Races & Their Origins

The PC Races of Suelo come in a greater variety then the standard races of most worlds; and their relationships with themselves, one another, and their alignments stand out in stark contrast against many D&D norms. A copy of the Core Rulebooks II & III are essential.

Note on Languages: The name of each race's native language(s) is indicated in the brackets next to their name.



Dwalfar [Dwalfar]

The Dwalfar of Ausia resulted from the interbreeding of mountain dwarves and Eilistraee worshiping drow in the ancient times after the fall of the Ora and Ceruleans. Dwalfar have ebony skin, straight black hair, and often red eyes. Dwalfar stand just short of five feet tall and are beardless like their elven ancestors. Dwalfar tribes traditionally build their villages just below the surface with perhaps a few structures or roofs poking above the hot desert sands of their homeland. Although primitive by most of the world's standards Dwalfar get along well with both their elven and dwarven ancestors and the krynnish gnomes who live on the islands to the north of their continent. Despite their origins, the dwalfar do not worship the gods of their ancestors, they alone have discovered a place known as the Dreamtime, where dwell the gods of their land.

Racial Traits



Dwarves [Dwarven]

The Deep Ones - who live in mines deep below the continent of Ausia and the southern region of Bluetspur - are the same as the standard dwarves presented in Core Rulebook I in all but two respects: 1) They have darkvision to a range of 120 feet, and 2) Their language selections are different.



Elves [Alfaran]

Not counting the Dwalfar there are five species of Suelon Elves. They all speak the same languages.

Alfara (Shadow Elves): The ruling elite of elven society on Suelo. The Alfara are descended from the drow who settled southern Arizon, and standard variety grey elves. They receive the same stat adjustments as female drow, and have all the same abilities and sensitivites as drow. Physically the shadow elves are pale skinned with equally pale hair and eyes. They sunburn easily. Alfara are often Neutral Good, their favored class is wizard, and have a +2 level adjustment.

Aqualfar (Sea Elves): Rarely seen, but numerous in the oceans depths the aqualfar are identical to the aquatic elves in Core Rulebook III.

Osalfar (High Elves): Are the most commonly encountered type of elves, identical to those in Core Rulebook I.

Sonoralfar (Desert Elves): The dusky skinned elves who run across the Great Desert in south eastern Arizon have the same stats as standard elves, except where noted here.

Tropalfar (Jungle Elves): Arizon lies almost entirely within the tropics, and so it lacks the woods where most elves feel at home. Despite the environmental differences, however, the tropalfar are much like the wood elves of other worlds (see Core Rulebook III for stats).



Gnomes [Minoi]

A fleet of gnomish spelljammers suffered a malfunction during the first unhuman war and crashed on an island just to the south east of Arizon. They have taken hold on their island and spread to some of the other continents in small enclaves. They are the same as all other Krynnish gnomes the multiverse over.



Goblinoids [Yur]

The Goblinoids of Suelo are the descendants of the last of the Ymir tribes and also of various true goblinoids which found their way to this world. Suelon goblinoids are physically indistinguishable from their normal kin except by their typically better clothing. The Yur, as they call themselves, possess temperaments which are radically different than those of their off-world cousins, however. Here are the goblinoid races of Yur, their alignments, and favored classes.

Race

Alignment

Favored Class

Goblin

Often Neutral Good

Rogue

Hobgoblin

Always Lawful Good

Monk

Ogre

Often Lawful Good

Samurai

Ogre Magi

Usually Lawful Good

Cleric

Orc

Often Chaotic Good

Barbarian

The Divine Empire of Yur is lead by an aristocracy of Ogre-Magi. The warrior caste consists of ogres and hobgoblins. The merchant and servant castes consist of goblins. The orcs are a race of noble savages, living on the barren central steppe of Yur with their herds of Crys.

Suelon Ogres and Ogre-Magi do not count as members of the Giant type, but are instead type Humanoid (Goblinoid), as are goblins, hobgoblins, and bugbears. Orcs remain type Humanoid (Orc), and refer to themselves as the Osar.

The Yur navy is supported by the sea ogres (Merrow). Suelon Merrow are neutral good and have the same stat adjustments as their dry land kin. Out of the salty waters of their home they suffer the same disadvantages as sea-elves.



Half-Elves & Half-Orcs

The two most common half-breed races. They suffer few of the prejudices encountered on other worlds. They receive the same language options as their non-human parent, amd the Half-Orc's favored class is ranger.



Halflings [Alflosin]

The Alflosin stand around four feet tall and are very thin. As a species they are always lawful evil, and have a culture based entirely around the worhip of dark gods, pyramids, and beings from beyond the multiverse propper. Alflosin have all the halfling racial traits on page 20 of the Players Handbook except as follows.



Humans [Tierra, Yazyk]

Humans on Suelo are primarily the descendants of the ancient Ymir with spelljamming strains thrown in. Oddly, the dragon's of Suelo seem to prefer humans to all other humanoid races, therefore even non-native humans recieve a +2 reaction bonus to Charisma when dealing with any Suelon dragon.



Lizard Folk [Khmer]

The enslaved Lizard Folk of the Laurana continent are the degenerate descendants of the Hurwaeti. They are identical to those detailed in Core Rulebook III except that they worship the god Lucha-Ka who gives access to the Animal, Plant, Sun, and Water domains. With the Dwalfar they are one of the only two cultures to frequently produce barbarians.



Minotaurs [Cirusian]

The inhabitants of the moons of Cirus, share a number of traits in common with Minotaurs. They are, however, far more civilized than their wild cousins, and not nearly so dedicated to physical strength.

Due to their close ties with genie-kind, an above average number of Cirusians are genasi, as a result even those without enough genie blood to be considered full genasi tend to display markings in a wide variety of colors, favoring blues and reds.