Our Campaign: Common Races of the Flanaess
Introduction
** Work In Progress **
In D&D "race" is a very important aspect of roleplaying. This aspect has nothing to do with the human "races" we are familiar with, but instead describe the differences between humans and the various groups of fantastical humanoids (such as elves and dwarves). Not only do the different races have differing traits reflected in their numerically defined game-abilities, but the races also have differing views and prejudices regarding each other that are important to keep in mind while roleplaying in a given campaign world.
The race descriptions presented here represent optional information for the World of Greyhawk (a.k.a. the World of D&D) campaign setting, based on the official published descriptions but changed in various ways, some subtle and some more obvious. Thus this material should NOT be considered an offical TSR/WotC resource of the Greyhawk campaign or any other setting, but instead is intended as a resource for those players and characters in our private campaigns.
Humans
Personality
Humans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, and habits. Others accuse them of having little respect for history, but it's only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter collective memory than dwarves, elves, gnomes, and halflings.Physical Description
Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short generations, humans are more physically diverse than other common races, with skin shades that run from nearly black to very pale, hair from black to blond (curly, kinky, or straight), and facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elven, orc, or other lineages.Physiology
Humans have short life spans (at least relative to most of the other common races), achieving adulthood at about age 15 and rarely living even a single century. Their life (fertility) cycle is tied to the larger moon, Luna, which waxes and wanes every 28 days.Relations
Just as readily as they mix with each other, humans mix with members of other races. Among the other races, humans are known as "everyone's second-best friends." As such, humans are often asked to act as intermediaries between the other common races on those occasions when they don't quite see eye to eye.Alignment
Humans tend toward no particular alignment, not even neutrality. The best and the worst are found among humans.Human Lands
Human lands are usually in flux, with new ideas, social changes, innovations, and new leaders constantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering.Religion
Unlike members of the other common races, humans as a whole do not have a chief racial deity. While, for example, Cirith is the most commonly worshipped deity in the central Flanaess, he has nothing like the central place that dwarves give Moradin or elves give Corellon Larethian for all humans. Indeed, other geographic areas not only have differing chief deities but also their own unique mythologies, beliefs and hero traditions altogether.Language
Almost all humans speak Common. They typically learn other languages, including obscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues - Orc curses, Halfling culinary terms, Elven musical expressions, Dwarven military phrases, and so on. In addition, some humans speak local languages and dialects, depending on, amongst other factors, the ancient cultures (Suloise, Oeridian, et.al.) that originally settled the area in which they were born.Names
Human names vary greatly, Human names tend to vary with geographic region or nationality, and also social popularity of certain names. Without a unifying deity to give them a touchstone for their overall culture, and with such a fast breeding cycle, humans change socially at a relatively fast rate. Human culture, therefore, is more diverse than other cultures, and therefore no human names are truly typical. Some human parents even give their children dwarven, elven or other culturally exotic names (pronounced more or less correctly).Adventurers
Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of his or her fellows by amassing power, wealth, and fame. Humans, more than other races, champion causes rather than territories or groups.Dwarves
Personality
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is "If I'm lying, may I cross a dwarf."Physical Description
Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarven males are slightly taller and noticeably heavier than dwarven females. While dwarves have no difficulty in identifying members of the opposite sex, other races tend to have difficulty telling dwarven males and females apart, as both sexes grow mustaches and beards.Physiology
Dwarves are considered adults at about age 25, and they can live to be over 400 years old. Their life (fertility) cycle is tied to the larger moon, Luna, which waxes and wanes every 28 days.Relations
Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, "The difference between an acquaintance and a friend is about a hundred years." Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human's parents and grandparents.Alignment
Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they're more likely to be those who did not fit perfectly into dwarven society.Dwarven Lands
