Domibian Races

Humans
Many of the following races are all human, to one degree or another. That is they can all interbreed and produce viable offspring. In many cases the offspring will have a mixture of the two parent's physical traits. Some, like the Sheroan, have abilities that are not available to "normal" humans, however they are still considered humans. There are several races that are labeled semi-human, in this case it means that they do not produce viable offspring, rather they resulting child would have some mixture of the two parent's characteristics, but would be sterile mules (see also the H'skela). Non-human races can not breed with humans at all or with any other races (except their own, obviously).
In most cases racial groups will also function as cultural groups. In some cases political boundaries have little bearing on the racial make-up of the area. This does not mean that all the racial attribute modifiers are pointless, in many cases these attributes will be the dominant gene pool in an area. Many times recessive genes will crop up and cause certain attributes to be granted to one who is several generations removed from being pure-bred. The attribute modifiers also allow the gamemaster and player to gauge what attributes are considered valuable by a particular race or culture. It also provides a rough idea of the "average" person in any given area. 
Care should be taken with any non-physical attribute modifiers. These modifiers are usually in place to reflect some element of the culture in question, as with the Cahboni's low Int and Wis being not so much a racial imbecility as a cultural disdain for intellectual arts and thought before action. An individual raised outside the particular culture will often not share these traits, an example being a Cahboni child raised among the M'Come' would not have any negative modifier to his mental abilities.

Note:  Many of the races have different modifiers for male versus female characters.  These differences can have an effect on the culture in question, so if you decide to ignore these differences for the sake of being PC, be aware that you might be tinkering with the race's nature.  Most of the cultures that don't have sexual dimorphism tend to be more egalitarian.  Where the sexes are very different (for example the Cahboni) the stronger of the two tends to be the dominant gender in that culture.
As a related note, I usually make female human characters take a -1 STR modifier, because I tend to like the realism of it.  I realize this is not a very "enlightened" approach, however I think I have reality to back me up and don't feel too bad about it.  I usually balance this by allowing female characters to take a +1 to either DEX or WIS (this is purely a game balance thing, I don't want my players that play a female character to feel hosed).

Another Note:  Many of the races listed here have odd numbered adds.  If you (as some people on the WotC board did) find odd adds to be some sort of abomination, just take a deep breath and tell yourself that the designers are being avant-garde and pushing the d20 system to extreme limits.


Human Races

Amura, children of Amura
Culture Type: Civilized
Class Limits: No Barbarians or Monks or Druids. Rangers would be very rare.
Religious Alignment: Lawful Neutral
The Amura have a very urbanized civilization. They are clustered around several huge cities which are surrounded by farmland and connected by canals. The cities are strung along a broad, meandering river that runs through an arid plain. The Amura have taken city building to an extent unequaled by other cultures, creating vast metropolises that rival Rome. Because the Amura did not develop the wheel independently, they came to rely on water transport, utilizing a vast system of canals. Even after the importation of the wheel, transport still was heavily water-borne. Agriculture is also more advanced than in other areas, allowing much greater populations to live off the land. The same canals that act as highways also are the primary source of irrigation. They are very efficient warriors, but usually only provoke conflict when population pressures become too strong. It is only within the last 100 years that they have had conflicts with non-Amura kingdoms. Amura are stronger than normal (F&M +1 Str) and their culture rewards those that use their wits (F&M +1 Wis). They are more magically adept than normal (F&M effective +2 to appropriate ability, only used for determining bonus spells per day), yet are not exceptionally mystical, they use magic in a more pragmatic, utilitarian way, primarily for construction and agricultural purposes. Average height and weight is 5'6" 150 lbs. for both genders. They are olive to dark skinned and have dark hair and eyes.

Anstan, children of Ansta
Culture Type: Civilized
Class Limits: No Barbarians or Monks. Fighters, Druids or Rangers are rare.
Religious Alignment: Chaotic Neutral
Anstan culture is known for it's great philosophers and sages. They are fair skinned and have a tendency towards light hair and dark eyes. Their culture values innovation and public discourse, which produces some of the finest minds in the world (F&M +2 Int). They are much less muscular than normal humans (M -2 Str; F -3 Str). Average heights and weights are 5'3" 115 lbs. for males and 5'0" 95 lbs. for females.

Antente', children of Antent
Culture Type: Civilized
Class Limits: No Barbarians or Monks. Druids or Rangers would be rare.
Religious Alignment: Lawful Neutral
The Antente' are quite graceful and attractive in general (F&M +2 Cha). They have fair to olive skin and tend to be fair haired. Their eyes are light or dark depending on their skin tone, olive skinned individuals usually have dark eyes, while light skinned individuals have green and bluish eyes. Average height and weight is 5'7" 130 lbs. for both male and female. Within their own culture intellectual arts are eschewed (F&M -1 Int, -1 Wis)

Attoni, children of Atton
Culture Type: Civilized
Class Limits: None really, but Barbarians or Monks would be rare.
Religious Alignment: Lawful Neutral
The Attoni are a race dominated by warfare. They do not ignore the other elements of culture, but they are driven by a desire for conquest. They are not rapacious, however, and the lands they conquer are assimilated into their own kingdoms in a manner reminiscent of the Romans in Earth's history. Male Attoni are stronger than average (M +2 Str), while females are less muscular (F -1 Str). Average heights and weights are 5'11" 160 lbs. for men and 5'5" 125 lbs. for women.

Bennilli, children of Bennill
Culture Type: Civilized
Class Limits: No Barbarians or Monks. Bards are very common. 
Religious Alignment: Chaotic Good
The Bennill are by nature gregarious and do not enjoy solitude. They are famous for inventing new holidays and they boast some of the finest brewers and vintners in the world. They are very nimble with their hands (F&M +2 Racial Bonus to Craft skills) and many become fine craftsmen. They do not place a great deal of emphasis on the intellectual arts, tending more towards bawdy limericks and simple instruments. They do not boast any fine art or architecture and have no great writers or poets (F&M -1 Int). Average height and weight is 5'7" 160 lbs. for men and women. They are fair-skinned with all common hair and eye colors appearing.

Blinan, children of Blin
Culture Type: Civilized
Class Limits: No Barbarians or Monks. 
Religious Alignment: Neutral Good
The Blinan are slender, fair-skinned and dark-haired. Their culture values learning and the intellectual arts (F&M +1 Int, +1 Wis). They are a female dominated society, though men are not treated as second class citizens. They tend to be a very realistic people, with a strong sense of honor. This seeming dichotomy has molded a sort of pragmatic romanticism among the Blinan. An example of this would be a last stand where all the soldiers knew they would die, but would fight bravely regardless. Average height and weight is 5'7" 135 lbs. for both men and women.

Cahboni, children of Cahbon
Culture Type: Barbarian
Class Limits: No Clerics (Adepts, instead), Wizards or Druids.
Religious Alignment: Lawful Evil
Cahboni culture is exemplified by the idea that "might makes right". Clan leaders gain their position through brutality and strength. The Cahboni exhibit rather striking sexual dimorphism (M +3 Str, F -1 Str). Men are not expected to take any interest in the "feminine arts", which include anything not pertaining to violence (M -2 Int -2 Wis). Women are expected to provide advice for their menfolk in such a way as to allow the man to feel that a woman is not instructing him (F -1 Int). Women and men who do not fight (i.e. children, bards, and the elderly) are not allowed to cut their hair or shave. One result of this custom is that all men of fighting age make sure that they have the least amount of hair possible. Average heights and weights are 6'1" 190 lbs. for men and 5'5" 125 lbs. for women. They have fair to olive skin and dark hair and eyes.

