Everquest Player's Handbook Dungeons and Dragons 5th Edition

Good Races of Norrath <img Barbarian The hardy race of Barbarians, or Northmen, use their wisdom and formidable brawn to defend honor and justice. Their magnificent stature is a sight to behold; even more so when it is unleashed in battle. Barbarians are one of the tallest races to walk the lands of Norrath. As a tribal culture, Barbarians are a little rough around the edges when it comes to interactions with other races. Even the Barbarians' mannerisms and features have a rugged quality. The Barbarians consider themselves superior to other inhabitants of Norrath, particularly the Teir`Dal and Erudites, which are viewed as pathetically weak. Barbarians have a special place in their hearts for the Dwarves of Kaladim whom they view as steadfast and brave. The high quality of Dwarven mead may also have some influence on the cordial relationship between the two races. Ogres, Trolls, Dark Elves, and the other evil races are hated, as they directly oppose the Barbarians' sense of justice. Barbarians live in the frigid city of Halas, nestled amidst the icy peaks of Everfrost in Northern Antonica. The city is rather rudimentary, but serves the needs of the Barbarians that call it home. Barbarian Traits Your Barbarian character has an assortment of inborn abilities. Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1. Age. Barbarians mature at the same rate humans do. Alignment Barbarians are a good race, generally fighting the forces of evil and taking pleasure in slaying monsters. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable, making them somewhat chaotic. Size. Barbarians are taller and broaders than humans, and stand between 7 and 8 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you candrop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Cold Resistance. You gain resistance to cold damage and suffer no negative effects of cold weather. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Barbarian City of Halas The frozen city of Halas is the home of the barbarian northmen. The northmen maintain tight family groups. The city is ruled by a council of village elders. Nearly all barbarians worship and pay homage to the Tribunal, though it is not uncommon for warriors to also pay homage to Rallos Zek. The profession of thief is frowned upon but tolerated, provided other northmen do not become the victim of thieving activity. Halas' close proximity to Everfrost has encouraged the development of hardened warriors and resourceful shamans. All of Halas' young pupils must endure the harsh, bitter, climate and other dangers of Everfrost almost as a rite of passage.

<img Dwarf Dwarves are a short, stout race that reside in the city of Kaladim. They are the first of two races created by Brell Serilis, and are cousins to the gnomes. They are approximately four feet in height, physically strong, and often have facial hair (of which they are very proud). They have a strong sense of duty and honor, and rarely forget when they are wronged. In addition, they enjoy strong, spirited drinks. Due to these qualities, they have a strong sense of friendship with the Barbarians of Halas. Dwarf Traits Your Dwarf character has an assortment of inborn abilities. Ability Score Increase. Your Constitution score increases by 2 and you Strength score increases by 1. Age. Dwarves mature at the same rate humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They are good, with a strong sense of fair play and justice. Size. Dwarves stand around 4 feet tall and average about 150 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Dwarven Armor Training. You have proficiency with light and medium armor. ` Dwarf City of Kaladim North of the Butcherblock Mountains on the continent of Faydwer lies the city of Kaladim, home of the dwarves. One can easily note the entrance of the city by a large statue of the king standing over the tunnel. Upon entering the city, visitors notice that it is both as developed as cities like Freeport or Qeynos, but significantly integrated into the mountains that the dwarves mine. The city itself is divided into two sections. When first walking into South Kaladim, young warriors can head west to receive training from the Storm Guard, the dwarven warrior guild, test their skills in the arena, or purchase wares from various merchants. To the east of the entrance is the throne room for King Kazon Stormhammer. North and deeper into the mountains will bring you to North Kaladim. Brell's priests receive their training from Clerics of Underfoot, while his holy defenders should visit one of the trainers from the Miners' Guild 249. On the eastern side of North Kaladim, one can find the bank. Much akin to the Barbarian city of Halas, rogues and berserkers of Miners' Guild 628 can be found guarding the money. In addition to training at the various guilds, young dwarves can purchase spells, and food. One might also notice that many of Kaladim's residents have taken surnames relating to their love of beer and hatred of the ogres, such as Aleslammer, Frostymugs, and Ogrebane. Tradeskills can also be practiced, should one need a break from killing goblins and rats: one can take up brewing, pottery, baking, or blacksmithing in the hopes of opening a shop one day.

