Races of Sentient Existence
Bugbears: Roughly 9' tall on average and weighing around 330 pounds, these yellow furred tusked behemoth's are closely related to Goblins and their ilk. As intelligent as a human and living in tribal societies these hunting goblinoids are dangerous to parties when they gather in numbers. Their large size comes with an equivalent strength and cunning. Usually with reddish brown hair though any color human's possess have been seen, these vaguely bulldogged faced creatures are evil but cunning enough to conceal it. Usually they wear hide or leather armor and weapons they manage to steal, though sometimes they craft clubs and spears themselves.
Dwarves: Sturdy folk from beneath the mountains of stone. On average a shade above 5' and close to 200 pounds, these stout folk are master craftsmen of stone, steel and wood. Weapons of the caliber they make are rare to find, often bearded and wielding thick shields and armor, they battle with discipline and pride. Dwarves are lawful and well ordered. Believing in order and structure above all things. All Dwarves possess infravision and the ability to judge how deep they are in the earth, they also have an almost flawless sense of direction, one shared only by races like Drow, Goblins and Orcs, who spend much of their time under the ground.
Hill Dwarves: These dwarves are taller and slimmer than their mountain kin, they have chosen the life of farmers and merchants upon the surface, crafting massive citadels and making things for trade with humans, gnomes and elves. They supply their mountain kin with much of the food they need to survive.
Mountain Dwarves: Slightly shorter and even stockier than their Hill kin these dwarves are master delvers, spending almost all of their lives deep within the earth to mine and craft at their leisure. Their lived dedicated to clan and craft these beings possess powerful armies of discipline and clerical magic. Mountain Dwarves often craft incredible magic weapons for no reason more than their art.
Druegar: Gray Dwarves, roughly the same size as Mountain Dwarves but with gray skin and beards, these twisted evil creatures plague the Underdark with their dark mining, often summoning demonic monsters and beings from the realms of shadow to fill their tunnels. Unlike most dwarves these have the power to turn themselves invisible as long as they do not attack. Making them deadly in ambush, their favorite method of attack.
Derro: Small, these dwarves rarely top 4'6 and 160 pounds, their skulls are large and their eyes bulging, their skin pale and hair usually blond. This inbred clan of dwarves is one of the only races of the species to use magic commonly amongst themselves. A clan of sorcerous dwarves they are shunned by even the evil Druegar for their perversity. They breed fast, like a plague of twisted moles within the tunnels of the Underdark.
Hylar: High Dwarves, these Dwarves like the Gray Elves are the oldest clan of their kind. Most experienced in craft and forgery, their weapons gleam with the purity of form most smiths can only drool at. The Hylar keep to the high mountains, carving castles out of whole cliff sides and making bastions from mountains. A link between the Mountain Dwarves and the Hill Dwarves the Hylar are known for their black beards and blue eyes. Most stand almost 5'5 and weigh 220lbs, the largest of the Dwarves, though not all of their kind share their love of justice, law and discipline.
Elves: Elves are a long lived race, usually their old range from 1 to 2 thousand, though middle age sets on at roughly 400 and elderly is anything past 700. Elves are slim and short, the tallest barely reach 5'5" and the heaviest perhaps 150lbs, elves are a forest race for the most part. Possessing an ancient culture magic and culture comes easily to them. Their long life causes them to seek out music song and dance to relieve the boredom, swordsmanship comes easily to these graceful beings, for while being slim and somewhat frail they possess amazing dexterity. Magic is also a natural gift of these beings, while most know a few tiny spells, some gain a powerful mastery of magic, though an Elven mage becomes obsessed with his learning and rarely learns the crafts of the blade or more than a few self defense moves. Elven swordsmen are famous for their skill with the bow. Most elves can strike a target from several hundred yards with almost perfect accuracy. Elves like Dwarfs are possessed with the gift of infravision, no matter what the species. Elves possess a natural resistance to Charm spells, and magic's meant to cause Sleep and Persuasion, called Enchantments. Drow are the most magic resistant race of Elves, followed by Grey.
Grey Elves: The Oldest known race of elves, these tend to have pale blond hair and skin and almond shaped green eyes. They are usually very slim and in the middling height range, that being about 5'3". They spend most of their time hiding away in ancient cities deep in forests where humans rarely go. Their magic's are ancient and powerful and many of their archers are graced with enchanted bows and a few small tricks to make them more powerful. Their knights wear armor of the most splendid chain mail, brilliant in its silvery splendor.
Plains Elves: The Tallest of the Elven races, these come almost to 5 and half feet in height, slightly broader as well, they race about the plains on horses of special breeding. Their horse bowman are to be feared by any who encounter them. Nomadic and rarely in the same place twice these territorial elves dress in furs and leathers by choice, the most militant (next to the Drow) of the elves they often fire first and ask later when intruders come about their lands.