Dwarven kingdoms are usually deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome here, though some parts of these mine-fortresses are off limits even to them. Whatever wealth the dwarves can't find in their mountains they gain through trade. Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route.Religion
The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves and their inspiration for the love of finely crafted items, and he expects his followersto work for the betterment of the dwarven race.Language
Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans and gnomes) as well as their enemies. Some also learn Terran, the strange language of earth-based creatures such as Xorn.Names
A dwarf's name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. Dwarves who associate with humans often translate their clan names into common and typically have meanings with aspects of craftmanship, special materials and body parts, such as Ironbrow, Silverhand, etc. A dwarf's clan name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his clan name is forbidden by dwarven law and tradition to use any dwarven name in its place, with severe penalties for those who continue to use their stripped clan names.Adventurers
A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves.Racial Traits
These are racial traits that are in addition to those listed in the Player's Handbook.Elves
Personality
Elves are not humans with pointy ears. They have their own, almost alien, philosophies and ways of thinking about events, people and problems. With such long lives, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When pursuing a goal, however, whether an adventurous mission or learning a new skill or art, they can be focused and relentless, and think nothing of projects or quests that might take years to accomplish. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. They are more often amused than excited, more likely to be curious than greedy, and more likely to tease than be truly critical.Physical Description
Almost all elves are slender in build, but vary greatly in height, depending on subgroup, with the shortest of elves standing at about 4 1/2 feet tall, and the tallest at around 6 1/2 feet tall. Slender, their height matches their weight, with weight ranging from 85 to around 200 pounds. Elven males and females share the same range of heights, with the males being only marginally heavier, on average, than the females. They are graceful looking, but relatively frail.Sub Groups
The elven race has several subgroups that, while sharing most of the same physical abilities and disadvantages, vary widely not only in physical appearance but also in culture and world outlook from each other. See the Player's Handbook and Monster Manual entries (and any other official published works) on Elves for further details on the game rules for these sub groups.Physiology
An elf achieves adulthood at about 30 years in age. Elves are partly mortal and partly immortal and are not known to actually die; instead, at somewhere between the approximate ages of 1000 and 2500 an elf begins to have an internal, irresistable inclination to leave the Flanaess. Where they depart to, however, not even the wisest scholars seem to know. Their life (fertility) cycle is tied to the smaller moon, Celene, which waxes and wanes every 3 months (i.e. 4 times per year). The four human festivals surrounding the full moon cycle of Celene are actually borrowed from the elven reverence for that smaller moon.Relations
Elves consider humans rather unrefined, halflings a bit boring, gnomes somewhat trivial, and dwarves not at all fun. They look on half-elves with some degree of pity, while regarding half-orcs with unrelenting suspicion and all goblinoids with disdain and almost immediate violence. While haughty, elves are not particular the way halflings and dwarves can be, and they are generally pleasant and gracious even to those who fall short of elven standards (which, after all, consists of just about everybody who is not an elf), so long as cause for other, less pleasant behavior isn't given.Alignment
Generally speaking, elves love freedom, variety, and self-expression. They lean strongly toward the gentler aspects of chaos. Generally, they value and protect others' freedom as well as their own, and they are much more often good than not. See Sub Groups for info on the alignments of the sub groups of elves.Elven Lands
Elves mostly live in woodland clans of less than two hundred souls. Their well-hidden villages blend into the trees, doing little harm to the forest. They hunt game, gather food, and grow vegetables, their skill and magic allowing them to support themselves amply without the need for clearing and plowing land.Religion
Above all others, elves worship Corellon Larethian, the Protector and Preserver of life. Elven myth holds that it was from his blood, shed in battles with Gruumsh (the god of the orcs) that the elves first arose. Corellon is a patron of magical study, arts, dance, and poetry, as well as a powerful warrior god.Language