<img Halfling Halflings are aptly named, as they are half the size of the average height for most of Norrath's races. They usually measure about three feet in height and are often thick around their middles. Their lack of height is not be confused as a weakness though; if confronted or threatened, Halflings are very capable. Halflings are happy-go-lucky and hospitable. Any one of them would readily give their life for a friend. They are renowned for their tomfoolery and humor, always appreciating a bit of fun. They especially like to tease Erudites for their lack of wit. Enjoying what each day brings is a large part of their lives. Halflings tend to get along well with most races, except those that are truly evil, but even then rare friendships are made with members of the less savory races. The quaint, stunted city of Rivervale lies between the Kithicor Forest and Misty Thicket in central Antonica. It is crowded with skilled tradesman, taverns, and friendly folk. Halfling Traits Your Halfling character has an assortment of inborn abilities. Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Halflings mature at the same rate humans, they're considered young until they reach the age of 20. On average, they live about 150 years. Alignment Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. Size. Halflings stand between 3 and 4 feet tall and average about 50 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life in dim forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Halfling Charm. You gain proficiency in the Persuasion skill. Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you or half cover. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Halflings love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. Halfling City of Rivervale Nestled in the mountains bordering the Misty Thicket , the village of Rivervale is a well-protected haven for hundreds of peaceful, if mischievous, halflings of Norrath. The village is defended both by the tall neighboring mountains and the Great Wall of Serillis. These happy-go-lucky little halflings follow the teachings of Fizzlethorpe Bristlebane. Nearly all are loyal to Beek Guinders, the High Priest of Mischief, and he acts as their spokesperson in all external affairs. His clerics maintain a small church known as the Chapel of Mischief where they administer to the needs of the citizenry. A small farm on the outskirts of town provides most of the food for Rivervale. The farm is worked by Will, a hearty middle-aged halfling. Crime is not a problem within the village limits as halfling thieves rarely rob their own kind. On the other hand, travelers are cautioned to be kind and polite to all hafllings for nobody holds a grudge as firmly as they. Rivervale is nestled in the Misty Thicket and rarely, but occasionally, is attacked by orc and goblin raiders.

<img High Elf (Koada'Dal) The High Elves, also known as the Koada`Dal, are regarded as the closest relatives of the original Norrathian Elves created by Tunare, Mother of All. These noble creatures stand tall with ivory skin and gentle features. They are certainly not the sturdiest of races, but make up for that with heart. Throughout the ages, they have stood for freedom and justice, fighting evil with powerful magic and their skills with the blade. The High Elves are known for their civilized conduct and, as such, are perceived as a race rather full of their own importance, though they are quite benevolent. They expect to be treated with respect and do have a haughty pride about them. As a result, it is difficult to make friends with a High Elf. The High Elves feel their cousins, the Wood Elves, are to be sought out as loyal servants. This noble race views Humans, Gnomes, and Halflings as worthy of their presence. Dwarves, Barbarians, and Erudites, however, are simply endured. The High Elves expend little effort to help them. The evil races are looked upon with contempt and will be dispatched when opportunity presents itself. The home of the High Elves is within the magnificent and pristine architecture of the city of Felwithe. The structures crafted behind the walls make the beauty of the surrounding forests pale. The city lies within the Greater Faydark on the continent of Faydwer. High Elf Traits Your High Elf character has an assortment of inborn abilities. Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1. Age. High Elves mature at the same rate humans, they're considered young until they reach the age of 100. On average, they live about 500 years. Alignment High elves are the embodiment of law and order in Norrath. They are beacons of peace and justice, even if their sense of duty only applies to their allies. They tend towards law and good alignment. Size. High Elves stand between 6 and 7 feet tall and average about 140 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to life in dim forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Koada'Dal Magic Training. You know one cantrip and one 1st level spell of your choice from the cleric spell list. You can cast the 1st level spell once per day. Wisdom is your spellcasting ability for it. Koada'Dal Senses. Your history as leaders has sharpened your ability to watch those around you. You have proficiency in the Perception and Insight skills. Haughtiness. Others have a hard time piercing your superior mind. You have advantage on saving throws against being charmed and frightened. Disease Immunity. Your High Elf blood is unaffected by the plagues of man. You cannot be disesased. Koada'Dal City of Felwithe Felwithe is the home to Norrath's Koada'Dal and has bred many an esteemed hero. Paladins and clerics are the pride of this city. Boasting elaborate guildhalls of unrivaled beauty and majesty, together their guilds form the Clerics of Tunare. Travelers who frequent this city, have maple opportunity to purchase Koada'Dal wares and crafts, and imbibe the finest wines in all of Norrath in the hamlet's many taverns. This royal lakeside hamlet was founded after the destruction of the ancient forest Elddar on the continent of Antonica. It was named after the Koada'Dal hero Alissa Felwithe who led her people to Faydwer in those dark years and helped to secure the Greater Faydark as the new homeland of Tunare's Children. The city was built by the Koada'Dal with the assistance of dwarves; its construction is a combination of beautiful and delicate magical elf work and earth dwarven labor. Buildings mix unpainted heavy wooden support beams with plain white-washed walls. There is a "fantastic" quality fostered by multicolored paints, the liberal use of gems and precious metals, and mysterious magical carvings. A crystalline moat surrounds the whole of Felwithe. Just beyond the moat to the south, an enormous white marble gate leads out to the Greater Faydark forest.

