Dwarves are a stoic but stern race, ensconced in cities in the hearts of mountains and fiercely determined to repel the depredations of savage races like goblins. More than any other race, the dwarves have acquired a reputation for being dour and humorless. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors. They are fiercely xenophobic toward surface races and have a particular dislike toward elves.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse. No one familiar with their race trusts a beardless dwarf.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of elves, giants, and goblins.

Relations: Dwarves and goblins have long dwelt in proximity, their history of violence as old as both their races. Dwarves generally distrust and shun non-dwarves, especially elves who they have racial enmity. They find halflings and elves to be too frail, flighty, or "pretty" to be worthy of proper respect. It is with humans and scor that dwarves share the strongest link, for their industrious natures and hearty appetites come closest to matching those of the dwarven ideal.

Personality and Religion: Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder, especially when good ale is involved. Most dwarven personalities boarder on lawful neutral, and they often practice a religion that espouses a belief that the god of light and the god of darkness should be mutually respected and balanced in power.

The Sway: Dwarven sway users are less powerful than those of most other races partially due to their poor personalities, but their wisdom allows them to branch into more fields. Those who embrace their gifts most often have sway associated with earth, fire, weapons, armor, body, and anti-magic.

Adventurers: Although dwarves outside their mountains are rare, they can be found in most regions of the world. Dwarves can leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. They receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against goblins and humanoid creatures of the elf subtype due to special training against these hated foes.

Healthy: Dwarves are abnormally resistant to afflictions and gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Magic Resistant: Dwarves are particularly resistant to magic and gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. They take a –2 penalty on all concentration checks made in relation to arcane spells.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Subterranean Life: Dwarves are used to living in their underground kingdoms and gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Sway: Dwarves must use the Dwarf column when rolling for new sway fields on the Sway Fields Table. If they are allowed to choose a racial field the fields that they must choose from are armor, body, dispelling, earth, fire, and weapon.

Xenophobic: Isolationists, dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects.

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Physical Description: Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears and smooth skin. Their eyes are wide and almond-shaped, and filled with large, dark pupils. Though considered beautiful by most, their fluid movements and odd appearance give them an alien quality that makes some uncomfortable. Elven clothing is often multi-layered and plays off the beauty of the natural world.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to Sway sorcery.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf’s skill at smithing. They regard goblins as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard scor with distrust and suspicion.

Personality and Religion: Elves are aloof and capricious and can be uncaring toward the short lived races, yet they value kindness and beauty. They almost exclusively worship Elythine though there are a fair number of nature worshiping elves. Elves who openly worship Soeladeth are universally shunned and are known as “dark elves.”

The Sway: Elves are among the more powerful sway users due to their strong personalities and minds of their race. Sway associated with nature and the natural world are most common with the elves, though all threads of sway are seen among them from time to time.

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew brutal melee because of their frailty, preferring instead to pursue classes such as rogues and rangers.

Elf Racial Traits
+2 Intelligence, +2 Wisdom, -2 Constitution: Elves are smart and wise, but their form is frail.

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 Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Sway: Elves receive access to one randomly rolled bonus sway field at first level and the lowest level effect mote from that field as a bonus mote. Elves must use the Elf column when rolling for new sway fields on the Sway Fields Table. If they are allowed to choose a racial field the fields that they must choose from are air, animal, detection, dispelling, divination, electricity, flight, healing, language, life, light, plant, sleep, summoning, teleport, time, water, and weather.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, 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: Dwarven, Goblin, Halfling, Gnoll, and Sylvan.

Like the scor, goblins trace their early lineage back to the times of darkness and this association with evil causes them more than a little bit of mistrust in human society. In many places they have fought their evil stereotype and these goblins live among humans and are somewhat valued for their cunning and inventiveness. Goblins are highly regulated in many cities and watched closely for signs of trouble, but they can get along under the feet of the human race. There are still many places in the world where clans of “uncivilized” goblins dwell in caves and hunt the meat of other sapient races, but these goblins are not welcome outside their wilderness homes.

