Mortal RacesEdit


The insect Bjerhr are a dying breed. They are an enduring and diverse people, but their birth as natural followers makes them ill-suited for leadership. Each Bjerhr is born to find and serve a purpose in their Nest-City, under the careful curation of the Bjerhr Regency. With the Regency vanished, each successive generation loses more of the intelligence bestowed upon them by their creators. The last Bjerhr remaining struggle to maintain control over their increasingly wild homes, while others venture far from home in search for their missing masters.

  • Ability Scores: +2 Constitution, -2 Charisma, +2 to any non-Constitution ability score
  • Racial Traits: Bjerhr Subject, Carapace, Insect Physiology, Terminarchs


The first of the Faefolk, who hail from the enchanted fields of Annwyn. Elves have the stuff of Faerie coursing thick and true through their veins, and are the only mortal race fully Fae in nature. Elves are clever, charming, and innately magical, making them excellent magicians and storytellers, although they suffer from a distractable nature. Despite their difficult history as the pawns and playthings of their immortal Faerie cousins, many Elves are proud of their heritage. The Faefolk, sometimes called Free Elves, frequently settle into communities called Freeholds, or travel in small groups and caravans. 

  • Ability Scores: +2 Intelligence, +2 Charisma, -2 Wisdom
  • Racial Traits: Arcane Ancestry, Faerie Charm, Magical Knack


Faerie half-bloods with an unwieldy inheritance. Foundlings are the children mortal and faerie parents. Those with Elven heritage are accepted by many cultures as Half-Elves, while esoteric or otherworldly ancestors are often shoved to the fringes of society. Defined both by their relationship with their culture and their ancestry, many Foundlings struggle their entire lives with questions of identity and belonging. Whether a Foundling embraces or rejects their culture, they can never turn their backs on their arcane inheritance and all of the double-edged benefits that come with it.

  • Ability Scores: +2 Charisma, -2 Wisdom, +2 to any non-Charisma ability score
  • Racial Traits: Faerie Ancestor, Mortal Kin, Wyrdblood; Otherworldly or Half-Elf


Rare mortals suffused with ghostly energies. Haunts have an unnatural sympathy for the Underworld, the dwelling of the dead. This connection graces them with uncanny insight and a resistance to physical harm, but alienates them to other people. Born near graveyards, under unquiet stars, or to powerful necromancers, Haunts are often feared and misunderstood by other races. Many Haunts take advantage of their affinity for the dead and dying, becoming natural necromancers, keepers of the dead, and killers-for-hire.

  • Ability Scores: +2 Constitution, +2 Wisdom, -2 Charisma
  • Racial Traits: Eerie Presence, Ghostly, Phantasmal Form


One of the oldest and most influential races in creation. Humans are known for their ambition and diversity, and have a long history of influence over the Prime. While these traits make Humans excellent inventors and leaders, it is their greatest vulnerability. Humanity's various cultures argue more frequently and fiercely than other races about their origins, the universe, and the future. These ideological divides keep Humankind from true unity; whether this is to the benefit or detriment to the world is just another of many hotly-debated subjects.

  • Ability Scores: +2 to any ability score
  • Racial Traits: Ambitious, Competitive, Specialty


Creaiton's inquisitive, chiropteric querents. The Kindred move and glide with natural finesse, and have sharp, cunning minds, but their light skeletal structure makes them fragile. Hailing from deep in the earth, the Kindred flooded the surface en masse several hundred years ago, and have assimilated nicely into the civilizations of their new neighbors. Although tall Kindred are typically unimposing, and possessed of a grace and curiosity that define their movements. To whom, or what, the Kindred are kindred to has yet to be answered by the greatest sages of their kind.

  • Ability Scores: +2 Dexterity, +2 Intelligence, -2 Constitution
  • Racial Traits: Curiosity, Hollow Bones, Night-Eyes


Denizens of the deep forests and high mountains of the world, these beastmen vigorously embrace the law of the wild. Horned and half-feral, Therians have powerful builds and animal instincts that serve them well in druidic circles far from civilization. While Therians are slow to learn new things, they are the undisputed masters of the untamed reaches of the world. Each tribe lays stake to vast territories of deep wilderness, where the division between man and beast wears thin.

  • Ability Scores: +2 Wisdom, -2 Intelligence, +2 to any physical ability score,
  • Racial Traits: Animal Affinity, Beastskin, Untameable, Wildstrike


The following templates can be applied to a creature to change it in some fundamental way. Refer to each template for specific details on how the original creature is affected. While some templates are encouraged for player-character use, others are not. Consult with your DM and party before applying a template at character creation.


The bump-in-the-dark in cities, countryside, and deep wilderness throughout creation. Compared to a normal member of their race, a victim of Goblinism has tough, sallow skin, a milky clouding of the eyes, and wicked-sharp teeth and claws. While little is known about how Goblinism spreads, its victims become afflicted with a deep-seated lust for conflict and glory. This, and their powerful physique, make them ideal adventurers, sellswords, and brigands. While not inherently evil, Goblinkind is infamous for their reckless and violent nature, and are often met with raised weapons and barred doors at their passing.

  • Ability Scores: +2 Strength, +2 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom
  • Racial Traits: Fearless, Guts-and-Glory, Rapacious Hunger, Unnerving