar or rapier, and all varsidar also possess the Exotic Weapon Proficiency (hand crossbow) feat.
- +2 racial bonus on Listen, Search, and Spot checks. A varsidar who comes within 5 feet of a secret door automatically gets to make a Search check, whether she is searching or not.
- Automatic Languages: Varsidar, Undercommon. Bonus Languages: Abyssal, Common, Draconic, Dwarven, Goblin, Halfling, Shadowling Sign Language
- Favored Class: Sorcerer (male), Cleric (female)
- Level Adjustment: ECL + 1
Morterskalting Halflings (NPC Only)
The Morkerskalting, or Shadowlings are those halflings that tired of the foolish wars of the Big Folk. Believing themselves superior to that, they divorced themselves from the surface, making a path for themselves in the Underdark and following Hemlig. Unlike the Varsidar, they were never cursed by Evighet, and make a good living preying on those bigger and less subtle than they. Often shadowlings will make occasional forays to the surface, to raid and torment the foolish Big Folk.
Personality Shadowlings have a charming personality, even more so than normal halflings. Though they seem far more personable and trustworthy, that's only a front for them to be able to figure out where to stick their daggers. Sly and manipulative, shadowlings have built an entire culture of lies, and getting one to tell the absolute truth is a rare thing. Used to being surrounded by monsters bigger than they in their home, they value brawn little, preferring the subtleties of magic and deception instead. The fact that they are good at such things reinforces their superiority complex.
Physical Description Shadowlings are built similar to their surface cousins, though their hair is typically black or dark brown. Eye color is black, blue, or violet, and their skin is pale in hue. Neither sex grows facial hair, and both men and women will wear their hair long, often making intricate braids. The more intricate the braid, the more prestige the shadowling has. Unlike their surface cousins, they enjoy wealth and often wear gaudy things, though they still will take utilitarian outfits. Shadowlings reach adulthood in their thirties, and live around 200 years.
Relations Shadowlings make friends quite easily, often using bigger and dimmer monster races as their pawns in schemes. Varsidar are regarded with disdain, though not actual hatred, as they will ally with the dark elves until such time as they can stab them in the back. Rock dwarves are disliked, far too structured for shadowling tastes, though some evil rock dwarves can be well-regarded. Surface races are uniformily regarded as idiots, leading some shadowlings to underestimate them, but halflings are regarded as wayward cousins who just don't know the truth of matters.
Alignment Following the dictates of Hemlig, their own selfish and manipulative lifestyle leads shadowlings down an evil path. Most tend to be neutral in regards to law or chaos, though a true neutral or even good shadowling is exceptionally rare. Akin to hen's teeth, you could say.
Culture Shadowlings are like dark mirrors of their surface relatives, often living double lives. However, it isn't known how many identities one could share, as they often change them on a regular basis. It isn't uncommon for a shadowling to be known by six different communities of Underdark folk by six different names. In their own cities, shadowlings tend to be rather communal, the most persuasive carrying the day in their councils. Hemlig is treated as the highest god, Evighet respected as well, with the other deities treated in mild contempt. The primordial dragon-gods, even the evil ones, are shunned and disliked, treated as usurpers.
Class Preferences Rogues and bards are the norm with shadowlings, though they have the discipline to make surprisingly good monks. Sorcerers and wizards are also quite common, as are clerics. Rangers also are the fighter-class of choice, specializing more in Underdark foes or raiding the surface, fighters regarded with disdain. Barbarians are almost unheard of, as are druids, and paladins are non-existent among them.
Racial Traits Except for the following modifications, Shadowlings are identical to halflings from the PHB:
- +2 Dexterity, +2 Charisma, -2 Strength. Similar to standard halflings in stature, shadowlings also have manipulative talents honed sharp from living in the Underdark.
- Spell-like abilities: expeditious retreat, reduce, and mirror image (1/day each). Treat these abilities as if cast by a sorcerer with a level equal to the shadowling's character level.
- Darkvision: Shadowlings can see in the dark up to 120 feet.
- Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a shadowling for 1 round. Shadowlings also suffer a -1 circumstance penalty on all attack rolls, saves, and checks when operating in bright light.
