Human – See Player’s Handbook pg. 13 for Racial Traits. Humans are the standard by which all other races must be measured. They form such a vast majority of the population that many humans know nonhuman races only through rumor or legend. Humans fill every niche of society and represent a wide spectrum of cultures and ethnic groups. Every human holds the potential to perform great good or commit heinous evil and can choose which path to follow. Humans are masters of their own nature; it is both their greatest strength and their fatal flaw. Human communities can be found in every settled domain.
Elf – See Player’s Handbook pg. 16 for Racial Traits. Elves are a very caste based society. Elvish skin tones range from dark skinned brown to light skinned and pale. Hair ranges from light silver tones to midnight black, and eye hues tend to be green, violet, gray, and amber. The darker an elf’s skin is the higher in society they can rise. Dark skinned women hold the most power, but that doesn’t mean men can’t be just as powerful. Darker skinned elves tend to run elven society while lighter skinned elves tend to be the warriors and workers. Elves care not for the troubles of men and blame them for many of the horrors of the world. It is rare to see an elf out of elven society, thus, many stories and tall tales are told by the common people of elves. The “fair folk” are attuned with nature and thus many elven communities are among the forests of the realm. Some elven communities have started among the mountains with forests at the base.
Dwarf – See Player’s Handbook pg. 14 for Racial Traits. Dwarves are a stout race, built as solidly as the mountains they call home. Their skin is typically a light tan to dark umber tone. It is typically coarse and streaked with ore dust or soot, as dwarves take pride in displaying the efforts of their labors. Hair and eye colors range from rust red through browns to black. Dwarves prefer somber earthen tones. The dwarf mindset centers on forge and family, and respect dedication in all forms. Dwarves claim a spiritual kinship with the earth. Some humans have distorted this believing dwarves are actually elemental spirits. Many human folktales speak of dwarves who require a diet of gold and gems or who turn to stone if touched by sunlight. Dwarves have many strongholds built within the depths of mountain ranges. Smaller dwarven communities have also spread throughout the central mountain range as of late.
Caliban – See Half-Orc on Player’s Handbook pg. 19 for Racial Traits. Calibans are rare. They are twisted humans exposed to curses or foul magic while still in the womb. The birth of a caliban in a community is often seen as a sure sign of the presence of withcraft -specifically, the corruption aura of a hag. Calibans are physically powerful but misshapen humanoids. No two calibans look alike, but common deformities include twisted backs or limbs, asymmetrical features, bristly hair or tusk-like teeth. Calibans are widely considered brutish, savage creatures. In truth, many calibans are simple-minded, petty brutes, but this is often the product of their upbringing. Rejected as monsters, most calibans spend their lives hidden in dank cellars or flee civilization to roam the wilds. In truth, a caliban’s heart can be as pure and noble as that of any human.
Gnome – See Player’s Handbook pg. 17 for Racial Traits. Gnomes are spindly humanoids with tanned skin and wizened faces. They have fair hair and large, sparkling blue eyes. Most humans find gnomes less threatening than other nonhumans simply due to their small size, but humans remain wary of gnomes’ reputed inborn magical powers and eccentric personalities. Gnomes wear comfortable clothes in bright primary colors. Gnomes also possess an intense intellectual curiosity. Typically gnomes do not live in human settlements due to many humans’ fear of the arcane. Most gnomes live in the settlement of Erosstead. Humans who are interested in arcane arts who wish to not be secretive in their studies tend to arrive here sooner or later.
Half-Elf (Fey-Born) – See Player’s Handbook pg. 18 for Racial Traits. Half Elves are the product of rare love affairs between elves and humans. Half-elves inherit most traits from their human parent, they often retain faint elven traits: slightly pointed ears, angular features and green or violet eyes. Half-elves have no communities of their own and tend to adopt the prevailing human fashions of their homeland. Although Half-elves can be at risk in a few domains, they do not face the same level of animosity many other nonhumans do in human lands. Half-elves are generally pitied by both humans and elves; some even consider half-elves mildly cursed by their heritage. It is said that half-elves are doomed to outlive their human loved ones and grow old and die before their elven kin. Half-elves find it difficult to maintain long-term relationships. Forced into the life of an outsider, half-elves often pride themselves on their iconoclastic nature. Many pour their alienation and anguish into artistic pursuits, becoming musicians or wandering bards.
Halfling – See Player’s Handbook pg. 20 for Racial Traits. Halflings are tiny humanoids easily mistaken for human children at first glance. Halflings possess childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings hair and eye color is usually dark brown. Halflings are lucky enough to avoid most of the animosity other nonhumans face. With their small size and lack of supernatural powers, halflings present humans with little to fear. Human’s respect halflings’ courage and general good nature – sometimes to a fault. Humans often treat halflings with good-intentioned condescension, believing that all halflings are as innocent and harmless as the young children they resemble. Some human bards claim that halflings were created when a powerful hag tried to purify a human, driving all evil from his body. The victim was reduced to half his normal size, the “evil half” vanished to no one knows where. Halflings pay this legend very little mind. Most halflings are nomadic, wandering in clans from one domain to another. Halflings take root in a given area for a few years experiencing all it has to offer before moving on.