Races of Terach

The Races of Terrach

Warforged( See Eberron pg23) Created as soldiers of war by the Sorcerer King of the Glass Cities in the Sunscorched desert of central Thestra a few Warforged have escaped and establish independence among the other races. Often viewed as a curiosity by other races they tend to draw some negative attention until their work ethic is shown.

Changelings( Eberron pg 13) With no official racial history or records the changelings are the black sheep of Terrach. Changelings almost never their own social groups or communities and seem content to mimic the lifestyles of the other races. They can be found almost anywhere in Terrach.

Drow The Drow have emerged from the underdark in a crusade against the forces of those who walk in the light. Led by the priestesses of their dreaded god the drow have pushed the grey elves back into their ancestral lands and have established a foothold on the surface. Their overwhelming confidence in their own abilities often pushes them into otherwise foolish acts in order to prove to the world that they deserve a place on the surface. They lack the hardiness of other races but have powerful personalities. Personal emotions are often exaggerated and most of them live wildly emotional lives

|+2 cha, +2 dex, -2 con |+3 to will saves vs spells and spell-like abilitie |Immune to magical sleep effects |Spell-like abilities- 1/day: Dancing lights, darkness, Faerie fire. As caster equal to hit die |Light blindness-Abrupt exposure to bright light after prolonged time spent in the dark blinds a drow for 1 round |Treats Drow Longknives and the Drow Boomerang as martial weapons rather than exotic weapons Level adjustment +1

Wilder Elves The Wilder Elves have left the fantastic cities of their people after hearing the death-cry of the land around them as they fought their war. These elves seek to end the war and its damaged to the land at any cost, even if they cannot push the drow back into the underdark they believe an end to the war would justifiy leaving the drow with the lands they have currently conquered. They have allied themselves with the forces of nature to achieve their goals and have themselves changed much over the years and have gained several natural powers although at the cost of their civilization

A wilder elf looks much like a medium sized, slim treant at first glance as their skin is covered with a thin layer of bark. |+2str, +2dex, -2 Con, -2int |+2 natural armor bonus |+4 to hide checks in wooded or forested areas |Fire vulnerability-takes 1.5xdamage from all fire attacks unless a saving throw is made. |Fey influence, +4 to all cha-based checks involving plants and fey. |1/day entangle, goodberry, pass without trace |Level adjustment +1

Grey Elves (As per the Players handbook) The Grey elves refer to themselves as such since the “pollution” of their bright cities by the unholy crusades by the drow. Fighting a losing war their hope is beginning to fade and without a mighty hero, item, or creature to turn the tables the war could be lost as quickly as within the next 500 years. . Individual Grey elves living among humans is also common

Beastmen Nobody is quite sure where the Beastmen of north eastern Thestra came from but it is well known they they are strong and aggressive and seem to reproduce at an incredible rate. Once a rare sight they now have spread across the northeastern continent like a plague. The only saving grace is the fact that their primitive tribal society is little suited for organized warfare, commerce, crafting or any other endeavors requiring organization. However rumors abound of a particular Beastman, one chosen by Erythnul to lead these savage humanoids of the north to victory.

The racial bonuses of the Beastmen depend entirely on the beast half. Discuss this with your DM before attempting to create your character. The character will most likely be based on the anthropromorphic character rules from Savage Species.

Dwarves The Dwarves that live on the surface are a race of sturdy, hardworking people. A ancient feud with the deep Dwarves was the result of a religious split within their once mighty peoples. The surface Dwarves have lost their deep connection with the earth in favor of a more modern style of living. Their towns and villages are often well built and defended and dot the northeastern mountain ranges of Thestra. Individual Dwarves living among humans is also common

Deep Dwarves The deep Dwarves are the ancient remains of the once mighty Dwarven peoples. Maitaining their connection to Moradin as an elemental god has granted them strange powers and an appearance more suited to their natural affinities. A serious and dire people they merely survive within the empty halls of their once mighty kingdom.

A deep dwarf looks identical to a regular dwarf except for a few key features. They lack body hair of any kind due to the fact their bodies consist completely of stone. As they achieve great accomplishments throughout their life they are granted “skins” of increasingly precious a durable metals. The oldest and mightiest of deep dwarves often resemble a small iron golem. While physically powerful and incredibly ancient they are often withdrawn, serious and sullen. They tend to debate a proposed action for extended periods of time before acting, although once their decision is made, very little can sway them from their course

|+2 str, +4 con, -2dex -4cha |+2 natural armor bonus |Damage Reduction 2/adamantine |+4 on all checks involving stonework or metal. |Appraise and other similar skill can be used untrained if appraising metal or stonework. |20ft movespeed |Cannot wear armor but can use sheilds. |When a deep dwarf has acheived a major life accomplishment he receives is newest skin. Consult the DM for more information.

Deurgar(psionics handbook pg 9) Forced deep into the underdark by the civil war that sundered their mighty race the deurgar are deeply embittered by their past. They see a strict regime ruled by an iron-fisted lord as the only way to survive in the horrid underdark.