<img Wood Elf (Feir'Dal) The Wood Elves, or Feir`Dal, are more accepting of others than their cousins, the High Elves. Unlike their pale cousins, Wood Elves only reach about five feet in height and have very attractive and subtle features. They skins are tinged an oaken color and they blend with their natural surroundings in the forests. Wood Elves generally regard those who respect nature as friends, especially rangers and druids. The Wood Elves believe in co-existing with their natural surroundings as opposed to shaping them. This leads most of their kind to worship Tunare, the Mother of All. The Feir`Dal harness the powers of song and the living, breathing properties of their environment. Wood Elves are known for their love of celebration and good food. A good song will tweak their pointed ears. Wood Elves get along well with most good and neutral races, and merely dislike most evil races. They hold great malice toward the Dark Elves - an aberration of their ancestors as well as their allies. The Feir`Dal are at home in the trees in their intricate city of Kelethin, which hangs high above the ground between the trunks and branches of the Greater Faydark. Comprised of platforms and suspension bridges, Kelethin is both well defended and beautiful. Wood Elf Traits Your Wood Elf character has an assortment of inborn abilities. Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1. Age. Wood Elves mature at the same rate humans, they're considered young until they reach the age of 80. On average, they live about 400 years. Alignment Wood elves are at one with nature and tend to be free spirited and whimsical. They are drawn to living in the present. They tend towards chaotic and good alignment. Size. Wood Elves stand around 5 feet tall and average about 160 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Darkvision. Accustomed to life in dim forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Feir'Dal Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Feir'Dal Music Training. You gain proficiency in the Performance skill and one musical instrument of your choice. One With Nature You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Mask of the Wild. You can attempt to hide with advantage even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Feir'Dal City of Kelethin Kelethin is the wood elf tree village, named after the elf that negotiated the treaty with the treants of the Greater Faydark who are now the elves' greatest allies. The ancient forest city is an elaborate network of tree houses and platforms connected by rope bridges. Several lifts within the Greater Faydark offer transportation to Kelethin. Due to its height up in the trees, young elves should watch their step while traveling throughout the city until they learn their way around.