- +2 morale bonus to saves against fear and paralysis. This replaces the halfling bonus to save against fear.
- Automatic Languages: Halfling, Shadowling Sign Language, Undercommon. Bonus Languages: Varsidar, Dwarven, Elven, Gnome, Goblin, Orc.
- Level Adjustment: ECL + 1 (Underdark race only)
Most halflings consider themselves Skalting, though Big Folk tend to call them 'forest halflings'. Not that they live in forests exclusively, but it's easier than calling them 'halflings that aren't in the Underdark nor running around on wolfback.' Typically dwelling near human or elven communities, the Skalting also have small sections of human cities to themselves, conducting their own affairs in the 'Half-Quarter'.
Personality Halflings are a strange paradox in personality. While many enjoy the 'quiet life', the same ones that enjoy life as a blacksmith, farmer, or cook also lead another life as a fighter, rogue, or cleric. Many halflings enjoy long breaks in between their adventures, though they often find themselves growing bored before long. To many halflings, boredom is a horrible thing, and they avoid it at all costs, which contributes to their getting along with gnomes as well as they do. Often halflings will dress less-than-flamboyantly, preferring utilitarian clothes, they also spend gold as quick as they earn it, feeling that they can't enjoy life after they are dead. Avid collectors, many halflings have at least one or two things they enjoy collecting: hides, tomes, rare plants, and the like.
Physical Description The Skalting stand about three feet tall, and they weigh around thirty to forty pounds. Their skin color varies as much as a human's does, and hair color tends to be black or brown. Eye colors range the spectrum, though brown or blue are the most common shades. Hair is typically worn long, and few halfling males have facial hair, though they can grow it if they wish. Halflings typically reach adulthood in their mid twenties, and live to around 200 years old.
Relations Halflings get along well with most races. Humans and gnomes they feel the closest to: the former for the common origins that they share with halflings, and gnomes for the size similarity. Elves and dwarves are treated warmly but cautiously, as the halflings remember the Wars of the Second Age, and what they led to. Half-orcs and half-elves are typically treated rather well, unless they prove evil intents. Monstrous humanoids, and their shadowling cousins, are driven off or killed before they can threaten the community.
Alignment Forest halflings tend to be good or neutral, with slight lawful tendencies. Most of the time they meander the middle road between law and chaos, however, and few halflings are actively evil.
Culture Halflings congregate in small townships, typically, though larger human cities often have a 'half-quarter' run and scaled for halfling use. Often gnomes are found amidst halfling communities, their size and attitudes complimenting each other rather well. Halflings tend to run themselves by committee, with the most-respected and wisest of them having more say than others. Halflings hold more regard for those that bake the perfect souffle than those that slay the marauding orc band, and the true halfling heroes are renowned for both. Most halfling adventurers often hold a role in the community they live in, such as a rogue working as a baker, or a fighter living as a blacksmith as well. Halflings revere Evighet as their creator, though most of their actual worship goes to Kunnia and Kukka, honoring those two goddesses above most others.
Class Preferences Halflings are excellent rogues, though many of them refer to themselves as 'explorers' or 'scouts'. Paladins, surprisingly, are fairly common, in addition to rangers and fighters. Many halflings delve into spellcasting, with quite a few halflings being wizards, sorcerers, clerics, or even druids. Monks are somewhat rare, though not unheard of, and barbarians are not typically found among them.
Racial Traits Forest halflings are identical in their statistics to halflings from the PHB
Nomadic and primitive, the wolfkin halflings, or Ulvskalting, live a life of hardship and wandering. And they wouldn't have it any other way, seeing themselves as shepherds of the forest and of the natural world. Disdaining civilized ways for a life they see as more honest, the Ulvskalting often will lead raids against more civilized communities, taking what they need when it is required.
Personality Honesty is a virtue among the wolfkin, and most of them are honest to quite a fault. Those that earn their respect are treated well, for wolfkin like the comforts of their civilized brethren. However, their tastes are far simpler, and they enjoy their nomadic lifestyle. Some wolfkin will even explore and live in cities, though that is rare, as they prefer the natural world. They revere nature, and will rarely settle permanently in a city, preferring to live outside or nearby the city instead.
