Races will be moved from this page to their own individual pages when their descriptions are completed.

Dwarves

Appearance: A dwarf is usually about 4 feet tall and stout of body, with thick bones.
They have square jaws, prominent cheeks and jawlines, and also pronounced noses and
browlines.  Dwarven complexion is generally a dark grayish-brown, more of a gray tone
in some families while other families have a more brownish tint to their skin.  Their eyes
are generally brown, black, or steel blue, often with amber flecks.  Dwarves have hair of
red, black, silvery gray, or golden blonde, and they like to keep their hair well-kept and
braided.  All dwarves have facial hair, even females, though men tend to have larger,
fuller beards and mustaches, while female dwarves tend to have sparser beards or
  goatees with no mustaches.


Description: Dwarves are a solemn and serious folk, hard-working and dedicated.  They
believe in the credo 'actions not words', and a dwarf would rather do something about a
problem or situation rather than talk about it or think it over.  They are sometimes brash
and always bold, but have enough sensibility to temper that.  Dwarves try to be proud
of their vocation and their deeds, no matter how lowly or menial, and tend to believe
that any task done by a dwarf is a task done better.  They can sometimes be boorish,
stubborn, or overbearing, but can still be reasoned or bargained with.  Dwarves also have
a greedy streak to them, and love owning plenty of shining coins, glittering gems, and
fine sculptures, even though most of them do not possess much wealth like this, which
only amplifies their desire for the wealth they 'deserve'.  Overall, dwarven arrogance,
pride, and stubbornness make it difficult for other races to get along peacefully with
them, but some manage.  Dwarves know the importance of cooperation, obediance,
loyalty, and trust, so they work to foster such ideals in their communities.  They have
a strong leaning towards lawful alignments, and tend to be good-aligned more often
than evil-aligned.

  Most dwarves live in the Ur-Dalechron Hegemony, a large domain consisting of
the Halek-Rel Mountains, Gorkoth-Mal Canyon, Drentath Wood, Chaldoth Glade, and
Rel-Aruntur Mountains.  The Ur-Dalechron Hegemony is ruled by an Exarch, and
divided into several small landholds each ruled over by a viceroy, and these territories
are further divided into individual cities, towns, and villages each ruled by a thane.
Citizens of Ur-Dalechron who own land but possess no formal title are called laird, and
have greater influence in dwarven politics compared to landless citizens.  Each dwarven
family is called a house, and is presided over by a patriarch or matriarch, who usually
passes on their leadership of the family to their eldest child once they step down or
perish.  Some dwarven families are powerful and influential nobility, while others are
little more than peasants with no influence or status.  The dwarves of Ur-Dalechron are
a very inventive people, and produce many mechanical wonders.  They were amongst
the first to devise firearms, and have been producing black-powder weapons for a few
years now, under the dutiful supervision of the state, for use against the rival humanoids
who frequently invade their domain.


Relations: The dwarves are a somewhat militaristic society, as they have to fend off
constant attacks from the orcs of the southeast, as well as the giants and goblinoids of
the west, and the kobolds underground.  The dwarves are slow to trust members of
other races, but do trade with gnomes, humans, and occasionally, halflings.


Basic Stats: Medium Humanoid; Base Speed (20 feet); -2 Dexterity, +4 Constitution, -2
Charisma (Dwarves are exceptionally tough and resistant to pain, but they are also gruff,
aggressive, and easily offended, while their somewhat short and stocky bodies also lack
the agility of slimmer races.); Darkvision (60 feet); Low-Light Vision (3 times as far
as a human); Stonecunning (+2 on checks to notice unusual stonework, various benefits
underground and regarding unusual stonework); +2 Appraise, +2 Craft, +2 Profession
(all only relating to stone, metal, and crystal); Sturdy (counts Strength score as +4 higher
for purposes of light load, medium load, and resisting trips or bull rushes, but not for any
other purposes); Endurance (racial bonus feat gained at 1st-level); +2 on saves against
magic; Racial Enemies (+2 attack, weapon damage, and armor class against elves,
goblins, and orcs); Automatic Language (Dwarven); Intelligence Bonus Languages
(Draconic, Giant, Gilden, Gnomish, Goblin, Orcish, Rizan, Tashi, Terran, Tribal);
Favored Class (Fighter).