Derese, children of Derese
Culture Type: Civilized
Class Limits: No Barbarians or Monks, Druids or Rangers. Wizards are very common in the aristocracy.
Religious Alignment: Neutral Evil
Deresian culture is extremely stratified. There is the aristocracy who are not bound by any laws, and the peasantry who are literally owned by the landowner they work for. The aristocracy use supernatural means to keep the serfs in abject servitude, terrified of any attempt to rise up against their oppressors. Deresians are less muscular than normal humans (F&M -1 Str) but are more agile (F&M +1 Dex). The aristocracy are culturally prone to gratifying themselves in all things and the peasantry are culturally acclimated to acquiescing to there owners, ironically resulting in both classes having a lowered strength of will (F&M Cultural -2 to all Will checks). Average height and weight is 5'5" 140 lbs. for men and women. They have fair to olive skin and dark hair and eyes.

Dwin, children of Dwin
Culture Type: Civilized
Class Limits: No Barbarians. All Dwin are telepaths and are split class between their chosen class and Dwin Telepath.
Religious Alignment: Neutral Good
The Dwin are an enigmatic race who live on a large island and only have intermittent contact with the rest of the world. The Dwin are racially telepathic. There are two primary Dwin philosophies, Isolationism and Congregationalism. Isolationists dwell far from any cities with perhaps one companion or more usually alone. Congregationalists dwell in one of the two Dwin metropolitan areas and find the constant buzz of psionic activity invigorating. The Isolationists tend to be the great thinkers and philosophers of the Dwin and disseminate their ideas through written means which are then transmitted mentally throughout the population. Dwin art is very subtle and is not easy to appreciate for a non-psionic, in fact most of Dwin culture would be baffling for an outsider. They have dark to light skin and all hair and eye colors. Average heights and weights are 5'7" 140 lbs. for men and 5'5" 125 lbs. for women. The Dwin have greater cognitive abilities than normal humans (F&M +1 Int) and stronger personalities (F&M +1 Cha). Female Dwin are less muscular than the males (F -1 Str). Dwin are born with the ability to send and receive thoughts (F&M Split class Dwin Telepaths).

Gan, children of Gan
Culture Type: Civilized
Class Limits: No Barbarians, Druids or Rangers. Wizards are very common.
Religious Alignment: Neutral Good
The Gan have a bustling, vibrant culture that is predominantly urban. Only about 15 percent of the population engage in agriculture. The agriculture that is practiced is primarily for specialty crops which are used as spices or exported. The Gan subsist mainly on magically created food. Their religion prohibits the killing of animals for food or clothing, which would cause some dietary problems if it were not for the availability of magical food. Since protein was so easy to magically create, the culture soon gave up on growing any foods, relying instead on the abundant created food. Some Gan, particularly the wealthy, still eat some real food, usually spices and condiments which are considered delicacies when served with normal magic food. The Gan culture values the intellectual arts (F&M +1 Int). They are also more magically proficient than normal humans are (F&M effective +2 to appropriate magical ability, only usable for determining bonus spells per day). The Gan are dark skinned with dark hair and eyes. Average height and weight is 5'7" 135 lbs. for both genders.

Imondi, children of Imond
Culture Type: Civilized
Class Limits: No Barbarians or Monks. Wizards are very common
Religious Alignment: Neutral Good
The Imondi are credited with having quantified non-religious magic before any others, though they gained this knowledge from the remnants of Arayje’ civilization. As a race they are more magically adept than normal humans are (F&M effective +4 to appropriate magical ability, only usable for determining bonus spells per day). They also live on one of the more magically active areas on the planet, which facilitates their use of the mystic arts. Almost all magic uses the Imondian format, and Imondian Durch, their language, is a common second language amongst those who practice magic. Imondi cities are fabulous constructions that would not be possible in a less magical society. Imondi have olive to fair skin and all hair and eye colors. Average height and weight is 5'7" 140 lbs. for both genders.

Inkani, children of Inkan
Culture Type: Civilized
Class Limits: No Barbarians or Monks. 
Religious Alignment: Chaotic Good 
The Inkani are fairly normal humans who are best known for their unusual political system. The Inkan have a pseudo-Athenian democracy as their form of government. The end result of this form of government has been to splinter Inkan culture into dozens of balkanized groups. All of these states tend to squabble amongst each other and their neighbors, resulting in a welter of alliances and factional fighting. Keeping track of who is on whose side is a full time profession for the bureaucrats who help the demagogue of the day run things. Inkan are generally more clever than normal (F&M +1 Wis). Average height and weight is 5'9" 125 lbs. for both genders.

Jarca, children of Jarc
Culture Type: Civilized
Class Limits: No Barbarians or Monks. Paladins are fairly common.
Religious Alignment: Lawful Good 
The Jarca are a peace-loving people who excel at warfare. In times of peace, the populace is hard-working and industrious. In times of war the population rallies to the battle-flag with a frightening intensity. The Jarca nobility trains for war even during peace and are fearsome opponents. Jarca are stronger, faster and their culture promotes bold personalities (F&M +2 Str, +2 Dex, +2 Cha). Average height and weight is 6'3" 160 lbs. for both genders. They have fair to olive skin and dark hair and eyes.

Kahlay, children of Kahlay
Culture Type: Civilized
Class Limits: Split class Monk / Magus. Magus is a special class only used for Kahlayans.
Religious Alignment: Neutral 
The Kahlay are, like the Dwin, an enigmatic race who live on one large island and rarely have contact with the outside world. They have developed a very powerful form of magic which modifies the nature of reality to achieve its effects. The price for this power is a lifetime of contemplation and study. Kahlay society is very fragmented, with about 80% of the population supporting the 20% who are active wizards. Though even the farmers use magic to a degree not seen outside their island. They have light skin and all hair and eye colors. Average height and weight is 5'7" 140 lbs. for both genders. They are more intellectually gifted than most humans (F&M +1 Int) and are more adept at magic (F&M effective +2 to ability that governs magic use, used only to determine bonus spells per day).

Ketovani, children of Ketovan
Culture Type: Civilized
Class Limits: No Barbarians or Monks, Druids or Rangers. Bards are very common.
Religious Alignment: Chaotic Neutral 
Ketovani culture revolves around the arts. Architecture, music, sculpture and writing are seen as the reason for life by all but the most destitute members of society. Ketovani cities are filled with beautiful and varied buildings, parks and plazas. This emphasis on the intellectual arts produces many great talents as well as a populace prone to excesses and moodiness (F&M +2 Int) (F&M -2 Wis). Average height and weight is 5'7" 140 lbs. for both genders. They have fair to olive skin and with dark hair and eyes.

Klombaaso, children of Klombaas
Culture Type: Nomadic / Civilized
Class Limits: No Barbarians or Monks. Druids and Rangers would be odd.
Religious Alignment: Neutral Good
The Klombaaso live the majority of their lives at sea. They live on floating towns called "gallegants" which are usually surrounded by many individual ships. They survive by fishing and trading; they also act as messengers and mediators for land nations. The Klombaaso jealously guard their secrets of open water navigation which are unknown to other cultures. The Klombaaso have a home island, Isla Vialegnos, which is the site of their only major city, Porto Petrana. Porto Petrana is the storage site for the riches of the Klombaaso trading fleets. All the gallegants have family ties to several trading families who have large warehouses in the port. Foreign merchants are not allowed in Porto Petrana because of secrecy issues. If an item is sought, word will eventually get to a gallegant that will, in turn, pass on this desire to the merchants of Porto Petrana. Klombaaso have very strong personalities (F&M +2 Cha) and females have a lighter musculature (F -1 Str). Average heights and weights are 6'1" 175 lbs. for men and 5'11" 160 lbs. for women. They are olive skinned and have dark hair and eyes.

