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Humans


Humans come in many sizes, shapes, race and creeds. They are a diverse group, which share many similarities but are also very different to each other. Skin can vary from almost pale white through to red hues, yellow tinged, gentle browns to almost black; distinct racial skin tones tend to be regional but can be mixed depending on trade routes, borders and migration. Hair colour is similar to skin tones in its variety and also its styles and textures. Height varies but the average male stands around 5’10” and the average woman around 5’5”; although this can vary anywhere between 4’ and 7’. Eyes colour tends to fall somewhere between blue to green to brown with many subtle variations in between. Humans tend to hit puberty around 12 years old and reach adulthood at around 18, middle ages is around 45 and death tends to occur around 80. However this can vary, the oldest human can reach 110 but infirmity tends to limit most past 70, but not all.


Common Human ethnic groups

Dao

Dyrvysh

Kemet

Lantian

Neustrian

Ostlander

Rividian 

Tilian

Weylander

Zarumbe


Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +1 racial bonus to any two attributes score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

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

Languages: Humans begin play speaking Common and their regional dialect. Humans with high Intelligence scores can choose any languages they want. See the Languages skill for more information about these languages.


Dao, hail from the Jade Dynasty and are the native humans. Tall, yellow skinned with dark hair and almond shaped eyes, this powerful nomad race were the vassals of the Dragon Emperors of the Doragon Empire. They were eventually freed once the first Shinzoi Emperor rose to the throne of the first Jade Dynasty.

 

Dyrvysh, the native folk of the great Wastes are a dark skinned folk, with dark eyes and black hair, they tend to stand somewhat shorter than Westerners. They are tribal and have a highly sophisticated caste system.


Kemet, the native folk of the Kingdom of Kemet, all but slaves to the God Kings of Kemet, they share a common ancestry with the Dyrvysh.


Lantian’s, are an amphibious subspecies of human, they have blue skin, pale eyes, and either blue, white or black hair. They also tend to be 6 inches taller than the average human. And hail from the island kingdom of Lantis. Lantian’s also have a pair of gills on the sides of their necks that allow them breath in water. They close when out of the water and appear as scars to the neck.


Neustrian, pale skinned with broad variety of hair colour and eye colour. They make up the largest population of the Western Kingdoms.


Ostland, tall and pale, with fair hair and pale eyes, these hunter gatherers are renowned for their Berserkers and Warriors. Whilst not technology advanced as many other nations they do however have a very complicated social and political structure.


Rividian, slightly darker of skin tone and darker eyes, sharing a common ancestry with Neustria and Tilia, the folk of Rividia have risen to be the pre-eminent power of the Western Kingdoms. They are heavily influenced by their Dyrvysh and Mhor neighbours in relationship to architecture, music and foods. Whilst still showing their ties to Tilia and Neustria in their physicality and religion. The Pantheon of gods is extremely influential in all aspects of a Rividian’s life. 


Tilians, are a distinctive ethnic group of the western kingdoms they have darker skin, dark eyes, dark hair, their language structure is also different to all the other Western Kingdoms.


Weylander, whilst almost identical to any other Westerner, these folk always have either blue or green eyes and black hair is not uncommon.


Zarumbe, the natives of the Afar are a distinct ethnic group, their skin is so dark it can take on an almost blue tinge. They have dark hair and eyes. There are many body types due to the vastness of their lands and the variety of terrain from rain forest to desert. They have a massive disparity in society from small tribal nomads to massive Empires containing as many people as the whole of the Western Kingdoms combined.


Names

Weylanders often use simple names and even sometimes go by their last names, which are almost always related to natural items or a trade, such as Fearn, Cooper, Smith etc.

Common men’s names are short: Ned, Bill, Mat, Wil, or Tom, but longer or less familiar names -- such as Brandon, Humphrey, or Cuthbert -- are not unknown.

Common women’s names are simple: Ellie, Dora, Adela, and Clara, though less familiar names -- such as Anabel, Maribel, or Livinia -- are not unknown.