Gnomes

Appearance: Gnomes are a short folk, standing only about 3 feet tall and usually a little
plump.  They have skin of light gray and smooth, rounded features.  Their nose and
ears are slightly large, as are their eyes.  A gnome's hair is usually white, black, brown,
or maroon, while their eyes are green, blue, violet, or golden in hue.  Male gnomes
usually have a little facial hair but not much.


Description: The gnomes are a very curious and intellectual folk, always seeking to
learn new things and devise new tricks or spells.  They are dedicated to learning and
creating new things, almost obsessive about keeping the world around them new and
exciting, so they frequently travel about and look for new devices, spells, phenomena,
tricks, pranks, jokes, dances, artwork, and so on.  Gnomes often come off as eccentric
and childish, in the eyes of other races, because they are constantly joking about and
fooling around, goading others to join them on adventures and expeditions with
seemingly reckless abandon.  However, gnomes are not foolish, and their quick wits
allow them to judge the risks of their antics and ensure that they don't go off and make a
fatal mistake.  Gnomes are not impatient either, and enjoy studying texts for new stories
or greater knowledge, as well as spending hours at a time perfecting a single alchemical
formula or magic item component.

  Gnomes do not give up easily when they take up a task, but are willing to temporarily
abandon a task until they can come up with a better plan.  Gnomes have no particularly
strong tendencies towards either law or chaos, but do tend more towards good behavior
than evil actions.  They prefer to share their discoveries and creations, and prefer to do
work that benefits their people in general, while some gnomes even extend this
preference to other races as well.  The gnomes are excellent magic-users and create
many lesser magic items, some for trade.  Gnomes live in self-governing communities of
varying size, usually nothing more than a single town or city, but these communities
usually keep in touch with one another and ally against any invaders in the gnomish
lands.  Their territories are the Tabernook Mountains, Geblinak Woods, Findabar
Spires, and Abelseng Peaks.


Relations: The gnomish folk try to avoid conflicts with other races, being light-hearted
and generous, and prefer subterfuge and guerilla tactics when invaders come their way.
The orcs, kobolds, and giants tend to invade or maraude around the gnomish valley
sometimes, but the gnomes manage to stall, hide, and harass the attackers until they give
up and go away.  Gnomes trade occasionally with humans, dwarves, sea elves, and
halflings. Their primary exports are minor magic items, gemstones, precious metals,
books, and various trinkets.


Basic Stats: Small Humanoid; Base Speed (20 feet); -2 Strength, +2 Dexterity, +2
Intelligence (Gnomes are small and somewhat scrawny, but are fairly agile, dexterous,
and inventive.); Low-Light Vision (4 times as far as a human); +2 Alchemy, +2 Listen;
Iron Will (racial bonus feat gained at 1st-level); The Bigger They Are (+2 racial bonus to
attack rolls and +2 dodge bonus to AC, only against creatures of larger size category);
Innate Spells (may use the spell-like abilities of Detect Magic, Mage Hand,
Prestidigitation, Silent Image, True Strike, and Ventriloquism, each once per day, as per
a 1st-level wizard, and each suffers arcane spell failure chances as though they were
arcane spells, but must have an Intelligence score of at least 10 + the spell's level in order
to use any given one of these); Automatic Language (Gnomish); Intelligence Bonus
Languages (Draconic, Dwarven, Elven, Giant, Gilden, Halfling, Orcish, Rizan,
Tashi, Tribal, Sylvan); Favored Class (Wizard).


Halflings

Appearance: Halflings stand about 3-1/2 feet tall on average, with just a few inches of
variance, with a somewhat wiry build and olive skin.  Their eyes are black or green, with
black or gray hair.  Male halflings occasionally have some facial hair, but usually not
much more than a goatee, mustache, sideburns, or small beard.


Description: Halflings have a strong tendency towards neutrality and good alignment,
but there are some halflings of non-good or non-neutral alignments, particularly amongst
the few bands of nomadic halflings.  Most halflings are benevolent and nonviolent, but
will defend themselves and their families when necessary.  They are hard-working and
dedicated folk, trying hard to excel at whatever profession or lifestyle they have chosen.
Halfling society is loose and mirthful, allowing each halfling to pursue whatever path they
desire, but also requiring all halflings who live in the homeland to do something for the
community.  Their homeland is the Great Plains, Glowmoss Marsh, Smallwood,
Greatwood, Verdigris Peaks, Suntouch Spires, and Mountains of Mist.  They easily
cooperate with eachother and work together on any project when needed.