Aquatic Elves: These blue skinned elves live under the ocean's surface, some have the ability to assume the form of a dolphin, others a large sea otter, either way they are reclusive and rarely meet anyone else. Though they often engage in battle against the shark loving Sahuagin or the Oceans' other evil denizens. Often silver haired with turquoise eyes, aquatic elves usually only meet with humans and other land dwellers when they wish to trade for goods they do not possess themselves.
Wild Elves: Brown haired and brown eyed, about the same size as the Plains Elves the wild elves thrive in the forests that have never felt the bite of the axe. Hunter gatherers their skills as woodsman and rangers are surpassed by very few. Usually wearing feathers and tattoos in swirling tribal patters they can travel through the wilderness like a ghost...and feel the heartbeat of a Stag at a hundred feet.
Drow: Black skinned and white haired, the Drow are indescribably evil. Their matriarchal society is based entirely around their worship of the Spider Queen Lloth and her priestesses rule the cities with an iron and very cruel hand. Red eyes is common, they are usually the smallest of the Elven races, usually not reaching must past 5' and slim besides, but of all the elves these are the most to be feared, for magic runs in their veins and evil in their hearts. They cast Darkness as a 10' globe almost from birth, Faerie Fire to wrap about something and illuminate it follows soon after, most can learn a few spells besides that. Armed with the dark powers of their Queen and the power war magic's some of their mages study, these elves might well have conquered all of the realms in the Underdark, if not for their incessant warring with each other. Families within their cities battle like jackals for the favor of their Chaotic Goddess. Armed with Adamantium weapons and fierce hatred they are a grave threat when they come to the surface. But their extreme allergy to sunlight is the protection of all surface races. Sunlight sickens Drow, causes them blindness and severe burns, their magic fails outside of the radiation of the Underdark and their weapons lose strength and often break when confronted by the suns rays.
Half-Elf: Half Elves are the spawn of humans and elves. A cross between their parents they can be the height and weight of either parent. Usually they possess slightly pointed ears and almond shaped eyes, they unlike normal elves can grow facial hair and live only a meager 400 years with luck. Except for infravision they possess none of the superior grace of the elves, nor their natural resistance to Charms and Enchantments.
Gnolls: Jackal headed, these humanoids are cunning and dangerous. Averaging 7' tall and 250 pounds these rangy hunters are fast and savage in their attacks. Favoring bows and spears instead of gathering close their tribal hunting packs will pick apart a party with volleys of missile fire before closing in. Their shaman's can also possess some destructive magic's.
Gnomes: Gnomes, thought to be related to Dwarves, this small folk is usually around 4' in height and slim but still stocky, weighing close to 110 pounds. White bearded and brown skinned with bulbous noses, Gnomes are at home under the ground or on its surface. Most are carvers or metal smiths and almost all of them love to talk and read. Gnomes are best known for their propensity to invent and create strange gadgets that may or may not explode. Gnomes get along well with Dwarves and humans, but usually find elves flighty, an opinion much held by their Dwarven allies. All Gnomes are possessing infravision and most have powerful gifts of illusion. Gnomes are considered timid because they rarely go to war, but when they do become roused to enter the world of war their inventions often prove most deadly and their small bodies practically glow with fierceness that far exceeds their size.
Svirfneblin: A dark brown skinned gnome, usually hairless with eyes of white with pale colored pupils, these Underdark gnomes are masters and tunneling and shaping gems and enchanting weapons, some say they rival Dwarves in their crafts. Capable of feeling vibrations along the stone and communicating in the same way they are rarely caught unaware by Drow raiding parties, and when a conflict does come about they are quick to summon the Earth Elementals their friends for protection.
Tinker: These are normal gnomes, but for the fact that they have chosen to pack their lives away in brightly colored wagons powered by steam and travel about the land. Making crazy inventions and moving from town to town they earn their food by mending pots and pans for poor farmers, providing much needed metal skills to those who have little time or money to go into town and find a blacksmith. Often they have surprises waiting for those who would invade their camps, such as wagon powered slingshots or arm catapults.
Spriggan: Black hair and eyes are the only thing that would seem to mark these gnomes are different, that and their wearing of armor quite often. But when they suddenly grow to almost 9' in height and leap out in ambush at a party to gather their gold and weapons it quickly becomes apparent that these evil gnomes posses black hearts to match their hair. Mostly they organize their towns like bases and wait like bands of brigands to ambush the unwary.
Goblins: Small, barely 4' tall on average, these yellow skinned bat eared beings are foul smelling, cunning and breed like rabbits. Not very intelligent they use bronze weaponry unless they've stolen better. Favoring poisoned crossbows that fire rapidly they attack in huge numbers and attempt to overwhelm enemies much smarter and more powerful than themselves. Only their ability to breed in huge amounts has kept from becoming extinct. Infravision is part of their genetic heritage.