Physical Description: Goblins are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair is almost always black, but is often shaved bare. Their flesh tones range from earthy browns to olive green, frequently with little regard for heredity. Goblins possess highly mutable facial characteristics, and many have overly large mouths, teeth, and noses, while their eyes tend to be small and feral looking, an effect which can be disturbing to those unaccustomed to them.

Society: Unlike most races, goblins do not generally organize themselves within classic societal structures while in human dominated societies. Instead, they generally keep separated into small fields to seem less threatening, though there are districts in some human cities set aside strictly for goblins habitats. Their creativity, and perhaps a repressed desire to destroy, leads goblins to experiment with alchemy and clockwork contraptions often to catastrophic ends.

Relations: Goblins have difficulty interacting with the other races, on both emotional and physical levels. Goblin humor is hard to translate and often comes across as malicious or senseless to other races, while goblins in turn tend to think of the taller races as arrogant giants. They get along best with scor for their shared association with the dark. To the goblins, action is always better than inaction, and many goblins carry several highly involved projects with them at all times to keep themselves occupied.

Personality and Religion: Although goblins are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, they do have the gift of freewill. Nervous creatures, they are prone to powerful fits of emotion, and find themselves most at peace when alone and in the dark. They aren’t usually very religiously devout, but in some communities they must attend the Church of Light by law; another means of controlling their chaotic nature for the peace of mind of human society. Savage goblins are just as likely to worship spirits or ancestors as gods.

The Sway: Goblin sway is feared more than most and because of this they tend to hide their abilities from the other races. The most common types of sway found among goblins are related to darkness, vermin, concealment, and fire.

Adventurers: Goblins’ propensity for experimentation and destruction makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as interesting as what can be discovered in the larger world. Goblins make up for their weakness with a proclivity for invention and craftiness.

Goblin Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom: Goblins are physically and mentally weak but crafty and nimble.

Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fast: Goblins are fast for their size, and have a base speed of 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet.

Craven: Goblins are skittish, making them particularly alert. They gain a +1 bonus on Perception skill checks to avoid surprise and a +1 bonus on initiative checks. They suffer a -2 penalty on fear saves and gain no benefit from morale bonuses on fear saves. When goblins provoke an attack of opportunity from moving in a threatened area, they gain a +2 dodge bonus to Armor Class against that attack.

Nimble: +2 racial bonus on Acrobatics and Stealth checks.

Master Tinker: Goblins experiment with all manner of mechanical devices and gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.

Pyromaniac: Goblins are treated as one level higher when casting Sway spells with the fire descriptor, and when determining the damage of alchemist bombs that deal fire damage. He also adds one to his level for determining whether his fire spells cost vitality or wound points to cast. This does not raise the DCs of his Sway spells.

Sway: Goblins must use the Goblin column when rolling for new sway fields on the Sway Fields Table. If they are allowed to choose a racial field the fields that they must choose from are acid, concealing, curse, darkness, fire, and vermin.

Weapon Familiarity: Goblins treat any weapon with the word "goblin" in its name as a martial weapon.

Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Dwarven, Giant, Gnoll, and Halfling.

Elves sometimes gain the covetous gazes of other races. Their generous life spans, magical affinity, and inherent wit each contribute to the admiration. Of all their traits, however, none so entrance their human associates as their eerie beauty. Elves are usually loath to become involved with the short-lived and barbaric humans, but children of passion do occasionally happen. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Though elves can appear almost creepy or alien to a humans who are unaccustomed to them, the mixed blood of a half-elf compliments their appearance in many ways. Half-elves can breed with one another, but even these "wholeblood" half-elves tend to be viewed as bastards by humans and elves alike.

Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf’s human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.

Society: The lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often attractive to both races, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.

Relations: A half-elf understands loneliness, and knows that character is often less a product of race than of life experience. As such, half-elves are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances. They generally allow time to get to know someone of any race before passing judgement.

Personality and Religion: Half-elves’ isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in and bending to societal convention as a result, most half-elves are chaotic good in attitude. Half-elves’ lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland.

The Sway: A half-elf’s elven parentage is a boon for their ability to use sway magics. As a race, they seem to control all elements of the sway almost in equal numbers. Only their elven parents are more accomplished sway sorcerers among the races of Terigia, but half-elves do inherit the versatility of their human parent making them stronger in some ways.

