(Note that not all races are available as PCs in all games. Check the game description to see which races are available.)


Place: The most common of the civilized races of Galadria, humans are also among the most diverse in terms of physical appearance, culture, and politics. Human society dominates the surface realm, and a human tongue, Eselyn, has become the common tongue of the Galadria region. Almost all of those on the surface of Galadria who hold political power beyond the level of a single village are human, even in those areas where other races are more common.

Appearance: Though no human culture is completely heterogenous in the appearances of its individual members, there are some notable trends. The barbarians of the icy north tend to be large and heavily built, with light skin and brown hair. Those who live in the Ravenspire region are often marked by their relatively small size, fair skin, and black hair. The people of the state of Eselyn tend to be tall, with blonde or red hair. Those who hail from the desert region of Jalar to the far south often have dark skin and hair. In the far western region of Iniho and its surrounding islands, olive or golden skin and dark hair is the norm. Humans whose ancestors lived in Tir Faran generally have sheer white or pink-tinged hair from birth, and some number of those also have pigmentless skin and pink or red eyes. The vast center, of course, contains a mix of all these types and more; traces of nonhuman blood occasionally show in unusual eye, hair, or even skin colors.

Traits: As listed in the Players' Handbook, plus the following:
* Humans gain a +2 racial bonus to Diplomacy.
* Languages: A human automatically knows Common plus one additional language.


Place: While human society dominates the surface realms, it could be said that dwarf society dominates the subterranean. While they are far less numerous than humans, and tend to exert less real political power, they are respected (grudgingly, in some cases) for their knowledge and influence. Dwarvish serves as a common tongue to many subterranean dwellers.

Appearance: As detailed in the Players' Handbook.

Traits: As detailed in the Players' Handbook, except the following:
* There is no +1 racial bonus against orcs and goblinoids. Orcs do not exist in Galadria, and goblins are different. Dwarves gain a +1 racial bonus to attack rolls against giants, instead.
* Languages: A dwarf automatically knows Common and Dwarvish.


Place: The elves of Galadria are a wild race, considered throwbacks by those who style themselves the true Fae, and barbarians by many of the other civilized races. They are very few in number, seldom seen except in wild or outlying areas, and mistrusted by most. They, in turn, are rarely at ease in the company of other races, though there has been some trade between the elves and the human 'barbarians' of the far north.

Appearance: Elves are shorter, more slender, and fairer of skin and features than most humans. They tend to have wild manes of blond or brown hair, and often appear androgynous to non-elves. Their eyes are often a startling shade of blue, green, or violet. They often dress in a similar style to the humans of the far north -- leather, furs, and animal skins, with decorative touches of teeth, bone, feathers, or scales. They are shorter-lived than some other races; they have a lifespan comparable to that of a human, though they do not appear to age in the same way that a human does -- once an elf has reached adulthood, he will look much the same until his death, with only minor signs to tell of his true age.

Traits: Galadrian elves have the following traits:
* +2 Dexterity, -2 Intelligence, -2 Charisma. These wild elves are tougher than the elves of other worlds, but their society is so insular and so wild that their intellectual development often lags behind that of other races. In addition, the general mistrust of the Fae extends to their lesser cousins, and the Fae themselves look down on the elves.
* Medium size.
* 30' base speed.
* +2 racial bonus to saves against Enchantment spells or effects. Galadrian elves sleep as other races do, and are not immune to sleep spells or effects.
* Proficient with Wilderness Lore and Animal Empathy. No matter what the elf's actual class, Wilderness Lore and Animal Empathy are treated as class skills, and the elf gains a +2 racial bonus to all checks on these skills.
* +2 racial bonus on Listen, Search, and Spot checks. Galadrian elves do not have the ability to discover secret doors simply by passing near them.
* +2 racial bonus on Climb checks.
* Galadrian elves are more resistant to cold than humans are. They can ignore most environmental (non-magical) cold conditions. Against any magical cold attack or in extreme non-magical cold, they gain a +4 racial bonus to any saving throw that may be required.
* Proficient with bows: Galadrian elves are automatically proficient with the longbow and shortbow, which are common tools for them. They are not proficient with composite bows, nor with swords.
* Fae blood: Elves are treated as Fae for the purposes of using certain magical items, being affected by certain spells, and so forth.
* Galadrian elves do NOT have darkvision.
* Languages: Elves automatically know Fae (though 'true' Fae claim the elves invariably have horrible accents) and Common.