K'meni, People of
Culture Type: Civilized with nomadic elements.
Class Limits: Wizards and Sorcerers are disliked. Druids, Bards and Rangers would be rare.
Religious Alignment: Lawful Neutral
The People of K'meni have the only monotheistic religion in a demonstrably polytheistic world. K'meni, who would be considered a god by other cultures, is merely a conduit to the greater God, K'Huda. K'Huda does not live on this plane of existence and can only be reached through K'meni. Other gods are viewed as little more than supernatural slavers, preventing the passage of their followers to the true afterlife with K'huda. The People of K'meni are of olive to dark complexion with dark hair and eyes. Average heights and weights are 5'9" 150 lbs. for men and 5'5" 125 lbs. for women. Male People of K'meni are stronger than normal men (M +1 Str) and women are weaker (F -1 Str). They tend to have strong personalities (F&M +1 Cha) and have strong wills (F&M +2 Wis). Their culture tends to be somewhat hidebound and resistant to new ideas (F&M -1 Int).

Kunshus, children of Kunshu
Culture Type: Civilized.
Class Limits: No Barbarians. Monks are very common
Religious Alignment: Neutral
The Kunshus are world renowned for their great libraries and universities. Each major continent has at least one Kunshus school, where scholars congregate to study. The Kunshus libraries are the only really unified body of knowledge outside of the Arayje’ libraries. With magic replacing technological data transferal all the libraries have copies of the same works. The universities sponsor many varied kinds of research and experiments all over the planet. The Kunshus themselves live relatively simple lives, farming and herding being the dominant lifestyle as in all other cultures. Only the brightest are sent off to the universities, so the staff and of most schools is not preponderantly of Kunshus racial stock. The Kunshus culture inspires intellectual excellence as the race is more magically in tune than normal (F&M +2 Int) (F&M effective +1 to appropriate ability for use in determining bonus spells per day). Average height and weight is 5'5" 140 lbs. for both genders. They have yellow (asiatic) skin and dark hair and eyes which have an epicanthic fold.

M'come', children of M'com
Culture Type: Civilized.
Class Limits: No Barbarians. Monks are not as common as among the Kunshus, but are not rare.
Religious Alignment: Neutral Good
The M'come' rival the Kunshus in their quest for knowledge. The largest M'come' kingdom, Clovista, is home to the Kunshus Institute for Sagacious Learning and Inquiry which was originally Clovista's main university until they joined forces with the Kunshus and adopted the more flowery Kunshus name. The M'come' tend to be more worldly than the Kunshus, and are not as subject to losing themselves in the ivory towers of academe. Their culture produces many great minds and the M'come' are probably more literate as a people than any other (F&M +2 Wis). They also tend to be more assertive and outspoken (F&M +1 Cha). Average height and weight is 5'7" 140 lbs. for both genders. They are dark to black skinned and have dark hair and eyes, along with traditional Negroid characteristics (tight curly hair, broad nose, and full lips).

Nordami, children of Nordam
Culture Type: Any, though they have no homeland.
Class Limits: Barbarians would be very rare. Monks and adepts are very common. Bards are fairly common.
Religious Alignment: Neutral
The Nordami are much sought after for their ability to accurately prophesy the future. All Nordami are born with the ability to foresee the future to a lesser or greater extent. Most must use a particular system to get results, such as a crystal ball or tea leaves or the organs of a specific animal. Most Nordami are not able to predict more than vague feelings or impressions. Some however are capable of very accurate visions simply through concentrating. Nordami society is almost non-existent, most Nordami live within other cultures as fortune-tellers and mystics. They usually live in small family groups, keeping their own religion, culture and language. Nordami who have very accurate, detailed visions rarely have a family as it is difficult to live with people when you know when they will die or have horrible events overtake them. Other Nordami who are looking to marry will travel until they find a suitable partner and will then set off on their own to set up a home in a new area. As a race they are more intellectually capable than average humans (F&M +2 Wis) are but they are not as agile as standard humans (F&M -1 Dex). Nordami are fair to olive skinned with all hair and eye colors and tend to be chubby as a race. Average height and weight is 5'1" 160 lbs. for both genders. 

Nyalae, children of Nyal
Culture Type: Nomadic.
Class Limits: Nyalae Healer (special class).
Religious Alignment: Neutral Good
The Nyalae are a human race that is gifted with the ability to heal. This is a psychic ability rather than magical. The Nyalae travel the world in small groups centered on a powerful healer or group of healers. In addition to psychic healing they are well versed in mundane medical skills. Often a healing group will contain a dentist a veterinarian and several nurses and midwives in addition to the generic healers. These nomadic groups will live off of payment for services or charity from those that cannot pay with money. Women and men share responsibilities equally, both medically and culturally. Children are brought up communally, though matrilineal and patrilineal ties are recognized. It is simply felt that in such a small group, the child should see the whole as his family, with special affection for mother and father. All Nyalae have a psionic healing ability which must be practiced to bring it to full capacity. Nyalae are more fit than normal humans (F&M +1 Con) but are less muscular (M -1 Str, F -2 Str). Nyalae have light to olive skin and have all hair and eye colors. Average heights and weights are 5'5" 125 lbs. for men and 5'3" 115 lbs. for women.

Onro, children of Onro
Culture Type: Civilized.
Class Limits: No Barbarians. Bards are the most common class.
Religious Alignment: Chaotic Neutral
The Onro are physically more attractive on average than other humans (F&M +2 Cha) (F&M +2 Racial bonus to Performance skill). Their culture is known for its love of theater. Most Onro productions are rather lascivious by other's standards and are often banned or have portions censored, nevertheless many great actors are from Onro societies. Average height and weight is 5'7" 140 lbs. for both genders. They have fair to olive skin and all hair and eye colors.

Orden, children of Ord
Culture Type: Barbarian.
Class Limits: Primarily Barbarians. Adepts take the place of Clerics.
Religious Alignment: Chaotic Neutral
The Orden are stereotypical fierce barbarian warriors. They eschew what they consider the soft comforts of cities, preferring their own cold mountains and ramshackle villages. They love to plunder and pillage and the only comfort that their neighbors have is that they fight amongst themselves much more than with others. They are stronger, quicker and more hearty than normal humans (M +3 Str, +1 Dex, +3 Con) (F +1 Str, +2 Dex, +3 Con). They are light skinned with dark hair and eyes. Average heights and weights are 6'5" 210 lbs. for males and 6'1" 170 lbs. for females.

Sartana, children of Sarta
Culture Type: Civilized.
Class Limits: No Barbarians. Monks are very common amongst the Satha caste.
Religious Alignment: (Chaotic) Neutral (Good) (Neutral is the ideal state, the other two are simply stages one must grow through on one's path to Moksha)
Sartana culture revolves around a unique caste system. At the bottom are the Ahrehsam or Outcasts who do all the vilest jobs that the city or town might require, this is the only involuntary caste. The lowest voluntary caste is the Kethad or Grower, all people begin their lives working the land and providing food. The next level available is the Manseh or Maker; these are people who wish to live in the cities and are usually traders, artisans, entertainers or administrators. Once the life of being a Manseh pales, then a person may give up all their worldly possessions and become a Satha or Philosopher. Satha are ascetics to a greater or lesser degree and are supported by the members of the other classes. Many people do not progress through all of the castes during their lives. To help guide people through the tapestry of their lives, the Satha wrote the Kheranth or Book of Rules. Souls that are deemed unworthy of joining Sarta in the afterlife, Moksha, are reborn, without memories, to try again. Sartana are much more magically active than most humans (F&M effective +3 to appropriate magical ability, used only for determining extra spells per day). Sartana females are not as muscular as the males (F -1 Str). Average heights and weights are 5'7" 140 lbs. for men and 5'5" 125 lbs. for women. Sartana have dark skin and dark hair and eyes.