Adventurers: Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity or even a legacy drives many half-elf adventurers to lives of bravery.

Half-Elf Racial Traits
+2 Charisma and +2 to One Other Ability Score: Half-elf characters get a +2 bonus to Charisma and one ability score of their choice at creation to represent their mixed blood.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Half-Elven Magic: Half-elves receive a +1 racial bonus on caster level checks made to overcome spell resistance. In addition, half-elves receive a +1 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Integrated: Half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Half-Elven Immunities: Half-elves are immune to magic sleep effects and get a +1 racial saving throw bonus against enchantment spells and effects.

Keener Senses: Half-elves receive a +1 racial bonus on Perception skill checks.

Sway: Half-elves receive one randomly rolled bonus field at first level and the lowest level effect mote from that field as a bonus mote. Half-elves use the Human/Half-Elf column when rolling for new sway fields on the Sway Fields Table. Half-elves do not have any racial sway fields and have a better than average chance to choose any sway field.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages).

Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling’s curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes. Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of family and will often take family with them or visit frequently.

Physical Description: Halflings rise to a humble height of 3 feet. They are delicate looking, seeming almost like human children. Their skin tends toward a rich almond color and their hair toward light shades of brown, often worn long in ponytails or braids. A halfling’s ears are pointed, but proportionately not much larger than those of a human.

Society: Halflings claim no cultural homeland and control no settlements larger than rural towns, though recently a group of halflings have founded the city of Kenderhome. They are a largely nomadic race, often traveling in large caravans or on river boats. Occasionally, they dwell at the knees of their human cousins in human cities, living in the shadow of larger societies. Many halflings lead nomadic lives on the road, traveling the world and experiencing all it has to offer, but some lead perfectly fulfilling lives among their larger neighbors.

Relations: A typical halfling prides himself on his ability to go unnoticed by other races; it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they’re not trying to go unnoticed. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the easily traveled road, thus limiting opportunities for interaction. Goblins are tolerated as the two races share size and some similar curiosities. Only scor are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.

Personality and Religion: Halflings are loyal to their friends and fields beyond all measure and tend to be good natured. Not religious as a race, those that worship, tend to favor the Church or Light or one of its many sects.

The Sway: Halflings enjoy their sway powers more than most races and delight in its clever use. They are most often gifted with sway relating to luck, nimbleness, and transformation.

Adventurers: Their inherent luck coupled with their insatiable wanderlust makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.

Halfling Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength: Halflings are nimble and self confident, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Low Blow: Halflings train extensively in how to attack larger creatures and receive a +1 bonus on critical confirmation rolls against opponents larger than themselves.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Wanderlust: Halflings love travel and maps. Halflings receive a +2 bonus on Knowledge (geography) and Survival checks.

Sticky Fingers: Halflings receive a +2 racial bonus on Sleight of Hand checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Sway: Halflings must use the Halfling column when rolling for new sway fields on the Sway Fields Table. If they are allowed to choose a racial field the fields that they must choose from are change, concealing, fortune, illusion, language, and teleport. If a halfling receives any of these racial fields at first level, he receives the lowest level effect mote of one of those fields as a bonus mote.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnoll, and Goblin.

Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, evil-worshiping noble fields in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Physical Description: The physical characteristics of humans are as varied as the world’s climes. From the dark-skinned tribesmen of the north the pale and barbaric raiders of the southern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans’ skin color assumes a darker hue the further from the equator they live.

Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.

Relations: Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, goblins as twisted maniacs, and half-elves and scor as embarrassments, but the race’s diversity among its own members also makes humans quite adept at accepting others for what they are.

Personality and Religion: Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans practice a wide range of religions, but most hold true to the dualistic faith of light and darkness.

The Sway: As the most numerous race on Terigia, humans not only have the most people, they also have the most sway. Some of the most powerful sorcerers to have ever lived were human. Not a single thread of sway seems more prevalent than any other among the varied human race.

Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.