  Halflings are a mercantile people, though not greedy, and travel the world selling the
products of their labor, while bringing home exotic goods from foreign lands.  Halflings
themselves are masters of cooking, farming, herding, brewing, and tailoring.  They have
many cotton trees, fruit orchards, and farms.  They raise silkworms and harvest the silk,
while also harvesting cotton and sheep's wool for the weaving and tailoring of exquisite
clothing, tapestries, and rugs.  They raise sheep for wool, goats and cows for milk and
cheese, and chickens for eggs, but halflings very rarely eat meat, preferring vegetarian
dishes.  They raise domesticated canines for protecting their herds, use as mounts, and
as loyal pets.  Halflings possess excellent skills in winemaking and the brewing of certain
ales, and are the foremost chefs in the known world.


Relations: The halflings have no real enemies, ever careful to be uninvolved in the
politics and wars of other races.  They trade peacefully with most humanoids, albeit
most often with humans, gnomes, and dwarves.  Halflings do occasionally have to fight
off goblins, giants, jungle elves, dark elves, wild beasts, or various aberrations, but
manage to live a mostly-peaceful existence hidden away from most dangers.


Basic Stats: Small Humanoid; Base Speed (20 feet); -2 Strength, +2 Dexterity, +2
Charisma (Halflings are weak due to their small stature, but they are quite nimble and
also tend to be good at dealing with others and getting their way, being very persuasive
and spirited.); +2 Climb, +2 Craft, +2 Jump, +2 Profession, +2 Swim; Halfling
Cleverness (all skills are considered class skills for a halfling, at all times); Halfling
Finesse (halflings gain the benefits of the Weapon Finesse feat with all light weapons,
and count as having it with such weapons as a virtual feat, regardless of prerequisites);
+1 on all saving throws; Automatic Language (Halfling); Intelligence Bonus Languages
(Dwarven, Elven, Giant, Gilden, Gnomish, Goblin, Orcish, Rizan, Sylvan, Tashi,
Tribal); Favored Class (Bard).


Kobolds

Appearance: These reptilian humanoids are about 3 feet tall, with dog-like jaws,
protruding snouts, horny ridges over their eyes, and reptilian ears.  They possess small
tails of about a foot long which aid a little with balance, but nothing more.  Their bodies
are covered in small, tough scales of dark brown or gray, sometimes with a greenish tint.
Kobolds have beady yellow eyes and no hair.


Description: Kobolds tend towards lawful evil alignment, but only somewhat more
often than other alignments.  They are rarely good-aligned, but do sometimes become
chaotic or neutral.  Kobolds are vicious and devious, enjoying cruel pranks against other
races.  They are cowardly but do gain confidence when they have a numerical advantage
against a foe, and they are not averse to taking some risks for the sake of wealth or
power.  They cooperate with eachother excellently in any project, battle, or other
undertaking, and are a hardworking people.  However, they do tend to assassinate or
discredit others whom they want to replace in a key position of the kobold government.
They have a single, vast government that loosely controls all kobold clans, with a simple
heirarchy which many kobolds try to move up in, as often through skullduggery as
through honest work and striving.

  Kobolds enjoy working with mechanical devices, and admire any complicated or
intricate device, while respecting anyone who can craft a good machine.  They possess
firearms technology stolen from dwarves, and have worked with goblins to
reverse-engineer the firearms in order to produce their own.  The kobolds were originally
created by the yuan-ti, and were subsequently enslaved by them for many years.  After
a few generations, the kobolds grew enough in numbers to rebel and escape, and they
have cooperated with eachother ever since, for the survival and propogation of their
species, and in the hopes that they will someday overwhelm the yuan-ti and enslave
them in return.  They live underground in vast complexes and networks of tunnels and
caves, with many secret passages and hidden chambers.


Relations: Kobolds get along reasonably with goblins and orcs, occasionally trading with
them or allying with them for a war.  They tend to fight with the other races though,
albeit rarely more than raiding and pillaging for supplies, materials, and riches.  Kobolds
utterly despise Yuan-Ti and will attack them whenever there is an opportunity, as long
as they have overwhelming numbers or some sort of ace in the hole.