Physical Description The Ulvskalting are far more muscular than normal halflings, having adapted to their nomadic lifestyle. Massing closer to 40-45 pounds, but keeping a similar height, wolfkin have dark brown skin and brown or blonde hair. Their eyes are normally blue or green, and they wear furs or skins that they have hunted themselves. The more ornate or powerful a creature whose hide they wear, the more prestige that they have. Men tend to wear breeches or leggings, and women will normally wear leggings as well, though sometimes they will wear skirts or dresses. They reach maturity around twenty years of age, and wolfkin halflings often live to be around 160 years of age.
Relations Wolfkin halflings have strained relationships with most other races. Primal elves and the more barbaric humans are treated as brethren and kindred spirits, as are frost elves in colder climates. Dwarves are mistrusted, as are gnomes, their pranks viewed as superfluous to the wolflings. Other elves and humans are mistrusted as city folk, and even other halflings are regarded with wary caution. Shadowlings are typically hunted, though not slain, as the wolfkin prefer to simply cut out their offensive tongues. Other savage humanoids meet a far less friendly reception.
Alignment Most wolflings are either good or neutral in alignment, with few evil members found among their packs. Chaos or neutrality can be found as well, though some lawful members can be found.
Culture Wolfkin are organized into small tribes, or packs as they call them. Rarely do wolfkin have a permanent lair, instead roaming through a set territory they call their own. Wolfkin have a special affinity for their mounts, often cohabitating with the wolves in the wilderness, though other tribes can have other predators as steeds. When packs meet, often kin are exchanged in marriages, ballads and treasures given back and forth. Most packs follow Elain, though some individuals follow Skogen or Kukka instead.
Class Preferences Wolfkin tend to be barbarians and rangers first and foremost, these two classes comprising the majority of the savage halflings. Rogues (scouts) and druids are the next most common, though clerics of Elain can be found in most packs. Fighters and wizards are rare, the education of fighting tactics and arcane knowledge not found among the tribes. Sorcerers and bards, however, can be found, bards accorded a high degree of respect among the packs. Paladins and monks are almost unheard of, the lawful philosophy needed for such classes rare among the packs.
Racial Traits With the following exceptions, Wolfkin halflings have the same abilities and traits as halflings from the PHB:
- +2 Dexterity, -2 Charisma. Tougher than normal halflings, wolfkin lack the social graces of their civilized kin.
- +2 racial bonus to Jump, Listen, and Ride checks (this replaces standard halfling skill bonuses).
- Wolfkin halflings have the Mounted Combat feat for free. This replaces the +1 to saving throws that standard halflings get.
- Favored Class: Barbarian
- Level Adjustment: Standard ECL
Often a half-varsidar is the product of an unwilling conception by male humans kidnapped for sacrifical rites of foul intent. Dark elves are not normally prone to the 'ravagings' of other evil humanoids, finding such behavior beneath them, though a particularly skilled and wicked human might find an individual's dark elf's favor. Dark half-elves have the following changes to the half-elf entry in the PHB:
- +1 bonus to Will saves versus spells and spell-like abilities (replacing the +2 to save vs. enchantment spells or effects).
- Darkvision 60'. This replaces half-elven low-light vision.
- Automatic Languages: Common and Varsidar. Bonus Languages: Any
- Level Adjustment: Standard (ECL + 0)
The odds of one of the Highest Elves falling in love with a 'mere human' are exceptionally low. However, sometimes love or desire foils their plans of keeping their heritage pure, and a half-fire elf is born. Normally they are kept by the elven parent, raised amongst other elves, or even abandoned among a community of star elves to discover their heritage. Passionate and intense, half-fire elves take the passion of their human half and set it alight by the fires of their elven blood. Their stat changes are as follows:
- +1 racial bonus to perform checks. This is in addition to the racial bonuses half-elves receive.
- Level Adjustment: Standard (ECL + 0)
The most common half-elf, half-frost elves are the result of intermingling of bloodlines between the human barbarians of the north and the frost elves. Often they are fully accepted and recognized members of the clan, and several have risen to prominence, even leading their clans for a time. Frost elves make little note of the difference between elves and half-elves, calling the latter 'quick-thawers' in reference to their hastened lifespans. Their stats differ as follows:
- Racial cold resistance/5. This stacks with other resistances, and replaces the half-elf immunity to sleep spells and effects.
