The Human Race:
The humans are a wide and diverse people broken up into several cultures, depending on where you come from. Those from Endria which is the major culture, make up the bulk of the “typical” medieval setting. Those from Marakesh, live in a hard rocky land. But excel in magic. The Landish is a race of sturdy folk that live upon the borders of the Khavarundin Mountains to the far north. They are rural people, that most civilized folk call “Barbaric” because they live a more simple life. And then there are the decadent Galen. That lives in feuding city states, ruled by overlords. Most humans reach maturity at the age of 16, and can live up to 90 years or so.
Endrian Human
Ability Scores: Charisma 11
Saves: +1 Fortitude, Reflex, or Willpower
Native Language: Endrian
Bonus Skills: 4 between Craft/Profession/Languages.
Bonus Feats: None
Powers & Devices: None
PP Cost: 2pp
Galen Human
Ability Scores: Dexterity or Wisdom of 11
Saves: Reflex or Willpower +1
Native Language: Galen
Bonus Skills: 4 ranks between craft/profession/language, and Riding (Horse)
Bonus Feats: None
Powers & Devices: None
PP Cost: 3pp
Marakesh Human
Ability Scores: Intelligence of 11
Saves: +1 Willpower
Native Language: Keshlite
Bonus Skills: 4 ranks of craft/profession/language, and knowledge (arcane)
Bonus Feats: None
Powers & Devices: Magic 1
PP Cost: 4 pp
Landish Human
Ability Scores: Constitution 11
Saves: Fortitude +1
Native Language: Landish
Bonus Skills: 4 ranks of Survival, plus 4 ranks of craft,profession, or language.
Bonus Feats: None
Powers & Devices: None
PP Cost: 4pp
The Halfling Race:
Halflings look human enough. Except they are perfectly proportioned to their size. Which are 2.5 to 3 feet tall. They live in the kingdom of Wayland, a small country to the south east of Endria. Most halflings reach the age of maturity about 25 years of age. And can live up to 130 years old.
Halfling Template:
Ability Scores: -4 Str, +2 Dex, +1 Cha
Saves: +1 to all saves (except toughness)
Native Languages: The native language of the Halflings is Waylandi.
Bonus Skills: Stealth 3, Craft 2 (cook), Languages 1(Native, and Endrian), Diplomacy 2
Bonus Feats: Choose either throwing mastery, or Attack Specialization (Slings); Luck, or Fearless.
Powers & Devices: Super Senses 2 (Dark Vision); Shrinking 4 (Feats: Innate, Flaw: Permanent)
PP cost: 17pp
Half-Elves
Occasionally humans and elves mate, and sometimes the result is a half elf. They gain the benefits of both their races, but never quiet belongs in either. Most live with either their elven or human parents, and grow up in their society. But there is a rare few that leaves and take up the life of a wanderer. These half-elves are known as Ellian. Most half elves reach maturity by the age of 21, and can live up to 150 years of age.
Half Elf Template (Grow up in Elven Society):
Ability Scores: +1 Dex, +1 Cha
Saves: +1 Reflex, +1 Willpower
Native Language: Half Elves learn both languages, they learn Rivean and one of the human languages (Endrian, Keshlik, and Landish).
Bonus Skills: Bluff 2, Languages 2, Survival 2, and Notice 2
Bonus Feats: None
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers; Limited); Super Senses 1 (Low light Vision).
PP Cost: 11
Half Elves (Grow up in human society)
Ability Scores: +2 to a specific ability score, depending on the human culture see human.
Saves: +2 to culture saving throw
Native Language: The learn both Rivean, and one of the human languages.
Bonus Skills: Languages 2, plus 6 skill ranks between the racial skills of a human
Bonus Feats: None
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers; Limited); Super Senses 1 (Low light Vision).
PP Cost: 11
Half Elves (Ellian the Wanderers)
Ability Scores: +1 Dexterity, +1 Wisdom , +1 Charisma
Saves: +2 Reflex, +1 Willpower
Native Language: They learn Rivean, a human language, and their own language (ellian)
Bonus Skills: Languages 3, Survival 2, Bluff 2, Perform 1
Bonus Feats: Distract
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers; Limited); Super Senses 1 (Low light Vision); Mind Reading 2
PP Cost: 14 pp
The Dwarven Race:
The dwarves of the Khavarundin Mountains live in that impassible region to the west. They are a strong and proud people, living in the vast mountain strongholds of old; to date there are about three Dwarven strongholds left Iron Gate, Griffons Gate, and Starvast. Their deep cousins, the Mithril Dwarves. Leave deep under the earth, and have very little to do with the above ground world. They are known for their magical abilities. Each one is a clan that the character should choose to belong to. The men outnumber the woman 3 to 1. Most dwarves reach maturity at the age of 30, and live up to 350 years of age. Most dwarves range in height from 4 to 5 feet tall.