Elves speak a fluid language of subtle intonations and intricate grammar. While Elven literature is rich and varied, it is the language's songs and poems that are most famous. Many bards learn Elven so they can add Elven ballads to their repertoires. Others simply memorize Elven songs by sound, if imperfectly. The Elven script, as flowing as the spoken word, also serves as the script for Sylvan, the language of dryads and pixies.Names
When an elf declares herself an adult, usually about the time of achieving her thirtieth birthday, she also selects a name. Those who knew her as a youngster may or may not continue to call her by her "child name," and she may or may not care. An elf's adult name is a unique creation, though it may reflect the names of those she admires or the names of others in her family. In addition, she bears her family name. Family names are combinations of regular Elven words, and some elves traveling among humans translate their names into Common while others use the Elven version.Adventurers
Elves often take up adventuring out of wanderlust, but just as often due to a sense of duty to their communities or forests. Life among humans moves at a pace that elves dislike - regimented from day to day but quickly changing from decade to decade. Elves among humans, therefore, find careers that allow them to wander freely and set their own pace. Elves also enjoy demonstrating their prowess with the sword and bow or gaining greater magical powers, and adventuring allows them to do so. Elves may also be rebels or crusaders, adventuring to further their cause.Racial Traits
These are racial traits that are in addition to those listed in the Player's Handbook.Gnomes
Personality
Gnomes adore animals, beautiful gems, and jokes of all kinds. Gnomes have a great sense of humor, and while they love puns, jokes, and games, they relish tricks — the more intricate the better. Indeed, many gnomes hold the philosophy that life is one big joke, and that the best way to spend such a life is to contribute humor to the world. Fortunately, they apply the same dedication to more practical arts, such as engineering and invention, as they do to their pranks.Physical Description
Gnomes stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnomes males prefer very short hair and short, carefully trimmed beards. Gnome females prefer short to shoulder length, loosely styled hair. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching or fine jewelry.Physiology
Gnomes reach adulthood at about age 35, and they live about 350 years, though some can live almost 500 years. Their life (fertility) cycle is tied to the larger moon, Luna, which waxes and wanes every 28 days.Relations
Gnomes get along well with dwarves, who share their love of precious objects, their curiosity about mechanical devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the taller races — humans, elves, half-elves, and half-orcs — but they are rarely hostile or malicious to such folks unless overtly provoked.Alignment
Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend toward chaos are tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Luckily, evil gnomes are as rare as they are frightening.Gnome Lands
Gnomes tend to make their cavern and finely hewn homes in the foothills of vast mountain ranges (though sometimes a hilly region with plenty of rock formations seem suitable to them as well). Often these mountain ranges are the home of dwarves, with whom the gnomes can enjoy mutual defense and trade.Religion
The chief gnome god is Garl Glittergold, the Watchful Protector. His clerics teach that gnomes are to cherish and support their communities. Pranks, for example, are seen as ways to lighten spirits and to keep gnomes humble, not ways for pranksters to triumph over those they trick.Language
The Gnome language, which uses the Dwarven script, is renowned for its technical treatises and its catalogs of knowledge of the natural world. Human herbalists, naturalists, and engineers commonly learn Gnome in order to read the best books on their topics of study.Names
Gnomes love names, and most have half a dozen or so. As a gnome grows up, his mother gives him a name, his father gives him a name, his clan elder gives him a name, his aunts and uncles give him names, and he gains nicknames from just about anyone. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are rather "stuffy" about names, gnomes learn to act as if they have no more than three names - a personal name, a clan name, and a nickname. When deciding which of his several names to use among humans, a gnome generally chooses the one that's the most fun to say. Gnome clan names are combinations of common Gnome words, and gnomes almost always translate them into Common when in human lands (or into Elven when in elven lands, and so on).Adventurers
Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the love of exploring. Lawful gnomes may adventure to set things right and to protect the innocent, demonstrating the same sense of duty toward society as a whole that gnomes generally exhibit toward their own enclaves. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Depending on his relations to his home clan, an adventuring gnome may be seen as a hero, a vagabond or even something of a traitor (for abandoning clan responsibilities).Half-Elves
Personality
