Player Races of Draconspire
The Prime Races
Race Average Height Weight Age
M / F M / F Adult / Max
Human 5' 4" / 4' 11" 150 / 90 15 / 70
Mountain Dwarf 4' 1" / 3' 11" 170 / 110 50 / 300
Hill Dwarf 3' 4" / 3' 2" 45 / 40 40 / 250
Wood Elf 4' 11" / 4' 10" 100 / 80 60 / 600
Aquatic Elf 3' / 2' 10" 40 / 35 50 / 300
Desert Elf 5' 3" / 5' 1" 145 / 110 40 / 250
Swamp Elf 2' 10" / 2' 8" 35 / 30 30 / 200
Plains Elf 4' 10" / 4' 9" 100 / 80 20 / 150
Mountain Elf 6' 2" / 6' 190 / 170 50 / 500
Shadow Elf 5' 1" / 4' 8" 100 / 80 20 / 600
Half Elf / Half Human Varies Varies Varies
Half Elf / Mountain Dwarf Varies Varies Varies
Half Elf / Hill Dwarf Varies Varies Varies
Half Elf weight, height, adult and max age should fall somewhere inbetween the original elf race and the father race. Half Elves cannot reproduce.
Human: Refer to PHB pgs. 12-14 for racial traits.
Humans are by far the most widespread civilization in all of Draconspire. They follow the racial guidelines stated in the PHB. Humans differ little from country to country. Residents of Castros tend to be light skinned with brown, black and red hair, with all shades of eye color. Residents of Pax Thallos tend to have olive to black skin, dark curly hair and dark eyes. Residents of Xar Zanth tend to have pale skin, blonde or red hair and blue, grey, green or brown eyes. Residents of Tirmordane tend to be tan with blonde or brown hair, light and dark eyes are also common.
Mountain Dwarf: Refer to PHB pgs. 14-15 for racial traits.
Mountain Dwarves have the same racial traits as Dwarves in the PHB. There are four major Mountain Dwarf regions. The Heman Dal mountains, The Spine, The Calemil Mountains and the Thunderpeaks. Dwarves of the Thunderpeak Mountains tend to be more fair of hair, eyes and skin than the Mountain Dwarves of the other regions. Dwarves from the Heman Dal which is Dwarven for Trial Mountains tend to be darker of complexion and hair.
Hill Dwarf: A Hill Dwarf is a Gnome, refer to PHB pgs. 16-17 for racial traits. Substitute the Gnome language for Dwarven.
Hill Dwarves are close relative to Mountain Dwarves, the largest Hill Dwarf population is in the Golden Hills, which the Hill Dwarves call Rombfissle ( Hillhome ).
Elves:
Elves are the only race in Draconspire that can adapt to become something else than what thier parents were. Being the first race of Draconspire Sardack gave them the raw essence of evolution. All Half Elves came from elven mothers, no other Prime Race is capable of creating Halfblood offspring. Where an elf is born also has a lot to do with the elfs abilities and natural inclinations. Upon birth an elf takes on specific traits of the land where it is born while discarding other traits, this is known as bonding. Wood elves from the Greatland Forest are by far the most common elves in Draconspire and are dubed " common elves ". Entire civilizations of " bonded " elves ( non-wood elves ) exist in Draconspire, but these are few and usually hidden from outsiders. All elves share a common tounge with the exception of Aquatic elves who have an additional underwater dialect, and Shadow elves that have developed an original language.
Wood Elf: For a common Elf refer to PHB pgs. 15-16, but replace favored multi-class with Druid.
Aquatic, Desert, Swamp, Plains, Mountain or Shadow Elf ( Bonded ): Elves of this type were born in the respective terrain, with the exception of Shadow Elves which were born in complete darkness. As a result they have traits in addition to what is listed for them on pgs. 15-16 in the PHB.
Aquatic: Aquatic elves are very fair with a blue tint to thier skin. Most Aquatic elves have no hair, but those that do usually have silver or white hair. Eye color is usally yellow, but can be blue or green. The largest group of Aquatic Elves live in the underwater realm of Tir Missia beneath the waves of the Diamond Lake. Aquatic elves get along well with other elves and with humans, they tend to see Mountain and Hill Dwarves as being a little to rigid in thier thinking. Aquatic Elves lean twords the chaotic nature of water, and twords the good side of the moral compass.