Sedueka, children of Seduek
Culture Type: Semi-Civilized Barbarians.
Class Limits: Barbarians, Druids and Rangers. They have Adepts instead of Clerics.
Religious Alignment: Chaotic Good
A proud and individualistic people, the Sedueka have a strong warrior tradition. Sedueka males are stronger than normal while females have a normal musculature (M +2 Str) (F -1 Str). Both sexes are more athletically built than typical humans (F&M +1 Dex) (F&M +2 Con). Average heights and weights are 6'5" 215 lbs. for males and 5'11" 160 lbs. for females. They are light skinned and have all hair and eye colors.

Sheroani, children of Sheroan
The Sheroani have the unique ability to expel a small (6"- 8") double of themselves from their navels. It is very difficult for the Sheroani to split their consciousness between the two bodies and therefore any attempt to perform joint activities is done at a -50% penalty. The micro version of the Sheroani has 1/8 the strength and hit points of the main body. Other abilities like dexterity, intellect and willpower remain the same in both bodies. The main body also takes any damage that is taken by the micro body while away from the main body with 8 times the severity.)  Sheroani are fair skinned and have light hair and dark eyed. Average height and weight is 5'7" 140 lbs. for both genders.

Sitankube', children of Sitankub
Culture Type: Nomadic.
Class Limits: Rangers, Druids and Adepts are the most common.
Religious Alignment: Neutral Good
The Sitankube’ are a nomadic tribal culture. The Sitankube’ religion believes that the people should not live in a single spot for more than a season. This belief means that even in areas where agriculture would be useful, it can only be practiced in a haphazard way, since any crops must survive untended for 3 seasons of the year. Magically induced infertility and a rather dangerous lifestyle control population growth. The usual yearly schedule of the Sitankube’ will usually bring them through four favorite sites, where plentiful food, water and shelter have been found before. Sitankub have olive to dark skin and dark hair and eyes. Males are more muscular than normal humans (M +1 Str) and both genders are more magically endowed than regular humans (F&M effective +2 to appropriate magical ability, used only to determine bonus spells per day). Average heights and weights are 5'9" 150 lbs. for men and 5'7" 140 lbs. for women.

Thevardi, children of Thevard
Culture Type: Civilized.
Class Limits: No Barbarians or Monks.
Religious Alignment: Neutral Good
This culture is known far and wide for their great writers and sages. They have dark hair and eyes and tend to be fair skinned. Average heights and weights are 5'5" 125 lbs. for males and 5'3" 115 lbs. for females. Female Thevardi are less muscular than their male counterparts (F -1 Str). They tend to be more intellectually active than average (F&M +2 Int).

Tinch, children of Tinch
Culture Type: Civilized with barbarian elements.
Class Limits: None.
Religious Alignment: Chaotic Neutral 
The Tinch thrive on adversity, their culture lionizes those who overcome obstacles or survive dangerous situations. The Tinch physically thrive on difficulty. Anytime they survive a life-threatening situation or are wounded by something, they develop abilities or defenses that will assist against that threat in the future. An example would be a Tinch who survived a fire; they would probably develop a small amount of resistance to fire as well as smoke if they had trouble breathing. In theory this would probably mean that the Tinch should rule the world, but in reality many more Tinch die in self-imposed risky situations than survive. Old and experienced Tinch are a force to be reckoned with however and some old Tinch would be considered superheroes in a modern setting. Aging is the one thing that the Tinch do not gain strength from, and they eventually die like regular humans. Female Tinch are not as muscular as the males (F -1 Str) and both genders have strong willpower (F&M +2 Wis). Average heights and weights are 5'7" 140 lbs. for males and 5'5" 125 lbs. for females. They have fair skin and have all hair and eye colors.
Note: The Tinch gain XP for damage that they take and recover from. Any damage that is taken should be squared and that is the amount of XP that the Tinch gains. Damage that is healed magically or psionically gives no XP. Tinch gain a Feat at levels 2, 4-5, 7-8, 10-11, 13-14, 16-17, 19-20 and these should be adjudicated by the GM.  The Tinch may also use skill points may be used to buy small special abilities that the GM allows, such as 1 skill point = 1 point Resistant to Energy (Fire).

Ungia, children of Ung
Culture Type: Civilized.
Class Limits: No Barbarians. Sorcerers and Monks are fairly common.
Religious Alignment: Neutral 
The Ungia are similar to the Imondi in that they are credited with writing the book on harnessing one's internal magical abilities. The Ungia are magically more in tune than normal humans (F&M effective +2 to appropriate magical ability, used only to determine bonus spells) and have very strong personalities (F&M +2 Cha). The Ungia are not as technologically advanced as many other cultures and they are very concerned with spirituality and the afterlife. Ungia have fair to dark skin and all hair and eye colors. Female Ungia are not as muscular as the males (F -1 Str). Average heights and weights are 5'7" 140 lbs. for men and 5'5" 125 lbs. for women.

Ustari, children of Ustar
Culture Type: Civilized.
Class Limits: No Barbarians or Monks. Rangers are fairly common.
Religious Alignment: Neutral Good
The Ustari are a race proud of their warrior tradition. Ustari culture is not devoted to war, but conflict is regarded as something to look forward to. Peaceful times are enjoyed, but the threat of war will usually be greeted with elation. Ustari culture thrives on the idea of a "frontier", a wilderness to draw the adventurous and provide the conflict that the society enjoys. Male Ustari are stronger than normal (M +1 Str) and all Ustari tend to have strong personalities (F&M +1 Cha). Female Ustari are stronger than non-Ustari human women (F same strength as normal human males). Ustari are light skinned and tend towards lighter hair colors. Average heights and weights are 5'7" 140 lbs. for males and 5'5" 125 lbs. for females.

Venohe', children of Venoh
Culture Type: Civilized.
Class Limits: No Barbarians or Monks. Bards are fairly common.
Religious Alignment: Chaotic Neutral 
As a culture the Venohe’ are passionate and moody (F&M -2 Wis). These features also produce many great artists (F&M +1 Int). Average height and weight is 5'7" 140 lbs. for males and females. They are olive skinned and have mostly dark hair; the rare blondes are considered "cooler" in temperament than their dark haired brethren and are referred to as Froilaco (the Cold Ones).

Vinthi, children of Vinth
Culture Type: Civilized.
Class Limits: No Barbarians or Monks. Rogues are fairly common.
Religious Alignment: Chaotic Good
The Vinthi are a vibrant and innovative culture. The Vinthi are the most technologically advanced society on the planet with cities boasting indoors plumbing, magical steam engines, and man-powered flying devices. Much of the Vinthi’s technomancy comes from Arayje’ inventions that were in use long before the Vinthi arrived. The Vinthi value both innovation and diversity, seeking all things fresh and new, as well as improving on the tried and true. They use magic as well as technology in a way that blurs the line between the two, this technomancy is an inheritance from the Arayje’. The Vinthi are, on average, more manually dexterous than normal humans (F&M +2 Racial Bonus to Craft skills that require manual dexterity) and the females are less muscular than the males (F -1 Str). The Vinthi have fair to olive skin and dark hair and eyes. Average heights and weights are 5'7" 140 lbs. for males and 5'5" 125 lbs. for females.

Semi-Humans

Aerta, children of Aert
Culture Type: Semi-Civilized.
Class Limits: None.
Religious Alignment: Chaotic Good
The Aerta are a race of winged humans. They are basically normal humans who have large (10' - 12') bird-like wings sprouting from their shoulder blades. They are able to fly at speeds up to 20 miles per hour (Move 60 ft. (Average)). They have fully functional arms and hands, but are less muscular than normal humans (F&M -2 Str). They are more graceful (F&M +2 Dex) and physically attractive (F&M +2 Cha) than standard humans. They live in areas that are generally inaccessible to foot traffic and keep to themselves somewhat. They have fair skin and all hair and eye colors, their wings are usually similar to their hair in coloration. Average height and weight is 5'5" 105 lbs. for both genders, wingspan is usually equal to twice their height.