Basic Stats: Small Humanoid; Base Speed (40 feet); -4 Strength, +4 Dexterity, -2
Constitution, +2 Intelligence (Kobolds are small, scrawny, and frail, but are also nimble,
well coordinated, and cunning.); Darkvision (90 feet); Light Sensitivity (-1 on attack rolls
in sunlight or other bright light); Scaly Skin (+1 natural armor bonus to AC); +2 with
four skills of choice (also count as permanent class skills, must choose from amongst
Appraise, Craft-blacksmithing, Craft-firearms, Craft-mechanical devices, Craft-tinkering,
Craft-trapmaking, Craft-woodworking, Disable Device, Knowledge-architecture and
engineering, Knowledge-technology, Profession-mining, Search); Automatic Language
(Draconic); Intelligence Bonus Languages (Dwarven, Elven, Gilden, Gnomish, Goblin,
Orcish, Rizan, Tashi, Tribal, Undercommon, Yuan-Ti); Favored Class (Rogue).


Goblins

Appearance: Small of stature and scrawny in build, goblins are about 4 feet tall and
gangly, but their frames are not as frail as they appear, with leathery skin and dense
bones.  Goblins have skin of varying red tones, sometimes brownish or grayish red, and
they have just a little bit of black hair.  Their eyes are yellow, red, or violet.  Their heads
are a bit large for their bodies, and have ragged, pointy ears and hawkish noses, with
angular features and an ugly visage.


Description: Goblins are a very chaotic and selfish people, greedy and power-hungry,
always seeking to overcome their physical weaknesses.  They are often evil as well, with
tendencies towards cruelty, torture, and vandalism against other races, but some goblins
develop differently.  They work together usually only to raid communities of other races,
where each goblin steals what loot and plunder they can and then makes an escape.
Goblins live in tribes of varying size and power, some possessing firearms technology
stolen from humans, some wielding nothing more complex than slings and javelins.
They have limited magical talents, so prefer mechanical devices and traps to overcome
enemies.  Goblins are largely nocturnal humanoids, but are not averse to operating in
daylight when necessary.  They live in mountain caves or in simple huts of wood, reeds,
and thatch, which they may quickly take apart and carry with them when relocating, as
goblins are frequently nomadic.  Their tribes are quite anarchic and have little in common
with eachother, each ruled by the wisest or most powerful goblin, or sometimes by a
small council of goblins who band together to rule a tribe and secure their positions
through mutual support.  Goblins inhabit primarily the Hroth'Frg Marsh and Grsh'Nath
Highlands, but several goblin colonies have been built along the mountains, hills, and
plains of the dwarven, human, and halfling lands.


Relations: Goblins occasionally trade or ally with kobolds, orcs, and hobgoblins, but are
often subjugated by the latter two and made into slaves, so goblins prefer dealing with
kobolds.  On rare occasions they may trade with a halfling peddler.  Goblins frequently
raid and pillage the towns of the dwarves, humans, and halflings they live near, and
many roving bands of goblins seek out and attack gnomish or elvish travelers.  Goblins
have a particular enmity for the larger races, and rarely work together with races who
are larger than themselves.


Basic Stats: Small Humanoid; Base Speed (30 feet); -2 Strength, +2 Dexterity, +2
Intelligence, -2 Charisma (Goblins are somewhat feeble, rude, and ugly, but they are
fairly nimble and devious.); Darkvision (60 feet); +4 Bluff, +2 Climb, +2 Craft, +2
Escape Artist, +2 Jump, +4 Move Silently; Run (racial bonus feat gained at 1st-level);
Dirty Fighting (extra +2 on attack rolls against an enemy they flank, or against a
flat-footed enemy, but do not double against a flanked and flat-footed enemy); Racial
Enemies (+2 attack, weapon damage, and armor class against kobolds, giants, and orcs);
Automatic Language (Goblin); Intelligence Bonus Languages (Draconic, Dwarven,
Elven, Giant, Gilden, Orcish, Rizan, Tashi, Tribal, Yuan-Ti); Favored Class (Rogue).
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weapon sizes, ability score names, movement speed types, skill names, checks, skill checks, caster level, caster level
check, special ability types, darkvision, low-light vision, stonecunning, armor class, AC, feat types, feat names, spell
schools, spell types, spell names, arcane spell failure, spell levels, light sensitivity, natural armor bonus, class skills,
cross-class skills, undercommon, flank, flanked, flanking, flat-footed, alignments, spell resistance, and yuan-ti are
property of Wizards of the Coast, Inc., a division of Hasbro Corporation.  Far as I know.  All other content on this
webpage is copyright (c) 2004 and copyright (c) 2005, property of John J. Korsog, Jr., internet aliases Arkhandus and
Mist Phantom.  This material is free for personal use but not for commercial distribution.
Rhunarian Races, Smallfolk