Ability Scores
     Races
     Classes
     Feats
     Skills
     Prestige Classes
     Equipment



  Chapter 5: Characters
Races

[Humans] [Dwarves] [Elves] [Half-Elves] [Half-Orcs]

          Though several races share Feyworld with humanity, humans are by far the most populous races. Following are descriptions of those races available to player characters.

What’s New?
          Dungeons & Dragons 3.5: No new races were added in the 3.5 revision.
          Feyworld: The gnome was removed as an available player race, as the gnomes of Feyworld are fey creatures and very different from the standard gnome. The orc as added as a viable player race.

Humans
          Humans of Feyworld are little different from those of other fantasy campaign worlds and the interested player is encouraged to read the entry on p. 12-14 of the Player’s Handbook. The humans of Feyworld tend to be a bit more fearful than in other campaign settings, as magic and other races are still a mystery to them. It is believed that humans were originally a creation of the Triad, working together to create a perfect being. They were the last of the High Races to be created and many philosophers (mostly human ones), believe that they are the pinnacle of godly creation.

Human Racial Traits
          Medium-size: As Medium-size creatures, humans have no special bonuses or penalties due to their size
          Human base speed is 30 feet
          1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents
          4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in; See Chapter 4: Skills of the Player’s Handbook)
          +2 bonus to Will saves. Humans are willful creatures and it is difficult to control and influence them.
          Automatic Language: Native language. Bonus Languages: None (unless suggested by locale)
          Favored class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count (see Experience for Multiclass characters, p. 56 of the PHB)

What’s New?
          Dungeons & Dragons 3.5: Humans were unchanged in the 3.5 revision.
          Feyworld: Humans of Feyworld tend to be a bit more willful than other races and receive a +2 racial bonus to all Will saves.

