Since I cant link to my campaign forum here is most of the stickied information Races Black Dwarf +2 Str, -2 Con Dark Elf +2 Cha, -2 Wis Dreamborn -2 Con, Ethereal Jaunt Dwarf +2 Con, -2 Cha Elf +2 Dex, -2 Str Fallen Goblin +2 Int, -2 Wis Goblin +2 Dex, -2 Con Human +1 Feat, +1 Skill Point Nameless +2 Wis,-2 Cha Reptilian +2 AC, Large Black Dwarf At the heart of the Emerald Isles lies Welderstad, home of the black dwarves, a race of skilled sailors and warriors. The finest ships are built by these dwarven artisans. Unlike their subterranean cousins, the black dwarves are warlike, and desire to expand their empire, especially since their arch enemy Atlantis's capital city was destroyed by the flood. Abilities *Medium * Base Speed 20, even with heavy armor or a heavy load. * +2 Str, -2 Con *+4 racial bonus to Swim checks *Start with Cannon Proficiency feat even if they dont meet the prerequisites * Dark Vision 60 Feet Dreamborn Being powerful wizards, the ancient Dreamborn tried to bend the very laws of creation with their magic. They found ways to bind mana into scrolls, weapons, and even entire cities. Their capital city Arc Helenidd drew so much mana that the Worldwell began to dry up. As punishment for their hubris, God destroyed their cities and stripped most of them of the ability to ever use magic again. One small village in Asteria was able to project to the astral plane long enough to barely avoid the flood. The inhabitants of that village are now the only surviving Dreamborn. Abilities *Medium * Base Speed 30 ft * -2 Con * Ethereal Jaunt-Dreamborn may go ethereal a number of times per day equal to their Level divided by 5. Treat this ability just like the spell except it has a caster level of one and lasts a number of rounds equal to your Con mod. *Dreamborn possess a +4 racial bonus to Knowledge (arcana). Dark Elf Dark elves are the most warlike race left after the flood. They practice an evil religion that revolves around blood sacrifice. To this end they kidnap slaves and force them to fight to the death in the arenas. They dont much care for their current homeland in the frozen wastes of Ophidia, so some elves have taken to the sea to pillage and plunder any who cross their path! Abilities *Medium * Base Speed 30 feet * +2 Cha, -2 Wis *+4 racial bonus to profession(siege engineer) * Dark vision 60ft Dwarf Dwarves are known for their work ethic and craftsmanship. Twelve clans of dwarves rule the underworld. Their twelve kings form a council known as the Decemvirate. The dwarven capital city is Ai're, where the dwarves have been at peace with their neigbors, the goblins for over 300 years. Abilities *Medium * Base Speed 20, even with heavy armor or a heavy load. * +2 Con, -2 Cha * Craftsmen- Dwarves start with a +4 racial bonus to one Craft skill of their choice. Whichever skill they select also becomes a class skill for them. *+2 bonus on fortitude saves against poison *+2 bonus on saves against magic * Dark Vision 60 feet Elf Many elves survived the flood, but only a fraction of Lemuria remains. They have began rebuilding their ancestral home, but the forests have sustained massive damage, and many important species have disappeared. Unfortunately, the dragons have not. Lemurian elves hate their Dark Elf cousins and their Reptilian allies. Abilities * Medium * Base Speed 30 * +2 Dex, -2 Con * +2 racial bonus to Spot, Search, and Listen checks * +1 racial Bonus on attacks and damage against reptiles (including dragons) * +1 racial bonus to attack and damage with the longbow * Low-light vision Fallen Goblin The bloodthirsty goblins of the Asterian coasts were once tribal hunters and shamen. Many tribes worshipped the False Gods, and so when the flood happened, they lost their magic. Their skin is red, and their hair is normally black. Fallen goblins are hearty and prefer to live in harsh environments humans would find unsuitable. Abilities *Medium * Base Speed 30 feet * +2 Int, -2 Wis *+2 Racial bonus on fortitude saves * +4 Racial bonus on survival Goblin Goblins were once barbaric and warlike, but under the leaderhip of King Kamehameha they became skilled at agriculture and built large settlements along the emerald isles. As goblin society became more sophisticated, goblins became more clever and some began to show an aptitude for magic. Abilities *Medium * Base Speed 30 feet * +2 Dex, -2 Con *+4 racial bonus to profession(siege engineer) * Dark vision 60ft Human Human cities did not survive the flood, but many prominent kings, merchants, and adventurers did. Fragile, and short-lived compared to many of their neighbors, humans nevertheless have proven skillful, and quick to rebuild after the flood. Human farmers have already began grazing cattle and planting grains. Abilities *Medium * Base Speed 30 feet * Bonus Feat at 1st level * +4 skill points at 1st level, and +1 skill point each subsequent level. * +100 stones per level starting wealth Nameless The seventh child of the seventh child used to be born with the gift of magic. Now those children are born as the Nameless. Normal in most respects to their parents, Nameless look almost like a typical Dwarf, Elf, Goblin, or Human, except they are born with an affinity for a certain type of magic, and a skin color that matches their affinity. Random magic anomalies always seem to occur around the Nameless. Abilities *Medium * Base Speed 30 feet * +2 Wis, -2 Cha *Magical Affinity- Pick one of the following; Cold(blue), Electricity(yellow), Fire(red), Life(white), Death(black), Nature(green) or Void(purple). * You have +2 Caster levels for spells that match your affinity. *+2 racial bonus to spellcraft Reptilian Being cold blooded, the reptillian found it easy to adapt to the the harsh frozen climate of Ophidia. Reptillians tend towards neutral or evil alignments because they do not have a moral conscience, and find emotions to be uncomfortable. This is why they get along with the cruel, unfeeling dark elves. They hate the the elves of Lemuria because they feel that they stole their ancestral homeland. Abilities *Large- Reptillians take -1 to attack and AC, and -4 to hide. They also receive +4 to trip, grapple, bull rush, and disarm attempts. They take up two squares and have a natural reach of 10 ft. * Base Speed 20, even with heavy armor or a heavy load. *Reptillians have a +2 natural armor bonus to AC. *Reptillians Are immune to environmental damage from heat or cold. *May choose Improved Natural Armor as a feat Classes Barbarian Fighter Marshall (miniatures handbook) Monk Paladin Ranger Rogue Samurai (oriental Aventures) Sohei (Oriental adventures) Swashbuckler (complete warrior) Unique types of treasure Survivors-roll on a d100 table. Will you find an Idiot or a Wizard? Animals- A healthy cow is worth 5 metal ingots. An elephant is worth 10. A dragon's egg. Priceless. Plants- Cotton, Corn, and Cacti, as well as the 1/10 chance for a magic plant. These are very useful. Books- Mundane tomes that give +4 to a knowledge skill or consumables that transform unskilled NPC's into better classes Magic thread- thats a secret