Evil Races of Norrath <img Dark Elf (Teir'Dal) The TeirDal, or Dark Elves, are a twisted reflection of the Elves of light, but are just as lithe and intelligent as their cousins. Their features are often soft and delicate, though the eyes of the Dark Elves betray their darker inclinations. The Dark Elves' skin ranges from blue tones to black and their hair is most often white with some variances. They reach a height of about five feet tall. Innoruuk, Lord of Hate, created the TeirDal and his hatred flows through their veins and moves their black hearts. It runs so deep that the TeirDal hate all, including their own kind and their creator. The Dark Elves view all other races as inferior; tools to be used for their own evil manipulations. Most races fear the Dark Elves. The TeirDal would desire the fall of the rest of the Elven world, leaving them broken, eradicated, or enslaved. Though viewed as inferior and dimwitted, Trolls and Ogres are tolerated as they are useful in the TeirDal plans for conquest. There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods. Dark Elf Traits Your Dark Elf character has an assortment of inborn abilities. Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Age. Dark Elves mature at the same rate humans, they're considered young until they reach the age of 120. On average, they live about 600 years. Alignment Innoruuk, Lord of Hate, created the TeirDal and his hatred flows through their veins and moves their black hearts. It runs so deep that the TeirDal hate all, including their own kind and their creator. They are evil. Size. Dark Elves stand around 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Superior Darkvision. Accustomed to life in the darkness, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Teir'Dal Magic. Dark Elves have been blessed by Innoruuk with magical ability. You know the chill touch cantrip. When you reach 3rd level, you can cast the false life spell once per day. When you reach 5th level, you can also cast the Animate Dead spell once per day, you can only summon a skeleton with this ability. Intelligence is your spellcasting ability for these spells. Masters of Darkness and Deceit. You gain proficiency in the Stealth and Deception skills. Blessing of Innoruuk. You have resistance to necrotic damage. Teir'Dal City of Neriak Neriak is the center of the Dark Elven empire, and is a splendid, dark city that lies carved out of the mountians next to the Nektulos Forest. No natural light has ever seen their homeland, and the dark elves thrive and flourish in their city. All manner of evil races, including the Trolls and Ogres, can be found within. Most of these are restricted to the Foreign Quarter, where the dark elves trade with the outside world. The deeper parts of the city house many of the city's shops, guild halls, and homes.

<img Iksar The fearsome and savage reptilian race on Norrath is known as the Iksar. With their significant height, scales, and long tails, Iksar are intimidating in their appearance. Their reptilian physiology grants them a natural affinity for water, as well as enhanced regeneration. Their entire civilization developed in isolation for centuries and fostered an unusual culture. The Iksar are a tribal race with a very simple social structure. Allies to no one, the Iksar are intelligent and proud. Having seen their race crumble through the toils of war, the race has become bitter about its loss of power. After being slaves and warring with the Ring of Scale, they were nearly made extinct. The Iksar depend only on their god and creator, Cazic Thule. Iksar are unwelcome in all known cities of Norrath. Iksar are no more fond of the other races of Norrath than those races are fond of them. The Iksar live in the ancient city of Cabilis, on Kunark near the Lake of Ill Omen. It is a dark place with a maze of canals, which the Iksar use for travel around their city. Iksar Traits Your Iksar character has an assortment of inborn abilities. Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1. Age. Iksar mature faster than humans, they're considered young until they reach the age of 10. On average, they live about 80 years. Alignment Iksar are a tribal race that depends only on itself. It despises all other creatures and are almost always evil. Size. Iksar stand around 7 feet tall and average about 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Reptilian Physiology. Your reptilian form gives you several advantages. You are considered a dragon type instead of humanoid. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Your unarmed strikes do 1d6 + your Strength modifier damage. Amphibious. You can breathe air and water. Iksar Regeneration. When using Hit Dice to regenerate health during a rest, you can roll each Hit Die twice and choose the higher of the dice. Also, if you start a rest with 0 Hit Dice, you regain 1 Hit Dice, which you can use immediately or later. Iksar City of Cabilis Cabilis was once simply a town of little regard in the Iksar Empire. The reason it is now the center of Iksar civilization is directly related to the fall of their empire. When Emperor Ganak and Jaled-Dar clashed above the Field of Bone, it left both dead. This ended the war between the Iksar and the Ring of Scale. Unfortunately, the Dragons had one last act of violence to unleash. They destroyed the imperial palace and all of Ganak's hatchlings, leaving the Iksar without an heir to the throne. In the absence of an emperor, the Emerald Circle was formed. Five nobles set together to rebuild what had been lost in the war. However, their ambitions divided the empire, each noble leading a separate faction. The Iksar Empire was divided by tribe for the first time since Emperor Venril Sathir united them. Soon after, the tribes began to fight amongst themselves again. The Ring of Scale had a hand in this, working covertly to increase tensions between the Iksar tribes. Finally, weakened by infighting, the Iksar Empire fell asunder. Slave revolts, attacks by goblins and giants, and finally an asssault by Trakanon himself and his allies reduced the Iksar cities to ash and rubble. Free of Iksar rule, the other races of Kunark began to struggle for dominance. Since the fall of the empire, the Iksar have been building the city of Cabilis from the town it once was into the capital it is today. Other cities have either been overrun by powerful enemies, or are too far gone to rebuild. The Iksar have worked hard, under their new emperor, and are quickly working to repair what past mistakes have torn apart. In fact, many Iksar have taken to calling Cabilis "New Sebilis", though either name is acceptable and understood.