Place: The Fae are the elusive high elves of legend -- creatures of powerful magic whose motives are unfathomable to those of other races. They are few in number, and generally solitary even among other Fae; the appearance of a Fae in the civilized realms is always cause for comment, and usually for concern. They have a reputation for trickery and deceit -- though it is known that a Fae always keeps her word, it is also known that the Fae are accomplished at twisting language to suit their purposes. The Fae appear to be immortal, or at least extremely long-lived; there are records of an individual Fae appearing centuries apart.

Appearance: The Fae are completely androgynous to most eyes; only another Fae or an elf could tell male from female. They uniformly possess flawless, milky skin, long hair of a gold, silver, blue, or green shade, and large eyes of a jewel tone -- most often amber or amethyst. Their ears are narrower than a human's, and pointed. They are taller than their elf cousins, standing about as tall as a human on average, but they are very slender and fine-boned, weighing in some cases only half as much as a human their size. They tend to dress in silks and gossamer, and often will wear a piece or two of silver or gold jewelry.

Traits: Fae have the following traits:
* +2 Intelligence, +2 Wisdom, -2 Strength, -2 Constitution, -2 Charisma. The Fae are light and frail, unsuited to physical tasks, and their isolation and reputation impede their dealings with non-Fae. However, they have a certain innate magic, and an instinctual grasp of intellectual challenges.
* Medium size.
* 30' base speed.
* +2 racial bonus to saves against Enchantment spells or effects.
* +2 racial bonus on Spellcraft and Concentration checks. Fae have an inherent grasp of magic.
* Immunity to aging. A Fae never receives ability score penalties for aging (but does receive bonuses where appropriate). They are immune to magical aging attacks. A Fae's age categories are determined as a Player's Handbook elf, but it is unknown whether Fae have a maximum age.
* Magical ability. A Fae spellcaster receives one bonus spell slot per day per spell level known. She only receives the bonus spell if she knows and can normally cast at least one spell of the appropriate level (if the spell slot is '0', meaning she can only cast a bonus spell for high ability scores, she does not get this extra spell slot). A multiclassed Fae gains this benefit only once, for the first of her spellcasting classes.
* Elf blood: Galadrian elves are an offshoot of the Fae, and any spell or magical item that affects an elf will affect a Fae in the same manner.
* Languages: A Fae automatically knows Fae. Fae must learn Common separately, like any other language.


Place: The halflings of Galadria mostly dwell in the Boglands, a large marsh that stretches from just north of Tir Eselyn almost to the volcanoes of the Dragon's Maw in the far north. This vast region is still mostly wild. The halflings often live as nomads, making their homes on skiffs or even boats that float through the more waterlogged areas of the swamp. In the past, they sometimes clashed with the Sartha lizardmen, but there has been a truce between the races for several generations. When a halfling does leave the Boglands, he often finds employment as a sailor, for few are more at home on the water. In the outlying areas, halfling merchants and herbalists are not uncommon, but their presence in larger cities is more limited.

Appearance: As in the Players' Handbook, though the halflings of Galadria are often more flamboyant in their dress and speech.

Traits: As in the Players' Handbook, except the following:
* Halflings gain a +2 racial bonus to any check that involves boating, sailing, or navigation.
* Languages: Halflings automatically know Common and Halfling. In addition, a halfling gains one extra bonus language.


Place: The goblins of Galadria have a dubious past where the other races are concerned. They are fiercely independent, which has led to war against both dwarves and humans in the past, and they have proven to be ferocious warriors. For all of that, though, and in spite of occasional territorial spats, the goblins have found a place in Galadrian society. They are miners and metalworkers, preferring to live in or beneath the high mountains, and even the dwarves cannot match their skill at the jeweler's craft. And while they are very independent, they are also very tolerant -- they extend to others the same right to freedoms that they claim for themselves. When they do go to war, it is out of conviction, and not out of rancor.