Ah'Fan, children of Ah'Fa
Culture Type: Primitive.
Class Limits: Druids are common, Adepts take the place of Clerics.
Religious Alignment: Chaotic Good 
The Ah'Fan are a magical race of lithe, graceful humans who are able to meld into the trunks of trees. They are very shy of other races and do not trade with outsiders. They are content to live among the trees and animals without tools or clothing, subsisting entirely on fruits and nuts. They are quicker and more graceful than normal humans (F&M +3 Dex) and more delicately built (F&M -2 Str). They are more physically attractive as well (F&M +4 Cha). They can run twice as fast as a normal human (F&M Move = 30 ft., Double Move = 120 ft., All Out Run = 240 ft.). They can blend in with surrounding color patterns, communicate with plants and animals and can become insubstantial when in contact with a tree that is as old as they are (they have normal human lifespans). They have light skin and have all hair and eye colors. Average height and weight is 5'3" 105 lbs. for both genders. 
They have the following spell-like abilities that can be used at will an unlimited number of times per day.
* Speak with Plants
* Speak with Animals
* Camouflage (As a modified Blur. Moving 10% Miss Chance & -2 Spot checks. Still 30% Miss Chance & -6 Spot checks.
* Etherealness (May only be cast and maintained if in contact with a tree that is of an equal or greater age, does not work on any equipment).

Destea, children of Deste'
Culture Type: Civilized parasites, they have no culture of their own.
Class Limits: They tend to be Aristocrats, Bards or Rogues. They gain Power Points as a Psychic Warrior of their level. Only divine magic may be "cast" by Destea and only when the target of the spell is outside the 6 ft. anti-magic zone.
Religious Alignment: Neutral Evil 
The Destea are a race of psychic vampires. They look like normal, somewhat androgynous humans but are able to change their gender through an hour long process. Destea have no culture of their own and always live among other human societies. They tend to be self-absorbed, callous and are given to sadism. Their psychic powers are usually latent until they enter puberty. They have several powerful abilities; they can change their sex, they can release pheromones that will effect humans, they dampen the mana level within a two yard radius from normal to none, they can drain strength, intellect, dexterity, health, emotions and can steal dreams, energy or emotions. Destea live among humans as 20th century vampires do in Earth mythology. The Destea religion, which is rarely practiced at more than a familial level, teaches its followers to "make not amends for thine pleasures". Destea have a stronger willpower than most humans (F&M +2 Wis). They are of all skin colors and have all hair and eye colors. Average height and weight is 5'7" 140 lbs. for both genders.
They have the following extraordinary abilities that can be used an unlimited number of times per day.
* Change Sex; this is a fully functional change, and can last long enough to actually become pregnant and give birth. The person will still look somewhat he same, though most Destea are rather androgynous to start with. This process takes one hour, divided by the character's level.
* If they wish to, Destea can release pheromones that give them a +4 Charisma bonus when dealing with humans that can smell them. This is a very subtle effect and usually results in the target having a strong feeling of lust for the Destea.
* They act as an anti-magic zone, which extends out to a 6-ft. radius (1 square). This does not effect psionic abilities. 
They have the following psionic abilities.
* Drain Str, Int, Dex, Con and emotions.
* Steal dreams, emotions and XP.

Enegala, spawn of Enegal
Culture Type: Primitive.
Class Limits: They don't really have classes, they are monsters.
Religious Alignment: Chaotic Evil
Enegala are the blighted children of the god of unchannelled creation, Enegal. Enegal is the Other, the original creation of the Creator. He has festered and brooded in his underground world worshipped by his own distorted creations. After he grew bored with his own creations he began trying to interfere with the workings of the world. He sent his followers to create misery and bloodshed and to gain followers for him on the surface. The Enegala themselves are malformed, horribly distorted creatures with no two looking alike. They are constantly warped by the chaotic energies that wash through the caverns of Enegal, and paradoxically only find peace when summoned to the surface. Enegal has many followers from all races, as he attracts any that would give anything for raw power. After using the powers of entropy or chaos for long periods, worshippers all come to resemble Enegala and can no longer live with others of their own kind. Enegal and the Enegala are the "devil" figures in Domibia, acting in an adversarial role for almost all religions. It is difficult to give hard numbers for the Enegala's attributes, as no two are alike. Most are relatively powerful compared to humans and have numerous chaotic abilities. Their intellect is comparable to a human, but will likely be alien to a human perspective. As with attributes, there is no average height or weight for Enegala.
Individual Enegala are created by rolling 1d8 for each ability and rolling that number of d6 to generate the final number. They will usually have 1d8 chaotic features, roll a Charisma check (DC 10) for each feature. A successful check results in a Beneficial Feature, and a failed check results in a Detrimental Feature. Each chaotic feature will reduce the creatures Wisdom by one unless they make a Wisdom save (DC 10). 

H'skela, children of H'skel
Culture Type: Nomadic.
Class Limits: Bards and Rogues.
Religious Alignment: Lawful Evil
The H'skela look like standard humans, who are able, by concentrating, to change their appearance. No clothing or equipment will change, only facial features and hair and skin color. They can only mimic features that they are aware of, so if they impersonate a person that they have only seen clothed, they will not be able to mimic any features of that persons torso or legs. All stats will stay the same and the H'skela's voice will remain unchanged. They will not receive any of the skills or abilities of the person that they are mimicking. They are racially addicted to murdering people and must participate in a killing every four days or experience a gradual bloodlust that will eventually drive them to kill someone. The death of a single person is enough to satisfy the needs of all those who participate, this allows the clan to live in an area for a long period without drawing too much attention to missing people in their area.
H'skela have two ways to reproduce. The first is the conventional way, between two H'skela, this will result in a full-blooded H'skela child, either male or female. A normal human who impregnates an H'skela woman will produce an H'skela child. The second way hat the H'skela can reproduce is far less conventional. The sperm of a male H'skela acts as a virus to change the DNA of the recipient. Thus, anyone, of either sex, who gets H'skela sperm into their bloodstream runs the risk of turning into a H'skela. The change starts out as a bad fever and usually takes about two weeks to run its course. There is a small chance of dying, (about 5%), but if you survive you are now an H'skela. You will still have the same personality at first, soon however, you will feel a sense of oneness with the clan, and you will also start to feel the need to kill. Some new H'skela will commit suicide at this time, but most will simply start to rethink their personal philosophies to justify their new addiction. In addition to the new needs, the newborn H'skela will experience a lowering of their willpower (F&M -2 Wis), but they are now able to change their appearance. Female H'skela are less muscular than normal humans (F -1 Str) are. 
H'skela have all skin colors and have all hair and eye colors. Average heights and weights are 5'7" 140 lbs. for men and 5'5" 125 lbs. for women. 
The H'skela live in tightly knit clans of up to 20 - 30 people. They are usually led by a single charismatic individual, usually a male who is often the "father" of many of the members. Members of the clan will often try to emulate the leader and the clan he leads will often mirror his personality. 