<img Ogre With their lumbering gait and enormous breadth, Ogres are an ominous presence. Created by Rallos Zek, these massive creatures are feared in battle for their raw strength and uncanny endurance. While not very intelligent, Ogres are known to cooperate with one another quite efficiently. The Ogres have a twisted sense of duty that could easily be mistaken for stupidity. They are, justifiably, quite single-minded. Their thick skulls also give them a high level of resistance to being stunned in battle. Ogres have been known to be cannibalistic, but are more partial to eating Humans, Erudites, and High Elves. Nearly all of the good and neutral races avoid them out of self-preservation. Ogres have learned to work with the Trolls, but have no love for them, and they fear Dark Elves. The crude tunneled city of Oggok lies within the Feerrott, a jungle-like area bordering the Innothule Swamp and Rathe Mountains in southern Antonica. The home city for the Ogres is a fairly slow-paced civilization that focuses on battle training and magic to give them an upper hand in battle. Ogre Traits Your Ogre character has an assortment of inborn abilities. Ability Score Increase. Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence is reduced by 2. Age. Ogres mature faster than humans, they're considered young until they reach the age of 15. On average, they live about 100 years. Alignment Ogres are a single minded race that borders on predatory in their views of other races. They are an evil race. Size. Ogre stand around 9 to 11 feet tall and average about 500 pounds. Your size is Large. Armor, weapons, and equipment cost twice the normal amount for you. Speed. Your base walking speed is 35 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Ogre Tough. You gain the Toughness feat. Ogre Big. Ogres are difficult to move when they stand their ground. You gain advantage on ability checks and saving throws to resist forced movement, being knocked prone, and stuns. Ogre Grip. You may choose to use a melee weapon that has the two-handed weapon property in one hand. When you do so, its damage dice are reduced by one size. Ogre Eat. Ogres consume twice as much food and water as normal. Ogre Simple. Learning languages and how to read is not an important part of Ogre culture. Ogres must give up one known language in order to learn to read. Ogre City of Oggok In general, Oggok is a place most non-ogres pray they never see. Ogres are brutal, but have a strong sense of tradition – and a twisted sense of honor. Located in the dense jungles of Feerott region and tucked into a cavernous, rocky area, Oggok appears to be, at first glance, a rather ordinary group of small, rough caves. Once inside, however, a maze of tunnels and caverns opens up. The city of Oggok was built shortly before Murdunk's tragic fall in Lake Rathetear and the defeat of Zek's primal empire upon Norrath. The original founders of the city were not directly affected by the curse imposed upon Zek's mortal creations. However, the first-born children of these settlers immediately showed signs of the horrible curse. Generations passed, and the last of the "pure" ogres faded out of memory. The city's original structures were soundly engineered and covered with intricate tribal carvings that paid tribute to their great heroes and legends. Unfortunately, the new, cursed ogres were incapable of the quality craftsmanship of their ancestors. As eras passed, the city of Oggok became transformed to resemble its new, brutish inhabitants. The grand archways, arenas, statues, stone-carved murals and pillars were replaced by stone slabs piled atop one another. Today, merely a few remnants of the Oggok of old can be seen by the keen-eyed visitor. The modern city of Oggok is still quite bustling, housing many taverns, inns, a bank, and three guild houses. The city of Neriak is Oggok's trade partner and is a source of prosperity despite the blatant economic advantage the Teir'Dal take of these dim-witted behemoths. Such exploitation goes on without notice by the ogres, which is fortunate indeed for the comparably frail Teir'Dal knights.

