All standard races are acceptable. Tieflings are also acceptable as it fits in with the regions history of being invaded by an army allied with demons.
Most common races in Damara are, in order of most common to least:
Human, halfling, dwarf, half-orc, tiefling, half-elf, gnome, elf
- NEW RACES -
Aka: Crater Elf, Boreal Elf, Frost Elf
The Taiga Elves are a very secluded clan and of a small number. They are an offshoot of wild elves from forests far to the south. In their legends it is said that The Great Earth Mother ordered them to follow a falling star and they would find a new home. That very night a shooting star was witnessed falling to the Earth far to the north. The clan traveled north faithfully and many died in the cold tundra before they found the falling star. It had blasted a huge crater into the frozen ground where it had miraculously started growing a boreal forest from it’s center. So quick was the growth that in just years the boreal forest reached many miles and the environment was unnaturally warmer than the surrounding tundra. It was here that the clan made their new home just as The Great Earth Mother had said.
+2 Dexterity, +1 Wisdom, –1 Constitution: Taiga Elves are nimble, not so frail as their other cousins and have developed a wisdom allowing them to better adapt to harsh environs.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Taiga Elf Resistances: Cold resistance 3
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Taiga Elves are proficient with longbows (including composite longbows), scimitar, throwing ax and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Giant, Gnoll, Gnome, Goblin, Orc and Sylvan.
Classes: Taiga Elves are traditionally rangers, druids and sorcerers.
Many generations ago a tribe of gnolls where shunned by their own kind and banished out into the sunlit world. This tribe had ungnoll-like customs such as spirit worship, a strong community, tolerance and most of all they were not lazy like their evil brethren.
The tribe survived the hated sunlit world mostly through the help of kindly humanoids whom saw past the stereotypes gnolls most often have attached to them. In recognition of this great kindness a female leader of the tribe came to power and taught her people to embrace and their customs and cast aside the evil ways of the gnoll race. Thus the Sunwalker Tribe was born. Forever, and now proudly walking, under the warn sunlight of deliverance.
The Sunwalker tribe is very shamanistic, worshiping no single god but all the spirits around them and those that came before them. They are tolerant, almost to a fault, accepting anyone into the tribe as a full member as long as they do their part for the common good of the community. Interracial marriages are common as evidenced by the current chiefs marriage to a centaur philly. Many odd half-breds inhabit the tribe and everyone of them are considered equals among their tribe mates.
The leaders of the tribe are always the most wise clerics (called medicine men) and druids (called shamans) whom seek guidance and protection of The Great Spirit, ancestor spirits and nature spirits.
(The Sunwalker Tribe is modeled after Native American peoples, such as the Sioux Nation.)
+3 Strength, +2 Constitution, -2 Intelligence, +1 Wisdom, -1 Charisma: Gnolls are strong and hardy but generally lacking in higher intelligence. Although not as unpleasant as their uncivilized kin Sunwalker Gnolls none-the-less make other humanoids feel uneasy in their predator-like presence.
Medium: Gnolls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnolls have a base speed of 30 feet.
DarkVision: Gnolls can see 60’ in darkness.
Keen Senses: Gnolls receive a +2 racial bonus on Perception skill checks.
Natural Armor: Gnolls receive a +1 natural bonus on AC.
Racial Feat: Gnolls are hulking beings and receive Power Attack as a bonus racial feat.
Weapon Familiarity: Sunwalker Gnolls are proficient with longbows (including composite longbows), scimitar, throwing ax and shortbows (including composite shortbows), and treat any weapon with the word “gnoll” in its name as a martial weapon.
Languages: Sunwalker Gnolls begin play speaking Common and Gnoll. Gnolls with high Intelligence scores can choose from the following: Giant, Goblin and Orc.
Classes: Sunwalker Gnolls are traditionally barbarians (warriors), rangers (braves), druids (shamans) and clerics (medicine men).
Not a race unto themselves but a human peoples originating from far to the East. More recently in history they presided over the grand kingdom of Narfell. After a war including summoned demon princes and untold other horrors the kingdom is nothing but a faded dream. The Nar people today are nomadic barbarians, each whom belongs to one of the 27 different Nar clans. The ancient ruins of their once proud civilization are now taboo for they are rife with disgruntled undead, left over curses and magical traps.
Born in the saddle, Nar tribesmen are expert riders and able to fire a bow with accuracy during a gallop. Typically women are not warriors but when one chooses to be she is for all purposes regarded as and treated exactly as a man by her clans people.
The Nar people are generally shorter than average and slimmer. They have high cheekbones and dusky skin with raven black hair and almond shaped eyes.
Classes: Nar warriors are barbarians with the mounted fury archetype. Clerics are important leaders in their tribes. Wizards are unheard of and regarded as taboo.