Dwarven Template:
Ability scores: +2 Con, +2 Int, and –2 Cha (max of 25 of course)
Saves: +2 Fortitude
Native Language: Khavar
Bonus Skills: Languages 1 (One human language), Craft 4 (Choose 1 specialization), and Search 3.
Bonus Feats: Attack Specialization (Choose from either a Battle-Axe, or War-Hammer), and Endurance 1.
Powers & Devices: Super Senses 4 (Dark Vision, Detect Stonework constructs-10’ range)
PP Cost: 12
Dwarven Template (Deep Dwarves):
Ability Scores: +4 Int, +2 Wis, -4 Cha
Saves: +2 Fortitude, +2 Willpower
Native Language: Khavar
Bonus Skills: Languages 1 (One human language), 3 ranks of Search, and 4 ranks between Craft , Profession, or Knowledge (Arcane)
Bonus Feats: Attack Specialization (A specific spell).
Powers & Devices: Super Senses 4 (Dark Vision, Detect Stonework constructs-10’ range); Magic 2
PP Cost: 17 pp
Complications: Forsaken (When dwarves commit heinous crimes against their own kind or clan, they are cursed. They become bald and can never grow hair again. Then their crimes are tattooed upon their scalps for everyone to see. This brands them from that moment on. Any dwarf the character meets will never trust him.) Characters who choose this as a complication get one extra hero point for successfully role playing it out.
The Elven Race:
The elves of the Rivean forest live in a dense forest to the north of the human kingdom of Endria. The elves of that region are a resilient and magical people, which live close with nature. They tend to be Aesthetically inclined, enjoying music and anything that takes time to make. Deep in the Rivean forest lays the valley of mist where five waterfalls feed into the Capitol City of the elven kingdom. Their is another form of elf called the Dark Elves, who either live in reclusive valleys or deep underground. Their ability to blend with the shadows, make them a very deadly. Most elves reach maturity at the age of 50, and can live up to 500 years of age.
Elven Template:
Ability Scores: +2 Dex, +2 Wis, -1 Con
Saves: +1 Fortitude, +2 Reflex
Native Language: Rivean
Bonus Skills: Languages 1 (One human language), Survival 3 (woodlands), Notice 2, Animal Handling 2
Bonus Feats: Attack Specialization (Choose one ranged weapon), Favored Environment (Forest), and Animal Empathy
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers); Super Senses 3 (Low light Vision, acute (hearing), extended (vision).
PP Cost: 16
Elven Template (Dark Elves):
Ability Scores: +2 Dex, +4 Wis, -1 Con
Saves: +1 Fortitude, +2 Reflex, +2 Willpower
Native Language: Holdar
Bonus Skills: Languages 2 (One other human language, and Rivean); Either Survival 2 (woodlands or underground), Notice 2, Stealth 2.
Bonus Feats: Favored Environment (Underground, or Dense Forest)
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers); Super Senses 4 (DarkVision, acute (hearing), extended (vision).; Concealment 1 (Normal Sight; Passive Flaw)
PP Cost: 22pp
Complications:
Prejudice. Most other races see the dark elves as evil, and though this may be rightly so. Not all Dark elves are.
The Hobgoblin Race:
The hobgoblins of the savath dead wood, have a weak truce galenor. HOwever the ruthelessness and war like nature of the hobgoblins, make them hard to get alon with. They appear to be creatures roughly six feet tall, with brownish fur covering their fur like bodies. Muscular, a flat nose, and wide orange eyes. Most hobgoblins reach maturity at the age of 14, and can live anywhere from 50 to 60 years of age. If they actually live that long, their war like nature makes their life expectancy rather short.
Ability Scores: +2 Str, +1 Wis, -3 Cha
Saves: +2 Fortitude
Native Language: Savath
Bonus Skills: Languages 1 (One other human language); Intimidate 2, Knowledge 1 (Tactics), Notice 2, Survival 2.
Bonus Feats: Attack Specialization (Weapon of Choice), Fearsome Presence 1, Power Attack
Powers: Super Senses 2 (DarkVision)
PP Cost: 9 pp
Complications:
Hatred (Elves). Most hobgoblins dislike elves with a passion
Temper. Most hobgoblins are a loose temper.