Hobgoblins: Much larger than their diminutive brethren, these 6' tall fighters are as smart as humans and just as capable of invention and violence. Often they gather their smaller kin and force them into armies. More human looking but still yellow skinned and covered with a soft body hair, their constant wars with the Orcs keep their numbers small. Infravision is part of their genetic heritage.
Halflings: Halflings are a race that averages only a little over 3' tall, some pudgy and others slim, they usually have brown hair, but their hair and eyes can be any spectrum that humans have. Usually Halflings have hair growing on the back of their feet and thick soles of leather on the bottoms, this means they don't need to wear boots. However the Burrfoots have little of this and wear boots like normal humans. Halflings live in pastoral societies and usually try to avoid the larger races, except for Elves and Gnomes, which who's company they enjoy. Halflings often learn well the skills of sneaking and avoiding larger folk, which leads them into trouble as their thieving abilities are under appreciated.
Tallfoots: Roughly 3' to 3 1/2' tall, they are the best at sneaking about and getting into places where humans and other races don't want them. Very good in the forest they can usually slip by even the sharp senses of elves. Usually they keep to themselves while worshipping their Goddess Yondala. These Halflings are basically honest folk though they enjoy playing pranks on any who come to close to their lands.
Stoutfoots: The shortest of the races they barely reach 3' and are rather heavy set. Enjoying meals that come in large portions and many times a day they live quiet lives in small houses built into the sides of hills. They try to live quiet lives and avoid confrontation, known as the Hobbits, they are a small unassuming breed with stout hearts of good.
Burrfoots: Called the Kender by most races, these Halflings are completely fearless and plagued with the urge to travel and have advantage. Often reaching up to 4' tall with long topknots of hair and wearing blinding cloths combinations, their only major downside is that they often steal anything insight without knowing it.
Humans: Humans average anywhere from 4'6" in height to almost 7' tall, and weight from 90 to 400 pounds, they come in all shapes and sizes and are capable of becoming anything they have the natural ability for. This diversity is paid for by their short lives and lack of magical powers inherent in most of their blood stream. Though there are mutant strains within the race that produce some powers.
Ogres: Standing between 10 and 12' tall, these beings are usually colored a dull gray, their skin leathery and tough. Monstrously strong and possessing an incredible sense of smell. Ogres are the bane of a campaign through the mountains. Ogres often attack caravans and parties wandering through their territory, both for loot and for meat. While slow on their feet their huge strides give them a wonderful advantage when it comes to tracking down a meal. Infravision is part of their genetic heritage.
Ogre Magi: These Ogres average at least 12' high and weigh an impressive 500 pounds, possessing a powerful shamanism their priests are capable of great spells. Much smarter than their dimwitted brethren. These Ogres are the bane of mountain passes in the eastern lands, where they claim their empires. Infravision is part of their genetic heritage.
Aquatic Ogre: Much like their land locked brethren, these huge underwater monsters prey on ships that pass over their grottos and homes. Often at war with the Tritons and Sahuagin they use their massive size to keep their homes free of reprisals for their butchering deeds. Infravision is part of their genetic heritage.
Half-Ogre: Like Orcs Ogres are very capable of breeding with humans. Children of this monstrous couple are often between 6'6 and 8' tall, with massive shoulders and low browed ugly features, their coloring tends to be bland, grays and browns and their intelligence is sometimes affected by their moronic Ogre Kin. Not ever child is guaranteed to possess infravision, but it does happen more often than not. These humanoids make powerful fighters when roused.
Orcs: 6' Tall with greenish skin, these pig faced brutes are savage, dumb and brutal warriors. Almost as smart as people they use a crude discipline and cunning to form armies to march against the goodly races in huge numbers. Orc's can breed with almost anything so rape is a viable way to produce new soldiers for their armies. Their larger cousins the Orog's are usually the brains behind these war campaigns. Infravision is part of their genetic heritage.
Orogs: 7' tall and powerfully built, these monsters are very intelligent. Disciplined and thoughtful they form the Elite shock troops of many a monster horde. Usually wearing armor of wrought iron and wielding weapons of steel they are dangerous, though they breed slower than their Orcish cousins, this keeps them from overrunning many a kingdom. Infravision is part of their genetic heritage.
Aquatic Orcs: Much like their Orcs ancestors, these beasts have grown gills and webbed feet, often waging war upon the Merfolk and the aquatic elves. Armed with coral weapons and shell's of massive oysters these underwater battles fill the seas with red. Infravision is part of their genetic heritage.
Half-Orcs: Sadly many humans find themselves with Orcish child after a raiding campaign. These beings often have heavy brows, sharp tusk like teeth and dark coloring, gifted with their Orcish parent's ability to see Heat (called infravision) they usually possess a fearsome temper and an affinity for dark underground spaces.