- +1 racial bonus to Listen, Spot, and Wilderness Lore checks. This replaces the skill bonuses of standard half-elves.
- Level Adjustment: Standard (ECL + 0)
Unlike their frost elf brethren, primal elves would rarely if ever consider mingling their bloodlines with that of a human. Occasionally, especially among their druids, when their circles intersect with human druidic sects, romantic entanglements can blossom. Often the half-primal elves are left with the human parent, or raised amongst the druidic circle. Rarely are they adopted by the tribe, though they will be allowed a chance to prove their worth for acceptance. Such trials are typically difficult at best. These are the stat differences from the PHB:
- +1 racial bonus to Listen, Ride, Spot, and Wilderness Lore checks. This replaces the skill bonuses of standard half-elves.
- Level Adjustment: Standard (ECL + 0)
After the frost elves, star half-elves make up the most populous branch of the various half-elf ancestries. They are definitely the most well-known and seen, as star elves have permeated the lands, and often fall in love with the Men and Women that have arisen in the place of the old Conclave. Half-star elves are accepted, if not liked, by their star elf brethren, and are typically raised among the elven parent and their elf relatives. However, other times the human parent will raise them, depending on circumstance, and quite often the elf and human will stay together to raise their child. Half-star elves are identical to the half-elves listed in the PHB.
Half-orcs are the results of interbreeding between Orcs and Humans. The Half-orc can be raised by either parent. Just because they are Half-orc does not mean the Orc tribes will disown them.
Personality The first word one could think of when describing a Half-orc is sullen. They can be short tempered and isolationist but usually more times then not they come across very sullen. They are, however, very fierce and courageous and regarded as having brave hearts. The Half-orc tends to be very blunt and straightforward, not having the vocabulary to beat around the bush.
Physical Description Half-orcs are large, standing anywhere from 6 to 8 feet tall and weighing anywhere from 180lbs to 250lbs. The skin tone of the Half-orcs is that of a grayish hue. The have large heads with sloping foreheads in their mouths they have extremely prominent teeth, making them look as fierce as they actually can be at times. They have extremely coarse body hair like that of a boar. Half-orcs mature very quickly reaching adulthood at the ripe young age of 14 and because of the lifestyle they tend to live they generally don't live much longer than 75 years.One thing that Half-orcs take pride in is scars. They generally wear their battle scars like badges of honour. If raised by humans they may keep them covered but when living amongst the Orc tribes they will display them quite prominently.
Relations Because of their lineage Half-orcs have had to manage with a great deal of prejudice. Some tend to be more reserved and stay to themselves or with other Half-orcs. They've been known to be sworn enemies of elves and dwarves, but some will go out of their way to be accepted by all the races. A lot of Half-orcs take to a life of adventuring to gain not only wealth but also acceptance and respect by those that they live amongst.
Alignment From the Orcish side, Half-orcs tend to lean towards the chaotic side of things. They favour both good and evil in equal proportions. If living in an Orcish tribe they generally tend towards evil alignments, but if raised humans they will more likely tend towards good alignments.
Culture They are generally not attracted to the prim and proper high courtly ceremonies or celebrations, instead prefering the simpler enjoyments of life such as drinking, boasting about battles or battle scars they've received, wrestling for fun with tribesmen, drumming and tribal type dancing, nothing choreographed for them. Half Orcs use the names of humans and orcs or mix both, ones that end up being evil are usually the ones that choose to live with Orcs. They have no lands of their own, mainly living in human lands when not living among orc tribes
Class Preferences Barbarian
- +2 Strength, -2 Intelligence, -2 Charisma
- Medium size
- Half-orc base speed is 30 feet
- Dark vision: Half-orcs can see in the dark up to 60 feet. Dark vision is black and white only, but is otherwise like normal sight, and Half-orcs can function with no light at all.
- Orc Blood: For all special abilities and effects, a Half-orc is considered an orc.
- Automatic Languages: Common and Orc.
- Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.