Gain swim speed 30', Lower land speed to 15'. Aquatic Elves are small sized, see pg. 20 PHB. an Aquatic Elf has the Aquatic sub-type and the Amphibious trait. Replace elven proficencies with weapon proficency trident, Aquatic Elves may also treat nets as martial weapons rather than exotic. An Aquatic Elf can breath water or air as it wishes, however it must remain moist. An Aquatic Elf can remain out of water for an amount of time equal to one day per point of constitution, after such time the Aquatic Elf becomes fatigued and must make a Fortitude save every additional hour out of water DC 10 +1 per each sucessful save or become exhausted. Imerssion in water for at least a minuite is the only way for an Aquatic Elf to overcome these effects. An Aquatic Elf's favored multiclass is Sorcerer. Automatic Languages: add Aquaelven. Bonus Languages: add Aquan to the elf's bonus language list.
(EX): Underwater Casting: Aquatic Elves can cast spells with verbal components underwater as though they were not. This ability does not function in an area de-void of sound such as the area of a silence spell.
Desert: Desert Elves are lean and powerfully built. They are copper to black skin and have cascading black or brown hair. Desert Elves eyes range from yellow to black. Large tribes of Desert Elves live in the Scorched Lands. Desert Elves get along well with other nomadic peoples, they do not enjoy the confines of cities. Desert Elves lean twords the chaotic nature of nomads, and the neutral side of survival.
Desert Elves gain +2 Con, -2 Int This replaces the standard ability score adjustments of the Wood Elf: The desert makes them tough, but there really isn't much need for deep thinking. A Desert Elf does not have the Elven low light vision or bonuses to his listen, search or spot checks. They do not get a search check to notice secret doors. A desert elf gains a +4 racial bonus on all Survival checks and has Endurance as a racial feat. A Desert Elf's favored multiclass is Barbarian.
Swamp: Swamp Elves are wiry and nible. They have pale skin with a green tint to it, thier hair grows matty and ranges from blonde to brown. The eyes of a Swamp Elf are shaped and colored like a cats to allow for more light to enter. They have very keen senses. Large concentrations of Swamp Elves can be found in the Blackfoot March and the Bramblemoor. Swamp Elves do not play well with others, they see things through the eyes of the unforgiving marsh land that they live in. They tend to lean twords the neutral side of law / chaos, good / evil, perfering to just take care of themselves.
Swamp Elves gain +2 Dex, -2 Cha This replaces the standard ability score adjustments of the Wood Elf: Swamp Elves are small sized, see pg. 20 PHB. Swamp Elves are nimble like thier mothers, but come off as odd. A Swamp Elf has the Blindsense ability that extends in a five foot radius. Swamp elves do not have the racial weapon proficencies other elves enjoy, but they gain a +1 racial bonus to hit on any missle weapon they are proficent with. Swamp elves do not get a spot check to notice secret doors, and they do not gain a bonus on saves vs. enchantment spells. A Swamp Elfs favored multiclass is Rouge.
Plains: Plains Elves are very lean and long legged. They have skin ranging from pale to copper, eyes range from the lightest of blue to pitch black, hair color also ranges from white to black. Elves of the Plains are more wild than thier counter parts and have no main areas of gathering, Plains Elves are the most solitary prime race in Draconspire. Plains Elves get along well with Humans and other Elves, they interact little with Dwarves and tend to judge them on a case to case basis. Plains Elves lean to the Chaotic side, they are free in the rolling grass lands and resisit laws. They also lean to the good side or morals, usually going out of thier way to help.
Plains Elves gain +2 Con, -2 Str This replaces the standard ability score adjustments of the Wood Elf: Plains Elves have amazing endurance but are frail compared to other creatures. Plains Elves have a base land speed of 35'. A plains elf does not gain the bonuses to listen, search or spot checks. They do not get a search check to notice secret doors. A Plains Elf has Superior Low Light Vision, they can see four times as far as a human in starlight, moonlight, torchlight and similar conditions of low illumination. This replaces a Elf's low light vision. A Plains elf gains Run as a racial feat. A Plains Elf's favored multiclass is Ranger.
Mountain: Mountain Elves live on mountain sides in stone made villages. The largest concentrations are in the Spine, The Heman Dal, The Tunderpeaks and the Calemil Mountains. Mountain Elves look much like the humans of the land in which they live, and usually one must see the pointed ears to tell them apart. Mountain Elves are the only Elven race, besides Halfbloods, that have facial hair. Mountain Elves favor earth tones for clothing and decor. Mountain Elves get along with Mountain and Hill Dwarves and sometimes integrate civilizations with those races. They do not care for the lowlanders much, seeing other elves and humans as being benieth them. Mountain Elves lean to the Lawful aspect of ethics, living in the mountains one must count on the well being of the whole. Mountain Elves care less about good or evil, they care about themselves and thier kind, and all other second.