Appearance: Goblins are slightly shorter than dwarves but tend to be even more heavily muscled; some are nearly as wide as they are tall. Their skin is usually a green or grey tone, and they normally have black hair and dark eyes. Facial hair is extremely uncommon. Goblins are very individualistic in dress; some prefer simplicity and pragmatism, while others can match the halflings for flamboyance or the Fae for splendor.

Traits: Galadrian goblins have the following traits:
* +2 Strength, -2 Dexterity: Despite their small size, goblins pack more power than the average human who is a foot or more taller. Their very heavy build does tend to make them a little slower and clumsier than other races, though.
* Medium size.
* 20' base speed.
* Darkvision: Goblins can see in the dark up to 60'. Darkvision is black and white only, but otherwise like normal sight.
* +2 racial bonus on Appraise or Craft checks related to metalwork.
* +2 racial bonus on Appraise or Craft checks related to gems or jewelry. This stacks with the above +2 bonus, if applicable.
* Proficiency with warhammer. This is a favored weapon of the goblins, and almost all adult goblins are familiar with its use.
* +4 dodge bonus against giants. Like the dwarves, the goblins have occasionally had to contend with giants, and have developed tactics for fighting against the larger opponents. The character loses this dodge bonus at any time he would lose a positive Dexterity bonus to AC, such as when he's flat-footed.
* +1 racial bonus to attack rolls against giants.
* Languages: Goblins automatically speak Goblin and Common.


Place: Originally nomads of Jalar and the plains north and west of there, the catlike sarr have become more settled in the years since the Alathean Empire's rise and subsequent fall. Still, they are often seen as travelers; a certain amount of wanderlust appears to be a racial trait. They are individualists who mingle easily with other races. A sarr often has a particular interest in a specific area, whether that area is scholarship, bladesmanship, art, or commerce, and he will display remarkable focus when concentrating on that area.

Appearance: The sarr appear as anthropomorphic cats of various types; lion and tiger are among the most common, but others are not unheard of. Their coloration (hair and fur) will vary according to their type, though their eyes are almost always amber or green in color. Their teeth are slightly pointed, and they possess tails, catlike ears, and so forth. Their height varies from slightly shorter to slightly taller than a human's, and their weight is comparable to that of a similarly sized human's. They prefer comfortable and practical clothing.

Traits: Sarr have the following traits:
* +2 Dexterity, -2 Wisdom, -2 Intelligence. The sarr's catlike nature show in their lithe grace, but also in their impulsiveness and reckless curiosity.
* Medium size.
* 30' base speed.
* Low-light vision: Sarr can see twice as far as a human in conditions of poor illumination (starlight, moonlight, torchlight). They can still distinguish color under these conditions. They cannot see in complete darkness.
* +2 racial bonus on Listen and Spot checks. Sarr have keen eyesight and hearing.
* +2 racial bonus on Balance checks. Sarr have an uncanny sense of balance.
* +2 racial bonus on Climb checks. Sarr possess retractable claws which, while not suited for combat, aid in climbing.
* Languages: Sarr automatically know Sarr and Common.


Place: The sartha lizardfolk historically dwelt in the Boglands, and fought several wars against the halflings, though the two races have been at peace for several generations. Today, sartha are also found in the temperate forests of central Galadria, and a number have chosen to make their home within the human cities, especially in Tir Eselyn and the south. They do not suffer cold well, and are rarely found north of the Boglands, but a small number live in Ravenspire. They tend to organize themselves in small family-groups or clans; a sartha traveling alone is a rare sight. The typical sartha says little, and may give the appearance of being shy or withdrawn, but in truth there is simply a cultural aversion to wasting words on trivia -- a typical sartha speaks only when he feels he has something important to say.

Appearance: Most sartha have scaly skin of a green shade, though grey and brown are not unknown. They have no hair, and their eyes are normally yellow, and vertically slit. Their tongues are forked, and their speech often sibilant. Outside of the Boglands, they tend to favor loose, enveloping robes; some wear jewelry, while others eschew it. They are about as tall as humans, on average, but weigh slightly more.