Dwarves
          Dwarves in Feyworld have many similarities to mainline D&D dwarves, but there are inherent differences in society and culture, as well. Dwarves tend to be an insular race, only recently reestablishing contact with the humans of the surface world. They are known for the incredible treasures they possess and for their greed, but also for their sensibility and thoughtfulness.
          Personality: Dwarves prize intelligence and practicality over all other things, and care not for frivolity or wasting time. They are a very logical race, though this logic often fails them when dealing with the more emotional races of the surface world. Even so, dwarves do appreciate artistry, particularly when coupled with a practical design. Because of their difficulties in dealing with other races, dwarves are often seen as grumpy, blunt and intractable. Dwarves are slow to befriend, but once they do befriend a person, it is rare that they will later betray them. The fastest way to befriend a dwarf is through action, not flowery words.
          Physical Description: Dwarves average about four feet in height, but their average weight is about 200 pounds. Their hair tends to be thick and dark, with browns and blacks being most common and red appearing rarely. Blonde dwarves are almost unknown, but legend holds that those few who are born blonde are destined to become the greatest of smiths. Both dwarven women and men wear full beards, often heavily braided. These braids are so formed as to tell the story of a dwarf’s life and dwarves can immediately recognize the importance and deeds of another dwarf by examining these woven patterns. Dwarves tend to simple, earth toned colors. They reach adulthood at about 45 years of age and often live to as much as 500 years of age. It is rumored that the most aged of dwarves have lived to see 600, which is considered a holy age.
          Relations: Dwarves relate best to hobbits, which they view as having a similar practicality to themselves, if a bit lazy for their tastes. Humans are seen as dangerous and treacherous, though they also tend to be loyal and brave, when the situation warrants. Dwarves have a great deal of difficulty understanding the human need for independence and personal freedom. Elves are viewed as flighty and irresponsible and are often treated like children by dwarves. Orcs are hated by the dwarven race, who consider themselves to be at war with the beast-men. Only the most liberal minded dwarf would ever befriend an orc. Most of the difficulties dwarves have with other races stems from a lack of racial identity. Dwarves strongly identify with one another and personal sacrifice for the sake of the community is more an ingrained instinct than a choice for them.
          Dwarven lands: Dwarves tend to underground, with entrances to their realms hidden in secret valleys among high peaks. There are six dwarven kingdoms in Feyworld, and it is said that these kingdoms are in constant communication. Stories suggest that dwarves once lived above ground, but were driven below during a war with orcs and have not yet been able to recover their ancient lands. Recently, dwarves founded the kingdom of Valduran, in the east, which lies mostly above ground. Valduran was established as a trading center between dwarves and humans only a few years ago and the dwarves there are mostly very liberal sorts (for their race) who are interested in trade with the humans of the surface.
          Religion: Dwarves venerate Baelthor (who they call Balthor) above all other deities and serve him with unswerving loyalty. It is believed that some dwarves once followed Enosigaois (who they call Enos), but these evil dwarves were wiped out in a religious civil war long before man was around to record such things. Dwarven clerics are extremely rare, as they do not have a strong affinity for Divine magic.