Names: Unlike other races, who generally cleave to specific traditions and shared histories, humanity’s diversity has resulted in a near-infinite set of names. The humans of a southern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Throughout most of the world humans speak Common, yet their names are as varied as their beliefs and appearances.

Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Multitalented: Humans choose two favored classes at first level and gain +1 vitality point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Sway: Humans receive one bonus sway mote of their choice at first level. This mote can be an effect mote from a field they have access to or a meta mote. Humans use the Human/Half-Elf column when rolling for new sway fields on the Sway Fields Table. Humans do not have any racial sway fields and have a better than average chance to choose any sway field.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

The race known as the scor are an unnatural blood line that came out of the darkness to blend with humanity several hundred years ago. No one knows where the line came from, but now they make up a sizable chunk of the population in human settlements. Anytime a scor (always male) fathers a child with a human woman, that offspring is a male scor. Scor are monstrosities, their tragic births the result of perversion and violence, or at least, that’s how other races see them. It’s true that scor are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, scor still consistently manage to surprise their detractors with great deeds and unexpected wisdom though sometimes it’s easier just to crack a few skulls.

Physical Description: Scor are always male and stand between 6 and 7 feet tall, with powerful builds and skin in the hues of the local human population. Their canines often grow long enough to protrude from their mouths, and these "tusks" combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While scor may be impressive, few ever describe them as beautiful.

Society: Unlike other non-humans, where at least part of society’s discrimination is born out of awe or attraction, scor tend to be feared or attacked outright by the legions of humans who don’t see the humanity in the beast men. Still, while not exactly accepted, scor in civilized societies tend to be valued as slaves and for their martial prowess. Slave masters and military leaders have actually been known to spawn them intentionally, as the beastmen make terrific slaves and grunt soldiers.

Relations: A lifetime of persecution leaves the average scor wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves tend to be the least accepting of scor, seeing them as the spawn of evil, but other races aren’t much more understanding. Human societies tend to be the most accommodating. There the scor make natural mercenaries and enforcers and are used for slave labor.

Personality and Religion: Forced to live as slaves or soldiers, most scor are lonely outcasts in civilized lands and often bitter, violent, and reclusive. Evil comes easily to them, but they are not evil by nature, rather, most scor are chaotic neutral, having been taught by long experience that there’s no point doing anything but that which directly benefits themselves.

The Sway: As a race, the scor are not known for their sway magic abilities. They are watched carefully and taught to use their abilities with caution, if at all. The most common sway fields among the scor are based in combat, darkness, fear, and pain. Healing sway are most rare in the race.

Adventurers: Scor adventurers are either staunchly independent or cling to a smarter party member. Many scor take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world.

Scor Racial Traits
+2 to Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Scor are known for their brawn and resilience, but not so much for their smarts or magnetic personalities.

Medium: Scor are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Scor have a base speed of 30 feet.

Night Sight: Scor have darkvision to a range of 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.

Gatecrasher: Scor revel in acts of wanton destruction and gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks.

Intimidating: Scor receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Ironhide: A scor’s skin is thicker and more resilient than other races. Scor have a +1 natural armor bonus due to their unusually tough hide.

Human Blood: Scor count as humans for any effect related to race.

Scor Ferocity: Once per day, when a scor is brought below 0 wound points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 wound points, he immediately falls unconscious and begins dying.

Slave Made: Scor are built and raised to work hard labor for extended periods of time. Scor gain Endurance as a bonus feat. If a scor would gain the Endurance feat from his class (such as a 3rd level Ranger) he instead may choose any feat that has Endurance as a prerequisite and he otherwise qualifies for.

Chain Fighter: Generations of scor have lived in slavery and have reforged the chains of their imprisonment into deadly weapons that have become cultural icons. Scor are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Sway: Scor must use the Scor column when rolling for new sway fields on the Sway Fields Table. If they are allowed to choose a racial field the fields that they must choose from are armor, body, darkness, death, fear, pain, weapon, and wounding.

Languages: Scor begin play speaking Common only. Scor with high Intelligence scores can choose from the following: Giant, Gnoll, and Goblin.


Terigia: A World Under Sway Phloid