Most half-elves have the curiosity, inventiveness, and ambition of the human parent, along with the refined senses, love of nature, and artistic tastes of the elven parent.Physical Description
To humans, half-elves look like elves. To elves, they look like humans (indeed, elves call them "half-humans"). In general, though, they share traits of both of their parents, elf and human.Physiology
A half-elf reaches adulthood at around age 20 and can live to be over 180 years old. They do not share their elven parent's immortality nor their extreme closeness to or affinity for the magical world. Their life (fertility) cycle (like that their elven parent) is, however, tied to the smaller moon, Celene, which waxes and wanes every 3 months (i.e. 4 times per year).Relations
Half-elves do well among both elves and humans, and they also get along well with dwarves, gnomes, and halflings. They have elven grace without elven aloofness, human energy without human boorishness. They make excellent ambassadors and go-betweens (except between elves and humans, where each side may suspect the half-elf of favoring the other). In human lands where elves are distant or not on completely friendly terms, however, half-elves are viewed with suspicion.Alignment
Half-elves typically share the chaotic bent of their elven heritage, but, like humans, they tend toward neither good nor evil. Like elves, they value personal freedom and creative expression, demonstrating no love of leaders nor lust for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.Half-Elven Lands
Half-elves have no racial lands of their own, though they are typically welcome in human cities and most elven forests. In large cities, however, half-elves sometimes do form small communities of their own, where they often have built their own traditions, beliefs and values based on both human and elven cultures.Religion
Half-elves raised among elves follow elven deities, principally Corellon Larethian, god of the elves. Those raised among humans often follow Ehlonna, goddess of the woodlands.Language
Half-elves speak the languages they are born to, typically Common, Elven and perhaps a human ancestral language (Suloise, Oeridian). Half-elves are slightly clumsy with the intricate Elven language, though only elves notice, and even so they do better than those with no elven heritage.Names
Half-elves are given names using either human and/or elven naming conventions. Ironically, half-elves among humans are often given elven names in honor of their elven heritage; in contrast, half-elves raised among elves most often are given elven names. Names for half-elves are, however, almost always the chosen depending on cultural norms, just like for children of non-mixed heritage.Adventurers
Half-elves find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. Like elves, they are often driven by wanderlust or a sense of duty to the world community.Half-Orc
Personality
Half-orcs are short-tempered and sullen. They would rather act than ponder and would rather fight than argue. Those who are successful, however, are those with enough self control to live in a civilized land, not the crazy ones whose bloodlust overwhelms them.Physical Description
Half-orcs are typically a bit taller than humans and a little heavier, thanks to their muscle. A half-orc's grayish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make his lineage plain for all to see. Some few, however, can pass for full human, but this is extremely rare, and typically because they themselves are the product of a half-orc and a human.Physiology
Half-orcs mature a little faster than humans, maturing at around 14, and age noticeably faster. Few half-orcs live longer than 75 years. Their life (fertility) cycle is tied to the larger moon, Luna, which waxes and wanes every 28 days.Relations
Because orcs are the sworn enemies of dwarves and elves, half-orcs can have a rough time with members of these races. For that matter, orcs aren't exactly on good terms with humans, half-elves, halflings, or gnomes, either. When fitting into such groups is desireable to him, each half-orc finds his own way to try to gain acceptance from those who hate or fear his orc cousins. Some are reserved, trying not to draw attention to themselves. Others demonstrate piety and goodheartedness as publicly as they can (whether or not such demonstrations are genuine). Others simply try to be so tough that others have no choice but to accept them.Alignment
Half-orcs inherit a tendency toward chaos from their orc parents, but, like their human parents, they favor neither good nor evil.Half-Orc Lands
Half-orcs have no lands of their own. They most often live among orcs. Of the other races, humans are the ones most likely to accept half-orcs, so that half-orcs almost always live in human lands when not living among orc tribes.Religion
Like orcs, many half-orcs worship Gruumsh, the chief orc god and archenemy of Corellon Larethian, god of elves. This is especially true of those half-orc that are raised or live near or among orc tribes. While Gruumsh is evil, half-orc barbarians and fighters may worship him as a war god even if they are not evil themselves (though this will only typically be true if the half-orc in question does not choose to live among orcs). Worshipers of Gruumsh who are tired of explaining themselves, or who don't want to give humans a reason to distrust them, simply don't make their religion public knowledge. Half-orcs who want to solidify their connection to their human heritage, on the other hand, follow human gods, and they may be outspoken in their shows of piety.Language