Mountain Elves gain a +2 Str, -2 Wis, -2 Cha This replaces the standard ability score adjustments of the Wood Elf: Mountain Elves, like the mountains they live in are strong, however they lack the social skills of thier kin. A Mountain Elf has Darkvision with a range of 30' replacing the standard lowlight vision. Mountain Elves do not gain the racial bonuses to listen, search or spot, they retain the ability to find secret doors. Mountain Elves skin is thick like the rocky crags they call home, all Mountain Elves have damage reduction 1/-. Mountain Elves do not have the racial weapon proficencies of thier woodland kin. A Mountain Elfs favored multiclass is Fighter.
Shadow: Shadow Elves are shunned by all other Elven races, and usually turn to Ravis at some early point in thier lives. They have a grey sheen to thier skin, all Shadow Elves have black hair and black eyes. Shadow Elves cast no shadow which has earned them the nickname of the " Shadowless ". Shadow Elves have no major civilizations. Shadow Elves are disliked by all other prime races and usually return the feeling. Most Shaodw Elves lean to the Lawful side of the ethical compass, among themselves they have a rigid hiearchy of loyalties. Most Shadow Elves also lean to the Evil side of the moral compass, taking advantage of situations that further them.
Shadow Elves gain a +2 Int, -2 Con This replaces the standard ability score adjustments of the Wood Elf. While more cunning than the other elven offshoots they lack the physical heartiness of other Elves. A Shadow Elf has Darkvision with a range of 120', this replaces low light vision. A Shadow elf does not have the standard elven racial proficencies. Shadow Elves resist magic and have a +2 racial bonus to all saving throws that stem from spells, but not spell like abilities or supernatural abilities. A Shadow Elf does not gain the bonuses to listen, search or spot that other elves do. They do not get a search check to notice secret doors. Shadow Elves have a natural inclination twords Shadows, they cast all spells with the Shadow descriptor at +1 level. A Shadow Elfs favored multi-class is Wizard. Shadow elves have the additional language of Shadowelven.
Halfbloods: Halfbloods are the offspring of female elves and males from other races. The most common being Half Human, Mountain Dwarf and Hill Dwarf. Elves are the only prime race that can produce offspring with other races. Halfbloods themself are not able to reproduce, which makes a Halfblood rare all across Draconspire. Halfbloods share traits from both thier mother and father as per the list below. All Halfbloods share a few common traits also listed below. The size of a Halfblood is dependant on its parents, any Halfblood of Swamp, Aquatic or Hill Dwarf heritage can be small size ( 2-4' Tall ). A Halfblood's height and weight should be somewhere between its mother's and father's. A Halfblood can have either or a mix of skin, hair and eye tones with its parents. Halfbloods of the Shadow Elven heritage cast no shadow. Halfbloods usally adapt the alignment and attitudes of the civilization they grew up in.
Universal Halfblood Traits
Immunity to Sleep spells and similar magical effects.
Bloodlines: For all effects related to race, a Halfblood is considered the race of both parents.
Automatic Languages: Common, Elven and any racial languages the father and mother have.
Bonus Languages: Any
Favored Class: A Halfblood has either the favored class of its father or mother, Halfbloods choice at creation.
A Halfblood will also have two additional traits as per the list below. One Elven trait from the mother, and one other from the father.
Elven Traits
Aquatic: A Halfblood of the Aquatic Elf heritage can hold its breath for an amount of rounds equal to four times its Constitution score and retains the underwater casting ability of its mother.
Desert: +2 Con, - 2 Int: A Halfblood of the Desert Elf heritage is tough like its mother.
Swamp: A Halfblood of the Swamp Elf heritage retains its mother's Blindsense 5' radius.
Plains: A Halfblood of the Plains Elf heritage retains its mother's 35' base land speed.
Mountain: +2 Str, - 2 Wis, - 2 Cha: A Halfblood of the Mountain Elf heritage is strong like its mother.
Shadow: +2 Int, - 2 Con: A Halfblood of the Shadow Elf heritage is witty like its mother.
Father Traits
Human: A Halfblood of human heritage retains either the bonus feat feature, OR the extra 4 skill points at first level, with the additional skill point per level.
Mountain Dwarf: A Halfblood of Mountain Dwarven heritage gets a + 2 racial bonus on saving throws against spells and spell like effects, and the + 2 racial bonus against poison. OR It retains the Stonecunning, Stability, and Darkvision features of its father.
Hill Dwarf: A Halfblood of Hill Dwarf heitage gets a + 2 racial bonus on saving throws against illusion, and can choose to either have the Hill Dwarf's spell like abilities, OR its +2 racial bonus on Listen and Craft ( Alchemy ) checks.

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