          Language: Dwarves speak their own language and write in their own runic script. It has been suggested that dwarves were the first to invent writing and some remote human societies have been discovered who use a similar script for writing. Many human languages also show evidence of influence by dwarven.
          Names: A dwarf’s name is chosen for him by his extended family and is often the name of a clan hero or leader. His surname is that of the clan, with any titles and appellations attached only through approval of his clan. A dwarf who is knighted in human lands is not allowed to use the honorific “sir” in front of his name until he has garnered approval from at least six members of his clan.
          Male Names: Aegir, Alaric, Bardr, Bili, Bjorn, Faraldr, Gladr, Grimolf, Gungnir, Hrmangild, Hrothgar, Huneric, Kormac, Osulf, Scula, Skeggi, Skorri, Thjostar, Thorismund, Thorgrim, Ulf, Vagn, Walram, Wraghi
          Female Names: Agnis, Asdis, Besje, Borghild, Edla, Freygird, Gunnlaug, Helga, Hlodyn, Ingerid, Langlif, Luta, Ormhild, Ragna, Sigrun, Svala, Thura, Thrudr, Valgerdr, Yrsa
Clan Names: Schmiedhammer (Smithhammer), Intiefen (Deepdelve), Goldenkrone (Goldencrown), Schweinerschlagener (Orcslayer)
          Adventurers: Given the dwarven loyalty to clan and his society, dwarven adventurers are rare. However, since the return of dwarves to the surface world, dwarven adventurers have become increasingly common. Dwarves recognize that a long time has passed since they last dealt with humans and much has changed that they were unaware of. Most dwarven adventurers are from Clan Intiefen, who have traditionally been the explorers of the dwarven nations, but Clan Schweinerschlagener has made a few forays into orc-held territory in the hope of finding (and subsequently liberating) their long-lost homeland under the sun.

Dwarven Racial Traits
          +2 Intelligence, -2 Charisma: Dwarves prize intelligence and logic above all other things, but tend to have difficulties relating to others. Dwarven women receive a –2 to Comeliness when dealing with other races, as they tend to look very “mannish.”
          Medium-size: As Medium-size creatures, dwarves have no special bonuses or penalties due to their size.
          Dwarven base speed is 20 feet.
          Darkvision: Dwarves can see in the dark up to 60 feet.
          Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework. See p. 15 of the PHB for more information.
          Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
          +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus too. The Monster Manual has information on which creatures are of the giant type.
          +2 racial bonus to Fortitude saves.
          +2 racial bonus on saving throws against Divine magic.
          +1 racial bonus to attack rolls against orcs and goblinoid races (but not fey goblins)
          +2 racial bonus on all Appraise checks
          +2 racial bonus on a chosen Craft check
          +2 racial bonus on a chosen Profession check
          Free Item Creation feat: A dwarf capable of using Arcane magic may choose to take a bonus Item Creation feat at any time (this does not need to be taken at first level). The other prerequisites for the Item Creation feat must be observed. Dwarves are exceptional creators of magic items, and many display a sudden talent for creating a specific type of magic item, even later in life.
          Automatic languages: Dwarven. Bonus languages: Hobgoblin, Orc, any human language.
          Favored class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters in the PHB, page 60)