<img Troll Trolls are often considered a hideous and deplorable race that carries a sickening smell. This view suits the Trolls, as they are generally unpleasant to everyone. Trolls are an immense race, at least twice as strong as the average human. They have the ability to regenerate faster than most other races. Trolls have two primary motivators: food and power. These grotesque creatures will eat just about anything. Trolls fancy that they have advanced abilities in the culinary arts, with their ability to pickle just about anything, or make a meal out of "spare parts." Trolls generally detest the other races, including other Trolls. They tend to put up with the Dark Elves out of fear, much like Ogres do. The city of Grobb lies within the Innothule Swamp of Antonica. The city is infested with mosquitoes and spiders, which serve as both pets and snacks for the Trolls. Troll Traits Your Troll character has an assortment of inborn abilities. Ability Score Increase. Your Constitution score increases by 1, your Strength score increases by 1, and your Wisdom score increases by 1. Age. Trolls mature faster than humans, they're considered young until they reach the age of 10. On average, they live about 100 years. Alignment Trolls are extremely cruel and their greed is almost insatiable. They trust no one, not even each other. They are an evil race. Size. Troll stand around 9 feet tall and average about 450 pounds. Your size is Large. Armor, weapons, and equipment cost twice the normal amount for you. Speed. Your base walking speed is 35 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Troll Endurance. You can focus your regeneration to quickly heal an injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Horrible Stench. Trolls emit a terrible smell that can be harmful to other creatures. You know the poison spray cantrip, and can use it as an innate ability from your body. When you reach 5th level, as an ability you can emit a Stinking Cloud centered on yourself once per day. You are immune to its effects. Constitution is your spellcasting ability for this feature. Troll's Appetite. You consume twice as much food and water as normal. Spare Parts. Trolls can eat almost anything. You have advantage on ability checks (Survival) to forage for food. Troll City of Grobb This trollish village sits on the edge of the Innothule Swamp and is home to the trolls of Norrath. Grobb is made almost entirely from mud, rock and rotting wood harvested from the swampland the village was built upon. Large, moss-covered walls are scattered throughout and line the murky waterways. Some small wood bridges can be found in the city, although most trolls are accustomed to swimming and typically do not expend the effort to build unnecessary pathways. All of the buildings in this city are uniform in design – ornaments and decoration, beyond severed animal heads and hides, are completely out of the question for these dull brutes of the swamp. Simple signs painted with reptilian blood in poor, broken common tongue detail the name of each shop and guildhall. At the center of town, near the bank, stands a gruesome sight - a mangled, dismembered dwarven corpse, suspended from meat hooks. The cannibalistic trolls often feast upon the flesh of other Norrathian races, finding dwarves to be the finest of delicacies. This display is not one of warding, or torture for the sheer delight of torture. Trolls are too submerged in instinct to develop the thought to torment another intentionally. Rather, this is a communal feeding trough for the strongest members of Grobb society who are able to survive the brutal fights over choice parts.

Neutral Races of Norrath <img Human The strength of the Human race lies in its diversity of thought, belief, and profession; though they tend be weaker than many other races. They have no particular specialty with the sword or arcane magic. While that is true, Humans are cunning and possess great ingenuity, which gives them an advantage. The Human mind is sharp enough to adapt to nearly all forms of study and this gives them a great range of options when choosing a profession. Humans often divide themselves with their own squabbles, but they will always return to their brother's side in times of crisis, or to protect a mutual interest. Humans generally get along well with most good and neutral races, depending on their beliefs and the path of their profession. Humans are not so friendly toward Trolls, Ogres, and other evil races. Dark Elves are tolerated within Freeport, but they tend to be mistrusted, even feared. The port cities of Qeynos and Freeport lie on opposite coasts of Antonica, and are the most common homes for the Humans. These two cities are the center of Human activity, although this race can be found wandering on virtually every continent of Norrath and beyond. Human Traits Your Human character has an assortment of inborn abilities. Ability Score Increase. Two different ability scores of your choice increase by 1. Age. Humans mature at the same rate as humans. On average, they live about 80 years. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Human Ingenuity. You are proficient in one skill of your choice. Adaptability. You learn one feat of your choice. Extra Language. You can speak, read, and write one extra language of your choice. Human City of Qeynos The free city of Qeynos controls most of the plains to the west of the Serpent's Spine Mountains. The city is ruled by the firm yet just hand of Antonius Bayle IV. Qeynos represents the pinnacle of human achievement and is a haven from the fierce wilderness of Norrath. Bayle is a well-liked and respected leader, but the seeds of corruption are being sown by the Circle of the Unseen Hand and their allies in the city guard. Qeynos is set atop small cliffs that run along the coastline to the west. Due to their composition of eroding sandstone and rock, climbing them is virtually impossible. The cliffs act as a natural barrier, making Qeynos impenetrable to attacks from the west or from the ocean. At a low point in the cliffs, the people of Qeynos have built a treat pier, protected in a harbor naturally formed form the stone and a bend of in the coastline. Human City of Freeport Freeport is considered by most to be the hub of Antonica for a variety of reasons. It is the mercantile center of the continent, since it holds the only port with a regular boat to the island continent of Faydwer. It holds facilities for most of the artisan trades, and most budding craftsman travel to Freeport to take advantage of the readily available facilities. Freeport is also the hub for traffic of all sorts. The good races travel its streets to go to their guilds and the shops, as well as to the boat to Faydwer, and the dark races travel through the sewers to reach most of the same destinations. Guild Halls for all classes except the Rangers, Druids, and Shamans are present within the city.

