Races
Dwergi receive the following bonuses and penalties to Rogue abilities: Fiddle +1, Stealth & Climb -1. Due to their habit of living underground in great mines, Dwergi have the ability to Humans come in a wide range of appearances, and are see in the dark with infravision up to 60 feet. From their versatile and ambitious beings. This very versatility grants them the ability to choose any class, with no level restrictions. experience underground, Dwergi have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or Humans are by far the most common race, and they serve as noticing if passages are sloped. Dwergi must be actively the baseline from which all of the non-human races are searching for these abilities to function. In addition to these compared. abilities, Dwergi are particularly hardy people, and have a strong resistance to magic, as reflected in their saving throws.
Human
Dwergi
(Also known as Dweorg, Dvegr, Zwerc, Dvergar) The Dwergi are a dying race. Once the most powerful people on the planet, their decline has left them a spiritually shattered people. Once they took great pride in their grand architecture, their technological supremacy, and loved each other just as hard as they worked. But they did not change with the world, and as the rest of the worlds inhabitants came into their own, the Dwergi retreated into their subterranean fortresses. War and impotence stripped the Dwergi of their pride, and all that was left was to work. And work is the life of the average Dwergi. There is no love, no joy. Just never ending work meant to numb the brain and appease the spirit through the acquisition of gems and precious metals. Dwergi really dont even breed any more, such is their disregard for the basic pleasures of existence. But not all are like that. Some strike out into the world, wanting to live. These types often have just as much trouble settling down in human society as their own, and become wandering adventurers.
Huldefolk
(Also known as Alfr, Aelf, Ylfe, Ese, Elbe)
Requirements: CON 9 Attribute Modifiers: CON +1, CHA -1 Once the epitome of enlightenment and responsibility, Available Classes and Level Limits: Fighter (9), Rogue (12), Huldefolk civilization has fallen before the expansive nature Augerer (8) of Man. Where once the Huldefolk nations ruled the forests, the plains and the mountains, their now-small numbers live in Dwergi are hardy beings, resistant to magic and poison, and as secret enclaves, possessing great power but utterly impotent in such they receive bonuses to defend against these effects. In matters of projecting it. In addition, the empire-spanning addition, their small size grants them a bonus to finding cover Huldefolk religion of Christianity is breaking up, struggling and avoiding breath attacks. Dwergi receive the following against the rising pagan cults and sorcerous cabals of Man. saving throw bonuses: Their attitude towards man is not unified. Some see +2 save versus breath attacks Man as the natural heir to creation and seek to guide him and +4 save versus poison help him rule in wisdom. Most, especially Christians, see Man +4 save versus petrify or paralyze as a great blight, and work to destroy him before he destroys +3 save versus wands all natural order. And some, considered young and foolish by +4 save versus spells or spell-like devices their people, walk among Man. Requirements: INT 9 Attribute Modifiers: DEX +1, CON -1 Available Classes and Level Limits: Fighter (10), Sorcerer (11), Rogue (12), Augerer, (7) Huldefolk receive the following bonuses and penalties to Rogue abilities: Stealth & Climb +1, Hear Noise +1. Huldefolk have infravision of 60 feet, and have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. Because of their connection to nature, Huldefolk are completely unaffected by the paralysis ghouls can inflict.
There are communities near the sea that speak in hushed whispers of what lies in the depths just off the shore. Haflin are short, curious creatures who are popularly known as Sometimes, struggling fishing towns have little recourse but to seek these dangers, to increase their fishing catch. Other times creatures of leisure, but there is far more to them than that. Haflin as a race do tend to take their pleasures very seriously, greedy sailors make pacts with sea demons for the gold they and the fat and happy Haflin stereotype has taken hold because mine in unfathomable depths. In either case, the necessary pacts always involve the union of humans and deep ones, from rural farmers, while dedicated and fastidious in their work, have all the food they could ever want and not a lot of reason which the unpleasant-looking sea bloods originate. to engage in moderation. Those used to that stereotype are Subhuman (Non-Player Race) very surprised the first time they meet a chiselled, battlescarred warrior Haflin. Haflin Player Characters are those that have left their Subhumans are an unfortunate blend of human and voormis, homelands to seek adventure and fortune. They are generally an ancient and degenerate cannibal-slaver race. Subhumans seen as troublemakers and madmen by their kin who are not so have large brow ridges and are slightly hairier than normal inclined. humans. They retain large primate canine teeth similar to those of the voormis, but they are not large enough to be effective Requirements: DEX 9, CON 9 weapons. Attribute Modifiers: STR -1, DEX +1 Available Classes and Level Limits: Fighter (6), Rogue (14) White Ape (Non-Player Race) (Also known as Hiisi, Menenkainnen, Kleinemann) Like Dwergi, Haflin are hardy beings, resistant to magic and poison, and as such they receive bonuses to defend against these effects. Their diminutive stature grants them a bonus to finding cover and avoiding breath attacks. Haflin receive the following saving throw bonuses: +2 save versus breath attacks +4 save versus poison +4 save versus petrify or paralyze +3 save versus wands +4 save versus spells or spell-like devices Haflin receive the following bonuses and penalties to Rogue abilities: Fiddle +1, Stealth +1, Climb -1. Haflin are dexterous folk who get a bonus of +1 to initiative rolls when alone or in a party composed only of Haflin. They have keen coordination that grants them +1 on any missile attacks. Because they are so small, Haflin have a lower armor class (-2) when attacked by creatures greater than human sized. White apes are an ancient race of highly evolved apes that live in dark jungles far away from human civilizations. Deep in these oases of savagery, white apes are thought to worship evil bestial beings. These simians generally have light skin, white or blonde hair, and blue or green eyes with ape-like facial features and slightly more body hair than humans. White apes are as intelligent as humans, stronger, and walk on two legs.
Haflin
White Ape Hybrid (Non-Player Race)
The result of an unnatural union between a human and a white ape, white ape hybrids are generally despised by humans. Most have ape-like faces that are a hideous testimony to their heritage. They may have any hair, eye, or skin colour derived from their human stock. White ape hybrids are fully accepted in white ape society, but the human blood within them often leads to feelings of revulsion toward their simian heritage. They frequently take up a vagabond lifestyle.
Sea Blood (Non-Player Race)