What’s New?
          Dungeons & Dragons 3.5: Weapon familiarity and the +4 dodge bonus versus giants are new with the 3.5 revision.
          Feyworld: Dwarves of Feyworld receive a +2 racial bonus to all Fortitude saves instead of a bonus to poison saves. They also receive a bonus to saves against Divine magic instead of a general save versus magic. Dwarves in Feyworld also receive a +2 racial bonus to Appraise, Craft and Profession checks. The Free Item Creation Feat is also unique to the dwarves of Feyworld. To reflect their interest in Arcane magic and logic, dwarves of Feyworld receive a +2 modifier to Intelligence rather than Constitution.

Elves
          Elves in Feyworld are a mysterious, aloof race that is often distrusted because of their secrecy and isolationism. There is only one major elven kingdom, Elarean, though there are various locales, usually heavily forested, which retain remnants of once-powerful elven kingdoms. Many humans never see an elf and believe them to be extinct or merely legend.
          Personality: Elves tend to be quiet and reserved around the shorter-lived races. Being extremely long lived, they tend to be slow to act, believing that the march of time corrects most wrongs. Elves are, in fact, highly emotional creatures, though this emotion does not often show itself outside of their hidden glades. When they feel safe, elven emotions explode into song and celebration. They love all things, and their isolationism is born out of that love. They often see themselves as more mature than other races and tend to treat others as children.
          Physical Description: Elves are extremely tall, averaging around seven feet in height, but they rarely weigh more than 175 pounds. Their skin tends to be pale, almost translucent and hair color tends towards red and blonde. Hair tends to be thin and wispy and most cannot grow beards. Their bodies are very slight, but also very dexterous. Elven ears, of course, are taller and sharper than human ears and they have excellent hearing.
          Relations: Elves avoid other races with an almost panicky fear. Dwarves are often regarded with pity: as little more than machines who do not care to feel or love. Hobbits are usually treated with respect and when elves do relax around other races, it is often in the company of hobbits. Orcs are avoided as much as possible, and treated with severe distrust, though extremely unique individuals can befriend an elf. Humans are viewed with an almost sad pity, as if the elves themselves feel responsible for their short lifespans. Surprisingly enough, elves tend to get along with humans the best, as long as their human friends do not pry to hard into elven affairs.
          Elven lands: Elves most often live in small communities in vast forests or, in the case of Elarean, an easily defended forested vale. Elven lands are heavily guarded, and it is generally assumed that any non-elf who attempts to enter them uninvited is an enemy. Elarean is known to be a virtual fortress of magic, impenetrable to all but the most powerful of non-elven mages. Inside elven lands, there seems to be little organization to their communities. There are no cities, only the periodic elven tree-house and walkways to nearby houses. Elves attempt to live without harming nature and their houses in the trees are constructed in such a fashion as to not overly burden the tree they are in.
          Religion: Elven religion seems to be at the center of their mystery, and it is generally rumored among the other races that an elf who is asked of his religion is sworn to kill the inquisitive party. What is not widely known is that, though elves were the first of the High Races and a creation of Lord Ptharos himself, they converted to the worship of the Tuatha de Dannan during the 1st Age of Mankind. The Tuatha has since retired as patron of the elves and they now have their own deities, ascended through a path of philosophy given to them by the Tuatha.
          Language: Elven language is unique among the sentient races in that it is sung, not spoken. Any non-elf who attempts to speak elven must have the Perform skill to properly pronounce the various subtle pitches and notes that indicate the meaning behind the words. Elven language also tends to take a very long time to communicate a specific idea. Poems composed of more than 10,000 words are commonplace to them and an entire day can be spent between two elves introducing themselves to one another. There is a shorter version of the language, known as the Battle-Tongue, which most non-elves who learn elven know. It is considered rude to use the Battle-Tongue among elves unless there is a situation of great urgency.
          Names: An elf’s name is usually very long and is more a history of their lives and their heritage than a name in the traditional sense. Young elves can take up to an hour reciting their names and older elves from illustrious lineage can easily take several days of song to convey their full name. Among other races, elves usually shorten their names to one word, typically a plant that is significant to their lineage or history. There is no distinction among elves between male and female names.
          Elven Names: Asphodel, Basil, Belladonna, Cilantro, Clove, Daffodil, Dill, Lavendar, Mandrake, Marigold, Nightshade, Periwinkle, Rosemary, Rowan, Saffron, Saint John’s Wort (John), Violet, Wolfsbane, Wormwood, Yarrow
          Adventurers: Elven adventurers are exceedingly rare, but they do exist. Usually, they are driven by some need that cannot be fulfilled in their homeland or believe that there is a need for closer contact with the outside world. Those few elven adventurers who remain more than a decade in non-elven lands tend to form close relationships with a single adventuring company, often adventuring with the remote descendants of an adventuring company centuries after the original membership has died of old age.