<img Half-Elf The mixing of Elf and Human is a common tale. Many stories of romance between these two races can be heard around Norrath. As a result, Half-elves carry some of the strength of their human bloodlines. They have slightly harsher features than Elves, but the mix still makes them pleasant to lay eyes on. Unfortunately, the children of these forbidden romances are often shunned, becoming victims of prejudice by Humans and Elves alike. Most Half Elves are unaffected by the discrimination and retain a pleasant manner. Usually Half Elves will develop a very close and trusted group of friends that act as a surrogate family. The difficult lives of the Half Elves and their lack of ties to any one place makes them adept travelers of the world and exceptional friends and storytellers. Sadly, some Half Elves become embittered by the constant difficulty of finding a place in the world and choose a path of thievery. The Half Elves are on amicable terms with most races in Norrath, but have no affection for the evil races. Half-Elf Traits Your Half-Elf character has an assortment of inborn abilities. Ability Score Increase. Your Charisma score increases by 2 and one other ability score of your choice increased by 1. Age. Half-elves live longer lives than humans. They mature at the same rate as humans. On average, they live about 150 years. Alignment. Half-Elves tend toward no particular alignment. The best and the worst are found among them. Size. Half Elves are taller than their Elven ancestors and shorter than humans. You are size medium. Speed. Your base walking speed is 30 feet. Human Ingenuity. You are proficient in one skill of your choice. Half-Elven Charm. Extra Language. You can speak, read, and write one extra language of your choice. Half-Elf (Feir'Dal) Half-Elf (Koada'Dal) Half-Elven Outcasts Half-Elves are typically shunned by humans and elves and therefore have no true place in the world. While Half Elves can be seen in many areas of the world, they are primarily found in the Wood Elf city of Kelethin and within the Surefall Glade. Although there are many in Freeport and Qeynos as well.

<img Erudite The Erudites trace their ancestry back to the great mage, Erud, who led them to Odus. They are descendents of the original humans on Norrath and inherited the best of human intelligence. Their extraordinary acumen came at the price of thinner, more delicate bodies. Erudites reach about six feet tall, with some of that height attributed to their high foreheads. Unique accomplishments with magic and study have understandably led the Erudites to believe that they are the most intellectually superior race on Norrath. They are known for their serious demeanor. Most Erudites spend their days absorbed in books and tomes, or magical contemplation, and they typically do not involve themselves in matters that do not directly affect them. They often pay no regard to anyone that hasn't achieved intellectual accomplishment. That in mind, Erudites do not associate with the evil races. Even the Erudite Heretics of Paineel are not fond of Dark Elves, Ogres and Trolls. The Erudites live in two areas on the continent of Odus near the Toxxulia Forest. One city, housing the purer of heart, is called Erudin - an ornate city gleaming with polished marble and babbling fountains. Paineel is the home of the rebellious Erudite Heretics who were banished from the city for delving into the forbidden realm of dark magic. Erudite Traits Your Erudite character has an assortment of inborn abilities. Ability Score Increase. Your Intelligence score increases by 2 and your Charisma score increases by 1. Age. Erudites mature at the same rate as humans. On average, they live about 120 years. Alignment Erudites do not typically concern themselves with the events of the world that do not affect them. In this sense, they are mostly neutral. Size. Erudite stand around 6 feet tall and average about 160 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Erudite Knowledge. You are proficient in your choice of two of the following skills: Arcana, History, Nature, and Religion. Erudite Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Arcane Study. You can cast detect magic and comprehend languages with this trait, using Intelligence as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. Extra Language. You can speak, read, and write one extra language of your choice. Erudite City of Erudin Erudin is the home city of the Erudites, a sect of humans that long ago migrated from the known world to settle in an out of the way place and study the known and unknown. Now that they have returned to the world, their capital city is considered one of the finest collections of knowledge in all of Norrath. Erudite City of Paineel