Dromite (psionics handbook pg 8) Living in their massive hive-citied in the underdark the Dromites are powerful enough to survive the competition with the Drow and Deurgar and that in itself is a major accomplishment. Although they are a naturally peaceful people their hive minded behaviour often makes it hard to relate with other individual beings and this often strains relations with their neighbors.

Elans (psionics handbook pg 10) Created as psioinc slaves and bred as cattle the few Elans that managed to survive the escape to the surface world have been horribly scarred by their experiences. Often eager to live life to the fullest they long for excitement and adventure although a few chose to pass themselves off as human in order to live a comfortable life.

Half-Giants (psionics handbook pg 12) The half-giants were bred as slaves by a cruel sorcerer king in the deserts of central Thestra. Individual Half-giants living among humans is also common

Thri-Kreen (psionics handbook pg 14) In a state of perpetual war against the Sorcerer King of the central Thestran desert, the hive communities of the Thri-Kreen are nomads of the desert ecking a living from the scorching sands.

Lizardmen Found throughout the many swamps, lowlands, and wetlands of Terrach the lizardmen vary in their characteristics depending on their origins;

The Blackscale Lizardfolk Native to the southwestern swamps of Thestra these Lizardmen are large, savage, and extremely territorial, marking the entire swamp as their ancestral lands. This has created many conflicts with their human neighbors to the north.

|+4 Str, +4 Con, -4 int, -4 cha |+4 Natural armor bonus |+6 to hide checks in swampy terrain. |30ft move, 30ft swim |Claws1d4+str dmg |Bite 1d6+1.5x str dmg |A Blackscale Lizardfolk character starts the game with 2 HD of monstrous humanoid giving him 2d8 +con HP, +2 Base attack Bonus, +3 fortiture, +0 Ref, +0 will, 1 feat, and 2+intx2 skill points |Level adjustment +3

The Sandscale Lizardfolk Found in only the most inhospitable deserts the Sandscale Lizardfolk are talented hunters and warriors that are often stubborn and tenacious. An average Sandscale is slightly taller than an average human male but much heavier and muscular. They are extremely territorial but will often warn intruders away from their territory before attacking.

|+2con, -2 int |+2 natural armor bonus |Claws1d4+str dmg |Bite 1d6+ 1.5x str dmg |+2 on survival checks in desert terrain |+8 on hide checks on sandy ground |In a matter of minutes a Sandscale can dig a small sleeping burrow in the sand large enough for a single medium sized creature as well as carried gear. This takes roughly 5 minutes to accomplish and cannot be rushed.

The Poisondart LizardFolk Common to the Swamplands and wet grasslands of northern central Qalia these Lizardsfolk are shy and flighty but will defend their home fiercely if provoked. They are more intelligent than their large counterparts and can often be negotiated, traded, or conversed with.

|+2 dex, -2 int |+2 natural armor bonus |Claws1d4+str dmg |Bite 1d6+1.5x str dmg |+4 saves vs poison |+8 to hide in swampy terrain or tall grasses

Halflings( AS Per the Players Handbook) Nomadic bands of Halfling hunters are common in the plains of southern Qalia. They tend to keep to themselves and the hunt but will react harshly if their game or plains are threatened. Individual Halfings living amongst humans are also common.

Gnomes (as Per the Players Handbook) Gnomes have no particular culture or area to call their own them and are often found living in small communities in human settlements.

Gnolls (as per savage species, consult with DM at character creation) The Gnolls of Terrach are large territorial hunters. While bestial in nature their ferocity belies a sort of base cunning that allows them to organize themselves rather effectively for a savage race. Thus they are extremely dangerous. Native to the large island just off the shore of southern Qalia they have managed to hold the integrity of their borders for some time now despite the war raging between the outsiders just off their shores. Infernal, abyssal and celestial influence is common among them they have managed to keep their people free by casting those influenced from their lands. Recently the Gnollish people have gained much political standing with the Drow for their role in assisting them in their crusade to the surface. This has also unfortunately earned them the eternal hatred of the rest of the elvish races.

Orc/Goblinoid(to play an orc or goblinoid character consult your DM) The Orcish and Goblinoid tribes of southern Thestra live primarily in the swamps, however with the Human Empires and Dwarven cities distracted with the latest Beastman incursions they have rallied under Gruumsh’s banner in order to expand their territories.

Half-Orc(As Per Players Handbook) Individual Half-Orcs living among humans are common although they are often persecuted and are the subject of ridicule, hate-crimes, and constant persecution.

Half-Elf(As Per Players Handbook) Individual Half-Elves living among humans are common.

Aaisimar The result of close relations between a celestial and a mortal creature. Probably a result of the War of Balance.

Teifling The result of close relations between a fiendish and a mortal creature. Probably a result of the War of Balance.

Races of Terach

Sundered World Malhavok