Kaguli, children of Kagul
Culture Type: Civilized.
Class Limits: No Barbarians or Monks. Clerics of Kagul are limited by the fact that Divine spells fail on a natural roll of 1-2 + level of the spell (thus a 1st level spell would fail on a 1-3, and a 6th level spell would fail on a 1-8). A natural 20 is far more powerful than normal and 2d4 should be rolled to determine the amount that the normal spell's effects should be multiplied by.
Religious Alignment: Neutral
The Kaguli are a tall race of humans that keep to themselves. They have a matrilineal society, and enjoy all the benefits of a civilized society. They have fine cities, practice the arts and writing and dabble in magic. All Kaguli males are hemophiliacs, (Male Kaguli that take enough damage to implement the Bleeding rules must pass a Fortitude save against a DC of 10+ damage taken) they believe this to be a curse by their god, Kagul. Kagul is an aloof god and considered by some scholars to be insane, if such a claim may be made of a god. The Kaguli have much more efficient cardiovascular systems than normal humans (F&M +2 Con, +4 Hit points). They are much stronger than normal humans are; (M +8 Str)(F +4 Str). As a race they tend to be proud and self-absorbed. They are light skinned and have dark hair and eyes. Average heights and weights are 7'7" 320 lbs. for men and 6'9" 230 lbs. for women. 

K't'so, children of K't'so
Culture Type: Civilized with nomadic elements.
Class Limits: No Barbarians or Monks.
Religious Alignment: Neutral Good
The K't'so are aquatic humans with gills and sonar vision (120 ft.). The K't'so live in coastal waterways in underwater cities which trade with nearby land-dweller communities. They can survive in depths up to about 300 feet. They have slightly webbed hands that are broader than human's and which cause problems using land-dwellers tools (-1 skill use rolls with human tools). Their legs are primarily muscled to provide underwater locomotion and are clumsy when on dry land (Move 20 ft. on dry land, 50 ft. swimming). They can remain on dry land for a number of hours equal to half their Con. They are less muscular than normal humans (F&M -1 Str) and they are more graceful (F&M +1 Dex). They have light skin with a bluish or greenish cast to it and have dark eyes and no hair. Average height and weight is 5'5" 125 lbs. for both genders.

Loboron, children of Loboro
Culture Type: Nomads or semi-civilized.
Class Limits: No Barbarians or Monks. Mainly Rogues and Bards.
Religious Alignment: Chaotic Neutral
Loboron are physically the same as fauns from Earth mythology. They have the bodies of goats from the waist down as well as small goat-like horns on their heads. Their culture is very hedonistic and they tend to live in travelling bands which make a living as actors or entertainers. The few Loboron settlements are either based in the ruins of a previous inhabitant or are ramshackle assemblies of huts and lean-to's. The Loboron eschew the more physical arts, concentrating on acting, singing, dancing and music. The Loboron exude a pheromone that attracts humans (F&M +2 Cha bonus when the target can smell them), making them more susceptible to the Loboron's lecherous nature. They are less muscular than normal humans (F&M -2 Str), though much more nimble and agile (F&M +3 Dex) as well as being hardier (F&M +1 Con). They have dark skin, hair and eyes. Average height and weight is 5'3" 115 lbs. for both genders. 

Non-Humans

Arayje', children of Araj
Culture Type: Civilized with nomadic and barbarian elements.
Class Limits: None
Religious Alignment: Neutral (Originally Neutral Good)
The Arayje' were the first race that pleased the Creator, they were the only sapient race for many generations and they still remember the company of their god. When the Creator destroyed himself in the act of creating the other races that inhabit the world the Arayje’ at first sought some way to revive him. Then, when his loss was finally acknowledged, they acted as a patron to the new races that their god had died to create. They soon learned that the godlings that were once part of the Creator now rejected his teachings. The Arayje’ had spread over the entire planet and the new races constantly came into contact with them. When conflict occurred the Arayje’ would invariably win due to technological and magical superiority, however their heart was not in the fight, as they saw they new races as the final remnant of their god. The new races simply saw the Arayje’ as alien-looking, powerful enemies, or temporary allies, depending on circumstances. The Arayje' are a race of bipedal elephantine humanoids. In common with elephants, they have tusks and a shortish prehensile trunk. The have clumsy (by human standards) 3 fingered hands (F&M -2 to skill rolls with human tools (except with trunk)). They are stronger than humans (M +6 Str, F +4 Str) and more hardy (F&M +2 Con). Their locomotion is slower than human's (Move 25 ft.). They have thick grayish skin that acts as protection (F&M skin equal to +1 AC). They live twice as long as humans, meaning they also mature at half the rate. They have a form of racial memory which will manifest as a sort of déjà vu when they encounter an unfamiliar situation or event. It is because of this ability that the Arayje' are a dying race. It has been determined by Arayje', and other scholars and sages that the cranial capacity at birth of the last dozen or so generations has become larger than the birth canal in most Arayje' females. With the help of magic, the population has not declined substantially, but the Arayje' know that as the generations go past, they will slowly die off. This troubling fact colors all of Arayje' society. The once magnificent cities now decay or return to forest around a preoccupied populace. Arayje' adventurers and scholars scour the planet seeking an answer to the riddle that has doomed them. 
Arayje' society is traditionally an Athenian style democracy, with all citizens being allowed to vote. Citizenship is limited to those members of society who own a token referred to as a “stone”. Stones usually cost 200 silvers and usually take the form of a copper band with the city seal stamped on it. These bands are attached to an Arayje’s tusk. Non-citizen’s have the same rights as citizens, but are not allowed to vote. Criminals that are allowed to live in slavery have their tusks sawed off an inch or so from the base, thus marking them as slaves without any rights. Female Arayje' have the same rights as males and can become citizens in the same way. Some Arayje' communities have forsaken this form of democracy and instead keyed in on a quotation from the teachings of the god Arayje' that would allow for a limited monarchy. The passages in question are regarding the leadership of a community during times of war or disaster. Acknowledging that democracies are weak when they are under external pressure, Arayje' taught that in time of trouble a temporary leader should be voted into a position of overall power. The leader would then steer the community through whatever tragedy was at hand and then step back down. Communities that advocate the monarchical government claim that the democracies were meant to function in relative isolation from other cultures and races, in the modern world a single, unified leader is a necessity for trade and diplomacy.
When the Arayje' had time and the inclination for it, they were patrons of all the arts. Arayje' architecture is neither graceful nor innovative, but has a cyclopean grandeur all its own. Arayje' cities are usually filled with open courts and parks, often boasting magically arranged fountains. The Arayje' are famous for their singing, which is accompanied by their trunks. The more modern Arayje' music is mournful and haunting in contrast to the more festive traditional songs. Many foreigners are surprised that the Arayje' boast many talented painters and sculptors, until they remember that the prehensile trunk allows a great degree of fine manipulation. 

Blötgari, children of Blötgar
Culture Type: Semi-civilized with small nomadic elements.
Class Limits: No Barbarians or Monks. Sorcerers are common.
Religious Alignment: Neutral Evil
Blötgari are human looking vampire-like beings. They are not undead but share many of the undead's strengths and weaknesses. They tend to be attractive by human standards (F&M +1 Cha). They are resistant to disease (F&M +8 to saves vs disease) and live twice as long as humans. They have high pain thresholds (F&M +10 on all Wound Trauma saves) and are hard to kill (F&M +20% to rolls to stabilize when dying). They are can be incredibly strong when in danger (F&M +5 Str for a number of rounds equal to level, Fatigued at end). They must feed on human or semi-human blood, their aura frightens animals, they only have body heat and color after feeding (otherwise they are pale and cold). They have no ability to vomit (F&M -5 to saves vs poison) and heal at half the rate of a human. They tend to be light sleepers. Blötgari tend to live in remote areas where they cannot be accessed by many people, and often keep humans for food purposes, with a small village filled with "cattle" surrounding a castle or cave. They tend to be very wary, as an indiscrete Blötgari is probably a dead Blötgari. Average height and weight is 5'7" 140 lbs. for both genders.