Paineel is the city of the Cazicites, the powerful necromancers who once lived among the High Men of Erudin but were outcast due to their unfailing interest in the dark arts. Referred to as "Heretics" by the Erudites the Cazicites relocated to one of the most powerful and naturally magical areas in all of Norrath. Buried deep into the sides of The Hole, the dark city of Paineel is seldom visited by outsiders. Most die on the journey down before ever seeing the black spires of the stone that marks the entrance to the city; either from being attacked due to mistrust or from the fall into the pit known as The Hole due to not watching their step. Strangers are never welcomed unless they have something desirable to offer. Regardless of the nature of the visit, a sacrifice of blood is required to gain entry. The city of Paineel offers a sloping, grassy yard where pupils may hone the first of their fledgling skills. Undead guardsmen stand watch at the outer gates, insuring that those in duress can flee back to the city without their would-be killers following them. Those who graduate from the slopes and ready for a stiffer challenge may enter the caverns of the warrens which lay wedged into the rocky cliffs that encase the yard.

<img Gnome While Gnomes are knee-high to some of the taller races, they make up for it with their cleverness and skills. They are by no means a strong and sturdy race, but their edge is their dexterity and intelligence. They were the second race, after Dwarves, created by Brell Serilis. Gnomes have an innate preoccupation and skill with gadgets. They are a curious race that creates strange, but very useful items that enhance their lives. Gnomes have created a number of fantastic machines, including an observatory which houses one of the most powerful telescopes in Norrath. Even with all of their accomplishments, gnomes are rarely taken seriously because of their size and behavior. Gnomes are friendly with all good Elves, Dwarves, Halflings, and Humans. Although they do not quite understand the Erudites, they will interact with them. Gnomes have a general aversion to Trolls, Ogres, TeirDal, and other evil races, but don't necessarily hate them. The clicking of gears and clacking of machinery fill the mechanized Gnome city of Ak'Anon that lies southeast of the Faydark, on the continent of Faydwer. Gnome Traits Your Gnome character has an assortment of inborn abilities. Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Age. Gnomes mature at the same rate as humans. On average, they live about 300 years. Alignment Gnomes are more concerned with their own inventions and progress for the sense of progress than other races. In this way, they are a neutral race that isn't as limited by morals as the good races. Size. Gnome stand around 3 feet tall and average about 160 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life in dim forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnomish Curiosity. The Gnomes are very curious, and tend to experiment with things that can be potentially dangerous. You gain proficiency in one skill of your choice and get double proficiency when using this skill. Mechanamagica Training. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Gnomish Movement You are adept at moving around clockwork machinery, inbetween tight spaces, and over rough terrain. You ignore non-magical difficult terrain. Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, you can make a Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Extra Language. You can speak, read, and write one extra language of your choice. Gnome City of Ak'Anon Ak'Anon, home of the gnomes, is a maze of tunnels beneath the Steamfont Mountains on the continent of Faydwer. The entrance is dug into the face of one of the mountains and is guarded by warriors of both clockwork and mortal build. Dark and grand with carvings and jewels, the city is filled with the strange machinery of gnomes, and powered by cold water. Reclusive by nature, the gnomes wished to remain apart from the raging conflicts of Norrath's surface dwelling races and were one of Faydwer's secrets for centuries. The years of seclusion allowed the gnomes to continue their projects and research in relative peace. When the time came for their presence to be discovered, it was a discovery of magnitude and wonder unfathomable by even the most eccentric of the era's bards. Now a well known part of Faydwer, the gnomes of Ak'Anon continue to remain as far from the affairs of the continent's other races as possible. However, their discovery led to their mechanical inventions being unleashed upon the world. Clockwork mechanisms of all sorts made their way across the globe, entrancing and bewildering all of Norrath's citizens.