Elven Racial Traits
          +2 Dexterity, -4 Constitution, +2 Charisma, +4 Perception. Elves tend to be very nimble and their ears and eyes are sharper than most other races. To most non-elves, elves have an almost unearthly beauty about them. Elves tend to not be as hardy as most other races and damage easily.
          Medium-size: As Medium-size creatures, elves have no special bonuses or penalties due to their size.
          Elven base speed is 30 feet.
          Infravision: Elves can see patterns in temperature up to 60 feet away that is not reliant on light. This vision is magical in nature and will not function in a non-magical area. While using Infravision, elves cannot see normal light.
          Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.
          Elves do not sleep, in the traditional sense, but fall into a state of reverie for about 8 hours a day where they remember events of their past. They can see and remember what happens around them, although hazily, but they are very difficult to rouse while in this state. For an elf to rouse early while in reverie, he must succeed in a Will save against a DC of 20.
          Elves receive the Martial Weapon Proficiency for the rapier, longbow (including composite longbow), and shortbow (including composite Shortbow) as bonus feats. Elves esteem the art of archery, so all elves are familiar with these weapons.
          Divine Magic feat: All elves automatically gain the Divine Magic feat, whether they begin play as a Divine caster or not. Elves have a peculiar affinity for Divine Magic which is inherent from birth.
          Automatic languages: Elven, Sylvan. Bonus languages: Wyrmish, Hobbit.
          Favored class: Cleric. A multiclass elf’s cleric class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters, page 60).

What’s New?
          Dungeons & Dragons 3.5: Elves were unchanged in the 3.5 revision.
          Feyworld: Elves of Feyworld receive bonuses to Charisma and Perception and a greater penalty to Constitution. Elves also receive Infravision instead of Low-Light Vision and do not sleep in the traditional sense of the word. Because of their highly spiritual nature, all elves are potential clerics and receive the Divine Magic feat as a bonus feat.