Traits: Sartha have the following traits:
* No ability score modifiers.
* Medium size.
* 30' base speed.
* +2 racial bonus on Swim checks, plus the ability to hold their breath twice as long as a human. Sartha are at home in the water, though they cannot actually breathe water.
* Sartha gain Wilderness Lore as a class skill. They have a +2 racial bonus on all Wilderness Lore checks.
* +2 natural armor bonus to Armor Class. The sartha have tough, scaly skin.
* Sartha are more resistant to heat than humans are. They can ignore all but the most extreme natural heat. They also gain a +4 racial bonus to saving throws against fire-based attacks.
* Sartha are more susceptible to cold than other races are. They suffer a -2 racial penalty to saves against cold environmental conditions or against cold-based attacks.
* Languages: Sartha automatically know Sartha and Common.


Place: Native to the Iniho region, the Vulpine race is a mischievous, fun-loving one. While their tricks are sometimes a nuisance, they have integrated well in Iniho society, filling a niche as entertainers of all sorts. They are less common elsewhere, but since they have a love of travel and new experiences, they can be found almost anywhere in Galadria, from the far north to the southern deserts to the underground cities of the dwarves. They often travel alone or in the company of other races, and appear to have no separate society of their own, though fighting between two Vulpine is all but unheard of. They do share a language, even if there are many regional variants.

Appearance: The Vulpine have limited shapechanging abilities, so often will look different, but in their 'base' form, they are usually somewhat shorter and notably slighter of build than humans on average, and comparable in weight. They look very like humans, except for the presence of foxlike ears and a tail. Their hair tends to be red, brown, or black, and the fur on their ears and tail is usually russet or grey, but sometimes black, white, or golden. Their teeth are slightly pointed. A Vulpine tends to look a little younger than a human of similar age, and lives slightly longer on average, though rarely for more than a century.

Traits: Vulpine have the following traits:
* +2 Intelligence, +2 Charisma, -2 Strength. Vulpines are as cunning as the foxes they resemble, and almost universally possessed of a roguish charm. However, they are slighter and less physically strong than humans.
* Medium size.
* 30' base speed.
* Vulpine have a limited shapechanging ability. Once per day, for up to one hour, a Vulpine may take either the form of a fox or another humanoid form. This ability is treated as the wizard spell change self, as cast by a first-level caster, except that it allows a non-humanoid (fox) form to be taken, and that its duration is one hour. This is a spell-like ability.
* +2 racial bonus to saves against figment or glamer illusions. Vulpine are tricksters themselves, and hard to fool with illusions.
* +2 racial bonus to Bluff and Sense Motive checks. Vulpine are consummate liars and manipulators.
* Languages: Vulpine automatically know Vulpine and Common.

Other Race notes:

Orcs (and half-orcs) do not exist in Galadria. Neither do gnomes.

Goblinoids (other than goblins) exist only as "throwbacks". They are extremely rare on or near the surface, and have no known civilization or society.

Dragons, rather than being classified by color, are usually classified by type, eg. "frost dragon" or "flame dragon". Those two examples are the most common types, but "storm dragons" and "shadow dragons" are not unknown in history. A dragon's color does not necessarily relate to its type, though there is some correspondence -- a frost dragon is likely to be white or pale, a shadow dragon black or deep grey, a flame dragon red or gold tones, and a storm dragon a bright silver or blue. It is possible, though rare, for a white to be a flame dragon, or a black a frost dragon. Dragons have not been reliably seen in human memory, though of course rumor and legend persist.

Otherplanar creatures are rare but not unheard-of.

Mindless undead are evil by nature. Sentient undead are almost always evil, but some ghosts have been known to show neutral or good tendencies.

There are no drow, duergar, aquatic elves, avariels, deep gnomes, mountain halflings, or similar racial variants. There are no natural half-races. There are rare half-fiends and even rarer half-celestials, but these come about mostly through magical processes. Aasimars and tieflings don't use those names, and are not available as a PC race. A PC, particularly a sorcerer, may have traces of dragon, fiendish, celestial, or elemental ancestry, but is not considered a separate race and does not gain any abilities for having such ancestry. Other variant PC races (such as genasi) do not exist in Galadria.

Other creatures not mentioned here can be assumed to exist, and are mostly or entirely unchanged. Ask me if you need to know how common one is.