Eh'Terr~, children of Eh'Terr~Uh
Culture Type: Primitive barbarians.
Class Limits: Primarily Barbarians, Druids and Adepts.
Religious Alignment: Lawful Evil
The Eh'Terr~ are anthropomorphic wolves with a pack based society. They have a dominant individual to whom all others in the pack defer, though the leader will often have trusted underlings who have some authority. They have only slightly different jaw structures from unintelligent wolves so they have a strong bite (1d6). They also have a highly developed sense of smell (F&M +4 Racial bonus to Wilderness Lore while tracking by smell). Their fur gives them protection from the cold as well as protection from damage (F&M fur +1 AC). They are stronger than humans (F +1 Str, M +3 Str) and hardier (F&M +2 Con). They are not as intelligent as humans (F&M -2 Int) and also suffer from stress atavism, reverting to a near-bestial form when under stress (While Berserk their Int & Wis are halved). They have wolf-like pelts which have the same color patterns as normal wolves. Average heights and weights are 6'1" 180 lbs. for males and 5'9" 150lbs. for females.

Endrate', children of Endrat
Culture Type: Primitive.
Class Limits: Primarily Adepts and Rangers.
Religious Alignment: Lawful Evil
The Endrate' are a race of bloated humanoids who live off the brains of other sentient races. Endrate' live in extended families in caves or deep forests and are generally nocturnal, though they have no disadvantages in daylight. The families are usually run by a dominant individual who rules with an iron fist. The prions that are found in the brains of sentient beings are required in the Endrate's diet, though they usually devour the entire body. They are, as a race morbidly obese, at least half the weight of an Endrate' is fat (F&M Treat as wearing Full Plate armor for encumbrance purposes; Max Dex Bonus +1, -6 Armor Check penalty, Move 20 ft. (running will only triple Move)). They also have reduced dexterity (F&M -2 Dex). They are quite a bit stronger than humans (F +9 Str, M +11 Str) and are more hearty (F&M +1 Con). They are more difficult to damage than humans (F&M Damage Reduction 2 /-, F&M +8 Hit Points). They are fair to olive skinned with all hair and eye colors. Average heights and weights are 7'7" 680 lbs. for males and 7'1" 580 lbs. for females.

Eurōsh, children of Eurōsh

Culture Type: Barbarian
Class Limits: No Monks or Paladins, Sorcerers and Wizards are rare.
Religious Alignment: Neutral Good
The Eurōsh are bipedal semi-anthropomorphic bears with a matriarchal clan society that is heavily stratified along sexual lines.  Physically they are similar to black or brown bears with a pelvic/hip structure that allows both bipedal and quadruped movement.  They have human-like hands without any pronounced claws.  The female clan members maintain a large written record of all Arahje' writings and spoken word accounts.  They also keep information relating to other races and cultures, but they concentrate on lost Arahje' writings.  The records are kept in each clan's primary longhouse, thus different clans might have different information available.  The women also are the primary craftspeople for the clans, since the males are away most of the year.  The male members of Eurōsh society serve as information gatherers and spend about 75% of the year away from the clan hearth patrolling their large land tracts.  They practice agriculture and herd both moose and elk, both duties being performed by young children and men past their physical prime.  The Eurōsh are much stronger than normal humans (F&M +9 Str).  The women are renowned for their wisdom (F +4 Wis, M +1 Wis) and the males are considered superior woodsmen (M +4 Racial Bonus to  Knowledge: Nature).  When on all fours they can run at a Move of 50.  They have  thick fur ranging in color from a honey-brown to black, with brown eyes.  Both sexes average 9'0" 800 lbs. 

Idshus, children of Idshus
Culture Type: Parasite civilized.
Class Limits: Rogues or Commoners.
Religious Alignment: None (There is no organized worship of Idshus as they believe that he ignores them)
The Idshus are short goblin-like humanoids that usually live on the outskirts of large cities and live off the refuse. They also work at many of the menial and filthy jobs that are common in pre-industrial cities. They are able to eat almost anything, as long as it was edible at one time. They also drink rather heavily, brewing their own fermented beverages of dubious origin. They live about half as long as a human and mature at twice the rate of humans. They tend to be easily distractible as well as nosy, and their philosophy eschews the intellectual arts. Their religion is unique, as it postulates that Idshus cares nothing for his children and probably doesn't even really notice their existence. This gives the Idshus a rather "who cares" attitude. They are less muscular than humans (M -2 Str, F -3 Str) but are quicker (F&M +1 Dex). They are less healthy (F&M -1 Con) and tend to be unattractive by human standards and do not have strong personalities (F&M -3 Cha). They also do not value the intellectual arts (F&M -2 Int & -2 Wis when raised within their own culture). An Idshus raised outside their culture would be somewhat more intelligent (F&M -1 Int & -1 Wis when raised outside their own culture). They are olive to light skinned with all hair and eye colors. Average heights and weights are 5'3" 110 lbs. for males and 5'0" 95 lbs. for females. 

Lurkata, children of Lurkat
Culture Type: Civilized.
Class Limits: No Barbarians or Monks.
Religious Alignment: Lawful Good
The Lurkata are small bipedal anthropomorphic cats. They live in graceful cities and pleasant villages. Their culture is similar to an idealized version of Earth's 18th Century England, with solid farmers tending their well kept fields being ruled by a benevolent aristocracy from charming manor houses. Lurkata are much less muscular than humans (F&M -3 Str) while being more agile (F&M +3 Dex). Their hand structure includes retractable claws (Can do normal damage with "unarmed" strike) while allowing normal human levels of manual dexterity. They are also smarter than most humans (F&M +1 Int). They can see in the dark as well as house cats (Low-light vision 60 ft.) and have improved senses (F&M +2 Racial bonus to taste/smell related skills) (F&M +4 Racial bonus to Listen skill) (F&M +2 Racial Bonus to Spot skill). Their fur gives them some protection from the cold and some armor (F&M fur equal +1 AC). They are naturally stealthy (F&M +2 Racial bonus to Move Silent skill). They have a knack for landing well after falls in the same manner as house cats (F&M +2 Racial bonus to Jump and Balance skills). As a race they usually spend at least 50% of their time asleep, though not necessarily in one 12-hour block. They have long tails and are covered with fur of various lengths and colors. The most common combination is shorthaired with either black or tabby markings. Being Small they have (+1 size bonus to AC, +1 size bonus to attack, +4 size bonus to Hide skill). Average height and weight is 4'6" 60 lbs. for both genders.

M'Jur'Sn, children of M'Jur

Culture Type: Primitive
Class Limits: No Barbarians, Paladins or Wizards.
Religious Alignment: 
The M'Jur'Sn are a race of cold-blooded humanoid lizards known for their beautiful tattoos and carving skills. They prefer living in the desert or jungles and have adapted to these harsh environments. They are renowned for their intricately carved bone and wood utensils and decorations. They communicate from band to band with deep, droning musical instruments very reminiscent of Australian didgeridoos. They have the ability to slightly change their scale color to match their surroundings. The scales act as armor on their torso (F&M scales equal to AC +1) and are only decorative elsewhere. They can see in the infrared spectrum and have nictitating membranes that can protect their eyes from dust and sand. Their tail is long enough that it can be used to strike someone standing in front of them and their claws give them a distinct advantage in unarmed combat. They have a slow acting, potentially lethal venom that they can inject by biting down and holding on with their primarily blunt teeth. They are stronger than humans (F&M +2 Str) and more healthy (F&M +1 Con). They are also more manually dexterous (F&M +2 Racial Bonus to Craft skills). In the desert they have predominately tan and sand colored scales with darker scales on their back and tail. In the jungle they have deep green scales darkening in the back and tail.  Average height and weight is 5'11" 180 lbs. for both genders.