Half-Elves
          Half-elves are rare in Feyworld, but they do breed true and there are some places, usually where ancient forests and human kingdoms meet, that entire half-elven towns exist. Their mixed heritage makes them the object of many racial prejudices, both from humans and even elves.
          Personality: Half-elves have the same wide range of personality as do humans, but they often tend to be loners, unwilling to make strong bonds with others. Half-elves who choose to live with their parent race tend to have a personality similar to that race, but seem watered-down versions. They are not quite as passionate as the elves, but not as willful as most humans.
          Physical Description: Half-elves carry the tall, thin features of their elven heritage, but it is mixed to varying degrees with the muscular features of humans. Their ears tend to be shorter than elfs, though they still come to a noticeable point with most. Deformed ears are not uncommon among half-elves, and it is often an object of shame for them to have completely non-elven or misshapen ears. Half-elves tend to be about six feet tall and weigh around 180 pounds. Their hair tends to be red and blonde, though brown and even black haired examples exist. They have some difficulty growing beards, and often do not grow anything more than “peach fuzz.” Half-elves reach maturity at age 25 and live for about 200 years.
          Relations: Half-elves, being both human and elven, yet neither, tend to have strong, if strained, relations with their parent races. Their relationship with other races tends to be the same as the society in which they grew up.
          Half-elven lands: There are few lands that half-elves can claim for their own, but there are a few cities and even a nation, Anclea, that are dominated by half-elves. Half-elven lands tend to be a strange mixture of industry and respect for nature, with crowded streets bordering on wide, open parks. Other races often feel unwelcome in half-elven lands, except hobbits, who could care less about their mixed heritage.
          Religion: Half-elves worship the normal range of human deities in their own lands, though they tend towards the few nature-oriented deities. In elven lands, they tend to askew religion, as attaining the same level of understanding as true elves is nigh impossible for half-elves.
          Language: There is no half-elven language. They either use the language of their human or elven heritage. It is said that elven spoken with a half-elven tongue has a distinct accent.
          Names: Half-elven names mirror the society in which they were born, but in half-elven societies they tend towards having plant names, like their elven ancestors, as well as surnames.
          Adventurers: Half-elves often become adventurers due to the fact that adventurers often accept each other based on deeds, not heritage. Being loners, they make excellent survivalists and tend to be very loyal to any group that accepts them for who they are.

Half-elven Racial Traits
          +2 Perception.  Half-elves retain some of the keen senses of their elven heritage.
          Infravision: Half-elves can see patterns in temperature up to 60 feet away that is not reliant on light. This vision is magical in nature and will not function in a non-magical area. While using Infravision, half-elves cannot see normal light.
          +2 to saves against Sleep and other Enchantments.
          Medium-size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
          Half-Elven base speed is 30 feet.
          +2 to Diplomacy checks.
          +2 to Wilderness Lore checks
          Automatic Language: Native language. Bonus Languages: None (unless suggested by locale)
          Favored class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count (see Experience for Multiclass characters, p. 60 of the PHB).

What’s New?
          Dungeons & Dragons 3.5: Half-elves receive bonuses to Diplomacy and Gather Information (the latter of which was dropped in Feyworld) in the 3.5 revision.
          Feyworld: Half-elves receive a bonus to Perception and have Infravision instead of Low-Light Vision. They also receive a bonus to Wilderness Lore checks, as they often live on the fringes of both elven and human civilizations.

Half-orcs
          Half-orcs are generally hated and reviled in their parent cultures. Orcs view them as weak and impure, while humans view them as violent and untrustworthy. Most half-orcs live up to this reputation, though when they find someone who does accept them for who they are, they will often maintain a steadfast loyalty to that individual for life.
          Personality: Half-orcs tend to be aggressive and violent, though some have overcome these tendencies through a careful philosophical regimen. They often tend to be extreme, taking hold of whatever regional opinion or belief exists and attempting to champion it. Though they rarely gain acceptance through this attempt, there is the periodic hero of half-orc descent.
          Physical Description: Half-orcs stand around 6’ tall and tend to be very bulky, averaging around 200 pounds. They often appear human, though they have a greenish cast to their skin and their hair tends to be oily and black. They wear whatever clothing is appropriate to the region they live in.
          Relations: Half-orcs are hated and distrusted by most other races due to their orcish heritage, though individual half-orcs have been able to befriend individuals of other races. Humans are most likely to accept a half-orc, and dwarves are sometimes able to see a kindred spirit under the face of their enemy.
          Half-orcish lands: As half-orcs do not breed true, there no half-orcish lands.
          Religion: Orcish religion is based on the religion of the region they live in, but those orcs who are of a religious bent tend to be even more fervent in their beliefs than others of their religion, often taking things to extremes in the hope of being accepted by their peers.
          Language: Half-orcs speak whatever language they were raised with.
          Names: Half-orcs rarely survive in orcish society, so half-orc names tend to be based on human names. Rarely, a half-orc raised in human lands later chooses an orcish name out of pride for his heritage.
          Adventurers: Because half-orcs are not often accepted by mainstream society, they often join adventuring bands and guilds. Once they have overcome their innate embarrassment over their mixed heritage, they become extremely inquisitive adventurers, taking on any challenge that is thrown in their path.