Common and/or Orc, depending on whether the half-orc was raised by humans, orcs or both. Orc, which has no alphabet of its own, uses Dwarven script on the rare occasions that someone actually writes something in Orc. Orc writing turns up most frequently in graffiti.Names
Half-orcs are given names using either human and/or orcish naming conventions. Depending upon the circumstances, half-orcs raised among humans are often given human names to distance them from their orcish parentage; half-orcs raised among orcs are likewise most often are given orcish names. Names for half-orc are, therefore, almost always the chosen depending on cultural norms of those raising him, just like for children of non-mixed heritage.Adventurers
Half-orcs are drawn almost invariably toward violent careers in which they can put their strength to good use. Frequently shunned from polite company, half-orcs often find acceptance and friendship among adventurers, many of who are fellow wanderers and outsiders.Racial Traits
These are racial traits that are in addition to those listed in the Player's Handbook.Halflings
Personality
Halflings typically prefer boredom to trouble. They love warm summer days in the sun, and long winter nights in front of a cozy fire. They are notorious for gossip, but quick to forgive transgressions.Physical Description
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. The color of their skin, eyes and hair vary like humans, though their hair is almost always naturally wavy or curly. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen.Physiology
A halfling reaches adulthood in her late teens and generally lives well into her eighties or nineties. Their life (fertility) cycle is tied to the larger moon, Luna, which waxes and wanes every 28 days.Relations
Halflings try to get along with everyone else. When necessary, they are adept at fitting into a community of humans, dwarves, elves, or gnomes, and they make themselves valuable and welcome. It is human society that most resembles that of the halflings, however, so that halflings who do not live in a halfling community (for whatever reason) are most often found in human lands.Alignment
Halflings are generally of good alignment, though tend to act in a neutral, conservative and practical manner. While they are inherently adaptable to change, they tend to view change with disdain and resist those things and events that will disrupt the quiet lives they so enjoy.Halfling Lands
Halflings tend to settle into secluded places with low-lying hills, where they set up self-reliant villages. They are individually self governing, so that these villages have only a very loose governmental structure. Indeed, they do not tend to create nations or even city states of their own, and thus their villages tend to fall within the national boundaries of other races, especially those of humans. Despite this, however, they tend to keep to themselves, involving themselves in outside political affairs, by and large, only when the direct safety of their village is in question.Religion
The chief halfling deity is Yondalla, the Blessed One, protector of the halflings' health, hearth and home. Yondalla promises blessings and protection to those who heed her guidance, defend their communities, and cherish their families. Halflings also recognize countless small gods, which they say rule over individual villages, forests, rivers, lakes, and so on. They pay homage to these deities to ensure safe journeys as they travel from place to place.Language
Halflings speak their own language, which uses the Common script for writing. As a whole they write very little in their own language so, unlike dwarves, elves, and gnomes, they don't have a rich body of written work. They do, however, have a vast tradition of writing personal cookbooks that include recipes and garden tending secrets. Each family has their personal, secret shorthand in which these cookbooks are written, and they are then hand down from generation to generation.Names
A halfling has a given name, a family name, and possibly a nickname. It would seem, at least to an outside observer, that family names are often nothing more than nicknames that stuck so well they have been passed down through the generations.Adventurers
Halflings occasionally set out on their own to make their way in the world. Such halflings are typically looking for a way to use their skills to gain wealth or status, to simply escape the boredom inherent in the typicaly halfling community. In some cases, however, they leave their safe, warm burrows because they feel it is the best way to protect their community. For an adventurous halfling, adventuring is less of a career than something to do, or that must be done. While halflings have a mostly unfounded reputation for larceny or fraud, halfling adventurers typically make trustworthy, loyal companions to those they befriend.