M'rrr~, children of M'rrr~
Culture Type: Primitive
Class Limits: Primarily just Rangers.
Religious Alignment: Chaotic Neutral
The M'rrr~ are an all-male race of carrion feeding humanoids. M'rrr~ are rarely encountered in groups, preferring a solitary lifestyle. They live about 1/3 as long as a human and mature much faster as a result. They have heavy claws which are used for defense as well as feeding. The bite or claw of a M'rrr~ can infect someone with a virulent disease commonly referred to as "Corpse Fever". All M'rrr~ have ovaries as well as male reproductive organs, when a M'rrr~ ejaculates he provides both egg and sperm. M'rrr~ procreate by ejaculating into a corpse, preferably a large one, and letting the egg develop inside the corpse. The gestation period of a M'rrr~ is three months. Infant M'rrr~ are fed blood from the parent and can start taking solid food within 2 months. M'rrr~ tend to be very cautious due to the loathing they are regarded with. They are immune to disease and can eat the most horrific food imaginable. They are healthier than humans (M +2 Con) and extremely lucky (M +3 to ALL rolls the M'rrr~ makes and +3 to its AC.  Note: this is believed to be a function of the god M'rrr~ actively working on its behalf and cannot be dispelled or really affected in any way). Average height and weight is 5'7" 140 lbs. They are pale skinned and have no real body hair, their eyes are dark.

O, children of O
Culture Type: Primitive Nomadic
Class Limits: Adepts, Druids, Rangers and some Sorcerers.
Religious Alignment: Lawful Neutral
The O are large, 3-4 ft tall ravens. They travel in unkindnesses of up to 50 birds. They are nomadic, however, they will often return to a suitable nesting site for several years in a row. Though they are nomadic they do practice limited agriculture, sowing seeds in anticipation of their return at a later date. This assures them of a plentiful food supply near favorite sites.
In addition to grain and fruit, O will eat fresh meat on occasion, as well as fish. Carrion is avoided as it is the food of their unintelligent cousins. The main source of entertainment among the O is storytelling. With no written language this is, by necessity, an oral tradition. Several O epics have been adapted by human listeners and with little modification are quite popular. O will trade with humans that they trust. They will exchange information or stories for food or jewelry. They will also help farmers that they like with pest control, in exchange for grain or fruit. O are more agile while aloft than while on the ground (F&M +2 Reflex saves while airborne). They are quicker witted than most humans (F&M +2 Int) and have almost photographic memories. They are not as strong as humans (F&M -2 Str) and have limited manual dexterity (F&M -5 Racial Penalty to any skills that require hands). Like all birds they do not have binocular vision. Their bone structure leaves them vulnerable to smashing and cutting attacks (increase the Threat Range for non-impaling weapons that strike them by 2). They are very dark brown to blue-black in coloration. Average height and weight is 5'3" 75 lbs. with a 15' - 16' wingspan for both genders.

T'slin
Culture Type: Unknown
Class Limits: All are Fighters (NPC Class).
Religious Alignment: Unknown
The T'slin are not of this world. They come from the moon, Matun, as far as can be determined. They appear to have a hive-like mind and individual T'slin are evidently no more important than an individual ant is to the colony. They always arrive on the planet in a group of five individuals, who are invariably tasked with a mission of some sort. The nature of these missions is almost always incomprehensible to humans, and the T'slin give no information about themselves or their activities. They speak either in unison or alternate between one another during the conversation. They always teleport "home" from a location that they feel to be isolated from prying eyes, usually traveling several miles from the site of their mission. As long as they are within one mile of each other they can share one another's consciousness and benefit from their unique abilities.  All T'slin are identical, except in the rare cases where a T'slin gains a bonus to its/their attributes through experience.  Individual T'slin are stronger (Str 12), faster (Dex 12) and healthier (Con 12) than humans. They are not as clever as humans (Int 9, Wis 7 & Cha 10) and are not magically adept (-2 to any saves versus magic). When in a group the individual attributes and abilities of T'slin are improved. Each T'slin in excess of one adds the following (+2 Str, +1 Dex, +1 Int, +1 Wis, +2 Con and +1 on all saves versus magic)(all these bonuses are above normal T'slin attribute levels). Thus, in a full group of 5 T'slin each individual will be Str 20, Dex 16, Int 13, Wis 11, Con 20 and +4 on all saves versus magic. All T'slin carry a one-handed warhammer that they proficient with and have the Weapon Focus feat for, they also carry a cutlass with which they are proficient. They all are almost totally identical and have the same height and weight 5'5" 155 lbs. They all have black hair and brown eyes. They also wear identical brown and off-white clothing appropriate to the weather and location. T'slin do not make a very good PC race. 

Weepeleez, children of Weepeleez
Culture Type: Semi-civilized with nomadic elements.
Class Limits: No Barbarians or Monks. Mostly Sorcerers, Bards, Druids and Rangers.
Religious Alignment: Chaotic Neutral
The Weepeleez are a race of small, highly magical creatures that are similar to Earthly "fairies". Few Weepeleez look alike, they range in size from about 9" high to 2' tall with all types of shapes in between. There are some rules of thumb that hold true in most cases. The Weepeleez that fly usually have diaphanous wings and are usually at the small end of the spectrum with lithe builds. The taller Weepeleez tend to be stocky and often bearded. All Weepeleez are inherently magical, and act as "mana storm" generators within a yard of themselves. They tend to be very moody, with the smaller, flying types being much more prone to violent mood swings than the more stolid larger types. All Weepeleez can move much faster than the normal speed for their size (F&M Double Move x 5, Full Out Run x 10, specify type (foot or flight)). They are also quicker than most humans (F&M +3 Dex) but are much weaker (F&M -3 Str (Small), -5 Str (Tiny), -7 Str (Diminutive)). They have almost any hair, eye and skin colors that are imaginable. Weepeleez tend to live in woods, which rapidly gain a reputation from their presence, leading to few outside visitors. The "mana storms" that they all exude means that all Threshold is recovered 1 round after being spent. The drawback is that failed spells are treated as magical fumbles and an actual fumbled spell results in a unique magical marvel of some sort. Weepeleez woods are often filled with strange beings and sights, many of which are dangerous. There is no real "average" height and weight for Weepeleez, they are all different and even similar parents will not always produce a similar child. They range in size from Diminutive to Small, with the bulk being Tiny.

ZHËË!, children of ZHË!
Culture Type: Barbarian or Primitive.
Class Limits: No Wizards, Monks or Paladins.
Religious Alignment: Chaotic Neutral
The ZHEE! are a race of intelligent gorilla-like apes. The ZHËË! are reclusive both for geographic and cultural reasons. Geographically they are isolated by the remoteness of their natural habitat which is high elevation rain and cloud forests. Culturally they are isolated because of the difficulty in communicating with other races, as well as religious proscriptions against mingling with outsiders. The ZHËË!'s goddess, ZHË!, advocates avoidance rather than violence as a response to human incursions. ZHËË! technology is limited to stone, wood and bone. They have fully functioning hands, unlike terrestrial gorillas, and so have fairly sophisticated tool making skills. Metal tools and weapons are highly prized, and are one of the only reasons that the ZHËË! will interact with others. ZHËË! live in matriarchal clans. They construct elaborate tree houses where they can sleep free from worry of predators. Most ZHËË! carry a staff that is used for utility work as well as a weapon. Violence is rare and is usually the result of predators or marauding groups of humans. The ZHËË! language is a mix of guttural vocals and a complex sign language. The vocals are usually used for adjectives and to add emphasis to a signed statement. It is also used for long distant communication. ZHËË! fur acts as a limited form of armor (F&M fur equal AC +1) as well as protection from the elements. They can climb much faster than humans. Females are much bigger than males and both are much stronger than humans (F +9 Str, M +7 Str), they are also healthier (F +4 Con, M +3 Con, F&M +4 hit points). They are generally more agile than humans (F&M +1 Dex). They have the same color scheme as terrestrial gorillas. Average heights and weights are 7'4" 300 lbs. for females and 6'10" 250 lbs. for males.

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