Half-orc Racial Traits
          +2 Strength, +2 Constitution, -2 Charisma, -2 Comeliness. Orcs are still stronger and healthier than most humans, but their manners tend to be lacking and green skin is rarely viewed with affection by anyone but a half-orc’s mother.
          Medium-size: As Medium-size creatures, half-orcs have no special bonuses or penalties due to their size
          Half-orcish base speed is 30 feet
          Infravision: Half-orcs can see patterns in temperature up to 60 feet away that is not reliant on light. This vision is magical in nature and will not function in a non-magical area. While using Infravision, half-orcs cannot see normal light.
          Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
          +1 racial bonus on Ride checks
          +1 racial bonus to Craft checks that relate to weapons and armor
          +2 racial bonus on Fortitude saves related to poison
          +2 morale bonus on saving throws against fear
          Automatic languages: Same as human.
          Favored class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count (see Experience for Multiclass characters, p. 60 of the PHB).

What’s New?
          Dungeons & Dragons 3.5: Half-orcs are unchanged in the 3.5 revision.
          Feyworld: Half-orcs receive an additional bonus to Constitution, as they tend to be hardier than standard D&D orcs. They also have Infravision instead of Darkvision and receive racial bonuses to Ride and Craft checks relating to weapons and armor. They are also more resistant to poison and are less susceptible to fear-based attacks.  The favored class for a Half-Orc is any, due to their human heritage.

Hobbits
          Hobbits are the forgotten people of Feyworld, though they are almost as prolific and wide-spread as humans. Hobbits can be found living in any human land, usually in a small village or hamlet just out of sight of the nearest human city and well away from any trouble. They are farmers and craftsmen and prefer to live out their lives without interruption or discomfort. As such, they are usually viewed as lazy and unsophisticated and are generally ignored. When they are forced into confrontation, however, few are as resolute and tireless in their endeavors.
          Personality: Hobbits are a very practical people, but they enjoy the creature comforts of life. They tend to prefer uncomplicated lives, so they tend to be farmers and craftsmen; this outlook is maintained even when thrust into complicated situations. Hobbits are usually happy, friendly people, even when faced with bigotry and hatred, and always seem to have a saying or local colloquialism hidden in their back pocket for just such situations. Hobbits make friends easily and have a difficult time understanding deception and distrust. Rarely do they own anything of import that would make such an attitude dangerous.
          Physical Description: Hobbits are very short, rarely topping three feet tall. They have round, human-like faces and slightly pointed ears. Hobbits are extremely hirsute everywhere but on their lips and chins, even growing long hair on the tops of their feet. Their feet tend to be a bit large for their size, but they are very tough, usually forming calluses as hard as leather early in life. Hobbits do not wear shoes, as they are extremely uncomfortable for them, but they are not treated as being barefoot due to their thick calluses. Hobbits tend to wear simple clothes in the same fashion as simple folk of the region they live in. Hobbits love to eat and tend to be a bit pudgy, usually weighing around 150 pounds.
          Relations: Hobbits, themselves, get along with anyone, whether they be a grumpy dwarf or a slavering orc. They treat everyone they meet as they would want to be treated, which is welcome to share in their food and company. To a hobbit, the other races tend to take things entirely too seriously and humans are constantly running around on some over-important errand or such. The other races tend to regard hobbits as a bit lazy, if excellent craftsmen, when they regard them at all. They do not make good slaves or good leaders and do not have a need for expensive things or power and, thus, are generally ignored by the other races.
          Hobbit lands: Hobbits prefer hilly country and often build their homes in hillsides. In some areas, particularly where hills are uncommon, hobbits construct low, simple houses that are easy to maintain. In these lands, a house is not just a house…it is a hobbit house, and that means comfort.
Religion: Hobbits are not particularly religious creatures, though they have several traditions which venerate Podalirius, who they simply call Podal (when they’re not using some affectionate nickname, like “Old Man” or “the Green”).
          Language: The hobbit language is very, very old and has remained relatively unchanged for centuries. It is remarkably similar to Gaelish and many historians are curious as to the reason. In many areas, the hobbit tongue is dying as the local human tongue slowly replaces it.
          Names: Hobbit names tend to be simple and practical, though they often chose a name more for the sound it makes than any serious tradition, assuming they do not use a human name appropriate to the region. Family names are much more important than given names and a hobbit will often make assumptions about another hobbit’s personality based on his family name and heritage.
          Male Names: Dunstan, John, Milo, Odo, Ossig, Trumstan, Wellsby
          Female Names: Begilda, Billa, Biona, Dunna, Gwen, Mary, Merideth
          Hobbit Surnames: Burrum, Fusyard, Tutt, Ryeward, Wilshire
          Adventurers: Hobbit adventurers are rare, but not so rare as elven adventurers. Some hobbits are simply taken with an unusual need to wander or an inquisitive nature, both traits that are discouraged in hobbit lands. Unlike in most societies, hobbit adventurers are often viewed as embarrassments to their families and will be treated with hesitation and apprehension if they return home.

Hobbit Racial Traits
          -2 Strength, +2 Dexterity, +2 Charisma. Hobbits are often weaker than the other races, though they are surprisingly nimble for such complacent people. Their generous nature and good-willed attitude tends to express itself well to most other races.
          Small: As small creatures, hobbits gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-sized characters.
          Hobbit base speed is 20 feet.
          +2 racial bonus on Climb and Move Silently checks. Hobbits’ tough feet give them great advantage in certain situations and they are surprisingly nimble.
          +1 racial bonus on all saving throws.
          +2 morale bonus on saving throws against fear (this bonus stacks with their +1 racial bonus to all saving throws)
          +2 to all Craft checks
          Automatic languages: Hobbit, one human language. Bonus Languages: Dwarven, Elven.
          Favored class: Rogue. A multiclass hobbit’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters, page 60).

What’s New?
          Dungeons & Dragons 3.5: Hobbits are unchanged in the 3.5 revision.
          Feyworld: Hobbits of Feyworld receive a bonus to Charisma. Feyworld Hobbits do not receive a racial bonus to Jump, nor do they receive a bonus on attack rolls with thrown weapons.

Orcs
          Orcs are the ravagers, bandits and slavers of Feyworld and are viewed as an enemy to all but the most depraved non-orc. They are also brave beyond belief and able warriors. Most people do not realize, however, that orcs are highly intelligent, even cultured beings who believe that they are fighting for their very survival as a race.
          Personality: Orcs tend to be blunt, honest and more than a bit aggressive. They are also highly honorable and consider personal honor to be the definition of their being. Orcs believe in a structured, hierarchical cycle where the strong and cunning are most fit to rule. They seem to live for combat, but know when to avoid an impossible situation.
          Physical Description: Orcs stand about 6’ tall on average and weigh around 200 to 250 pounds. They are of a very muscular stature and often wear ritual scars with pride. Their hair is almost unerringly black and oily, though it is often braided in complex designs and held in place with colored rope and war trophies. Their skin ranges from deep olive to pitch black, with black skin being the most honored. Their noses are upturned, with wide nostrils, and their foreheads are thick. Clothes tend to be dark, with black most common and wearing armor, even in relatively peaceful times, is commonplace.
          Relations: It could be argued that orcs get along with no one. Elves are viewed as dishonorable and weak-boned. Humans are weak-bodied and disorganized. Hobbits are fat and lazy. Dwarves, surprisingly enough, are viewed with respect and are seen as their most dangerous enemies because of their strength and honor. Orcish opinion of other races are usually given in Epicurean terms: elves are gamey, humans take to spice well, hobbits are a tender delicacy and dwarves are tough and slow to cook.
          Orcish lands: Orcs do not often organize in groups larger than a clan, though periodically a great leader will arise that can unite the clans and lay waste to the surrounding countryside. Orcs are practically born in the saddle and many orcish “nations” are merely roaming grounds for nomadic clans. There are orcish cities, however, often dark, dank stone cities filled with smoke and grime. Some orcish clans even take to the seas, and they are the most fearsome pirates that ride the waves.
          Religion: Orcish religion is a mystery to most scholars. In truth, it is dominated by Darcingetorix, an ancient dragon who has taught the orcs that, one day, the Great War will sweep across the world and only the strongest race will survive to dominate. The orcish propensity towards warfare is merely practice for them, in the hopes that this War will take place in their lifetime and they will stand ready. Orcs are assured by their dragon-deity that when they have defeated all other races, there will no longer be a need for weapons and they can live in peace and harmony in the world. Most scholars would be shocked into silence to learn that the closest thing to an orc’s heart is an impassioned yearning for peace.
          Language: The orcish language is harsh and gutteral but is short and to the point. They do not have words that they have no need for (for example, the word for foreigner, non-orc, dishonored orc and slave is the same). They only rarely learn another language, and then only if it provides them with a tactical advantage.
          Names: Orcish names are given at birth, though they may change at any point in an orc’s life. Honorifics are common. The orc’s clan name is most significant, but they can be their actual family name or the name of a clan that has adopted him.
          Male Names: Bor’kal’, Cho’dan, Kal’gor, Kegrin, Kurg’al, Grum.
          Female Names: Dim’ra, Ker’ga, Kol’ga, Mak’la, Pern’la,
          Surnames: Blackskull, Bloodgore, Deepreaver, Goretooth, Treebiter
          Adventurers: Because orcs do not get along with other races well, orcs rarely adventure in mixed parties. Those few who do tend to be those who have been somehow dishonored and have fled orcish lands to avoid harsh punishment. Orcs love a challenge of any sort, particularly from beyond the grave, and orcs tend to make the most enthusiastic dungeon-delvers.

Orc Racial Traits
          +2 Strength, +4 Constitution, -2 Wisdom, -2 Charisma, -4 Comeliness. Orcs train for warfare from birth and let the weak die; this tradition has bred strong, healthy specimens. They tend to be a bit rasher than other races and their behavior is crude at best.
          Medium-size: As Medium-size creatures, orcs have no special bonuses or penalties due to their size
          Orcish base speed is 30 feet
          Infravision: Orcs can see patterns in temperature up to 60 feet away that is not reliant on light. This vision is magical in nature and will not function in a non-magical area. While using Infravision, orcs cannot see normal light.
          +1 racial bonus on all attack rolls. Orcs train to fight from birth.
          +2 racial bonus on Ride checks
          +2 racial bonus to Craft checks that relate to weapons and armor
          +4 racial bonus on Fortitude saves related to poison
          +2 morale bonus on saving throws against fear
          Automatic languages: Orcish. Bonus Languages: None.
          Favored class: Fighter. A multiclass orc’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters, page 60).

What’s New?
          Dungeons & Dragons 3.5: Orcs are not an available player race in a standard Dungeons & Dragons game.
          Feyworld: Orcs in Feyworld tend to be stronger and more healthy than standard D&D orcs. They are also consummate riders and receive bonuses to craft checks relating to the creation of arms and armor. Feyworld Orcs can use Infravision instead of Darklight.