Neustrians tend to use names, such as Bard, Brand, Eadald, or Hengest for men, or Ethelhild, Beornwyn, Cynwise, or Leofwen for women.

Common men’s name endings: -bryt, -dryt, -ea, -ferth, -frid, -frith, -gar, -helm, -here, -laf, -nath, -red, -ric, -rid, -sig, -stan, -thryth, -werd, -wald, -wig, -wine, and -wulf. 

Common prefixes: Ald-, An-, Beo-, Beorth-, Cen-, Ceol-, Cuth-, Ead-, Egel-, Elf-, Esc-, Ethel-, Forth-, Frea-, Grim-, Guth-, Hes-, Ord-, and Theod-.

Common women’s name endings: -bur, -fled, -gifu, -leofu, -swith, -thryth, -waru, -wen, -and -wyn, among others. 

Common prefixes: Elf-, Esc-, Ethel-, Beorn-, Ceo-, Cwen-, Cyn-, Ead-, Eal-, Here-, Leof-, and Wulf-.


Ostlanders use names, such as Eomer, Erkenbrand, and Théoden for men, or Beornwyn, Cynwise, Éorwyn, or Léofwen for women.

Common name endings for men of Ostland: -bryt, -dryt, -ea, -ferth, -frid, -frith, -gar, -helm, -here, -nath, -red, -ric, -rid, -sig, -stan, -thryth, -werd, -wald, -wig, -wine, and -wulf. 

Common prefixes: Ald-, An-, Beo-, Beort-, Beorn-, Cen-, Ceol-, Coen-, Cuth-, Ead-, Egel-, Elf-, Eo-, Esc-, Ethel-, Forth-, Frea-, Grim-, Guth-, Hes-, Ord-, and Theod-.

Common name endings for women of Ostland: -bur, -fled, -gifu, -leofu, -swith, -thryth, -waru, -wen, -and -wyn. 

Common prefixes: Elf-, Esc-, Ethel-, Beorn-, Ceo-, Cwen-, Cyn-, Ead-, Eal-, Eo-, Here-, Leof-, and Wulf-




Duer


Duer fall under three racial groups, Hill Duer, Mountain Duer and Deep Duer.

All Duer stand around 4’6” both men and women. Duer come from 1 of 3 ethnic groups and apart from colouration and hair there are not too dissimilar from each other.

Duer hit puberty around 15 years of age and reach adulthood at around 25, middle age is around 120 years and death tends to occur around 200. Infirmity tends to limit them past 170, but not all.

All Duer share similar features of being stocky, broad nosed, deep set eyes and slightly wider mouthed, Males sport large beards and although woman can most do not. Most Duer are Neutrally Aspected but can fall into either Light or Dark.


Hill Duer are the most common Duer found above ground, they tend to have hair that varies on shades of brown or red, whilst generally long it is often braided, tied back or sculpted. Hill Duer are found throughout populated areas operating smithies, tavern and working as builders and engineers. Their clothing tends to be practical rather than ornate but is often of good quality. A lot of travelling Duer tend to like to wear a good hat to keep the sun and rain out of their eyes.


Mountain Duer are uncommon and tend to have darker hair than their Hill Duer cousins, only occasionally will a Mountain Duer be found in a human settlement preferring their own race for company and distrusting any of the Fae races. Mountain Duer live in the great Duer Holds.


Deep Duer differ from their Mountain and Hill cousins, they tend to lack hair and their skin is pale from living deep underground. Deep Duer trade with their cousins so can uncommonly be found in a Duer Hold and rarely appear above ground. Many never see the blue of the skies above or feel the sun on their skin.


Standard Racial Traits

Ability Score Racial Traits: Duer are both tough and wise, but also a bit gruff. They gain +1 Body and +1 Spirit if a Mountain Duer, +1 Aptitude for Hill Duer or Deep Duer. .

Size: Duer are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Duer are humanoids with the Duer subtype.

Base Speed: (Slow and Steady) Duer have a base speed of 20 feet, but their speed is never modified by armour or encumbrance.

Languages: Duer begin play speaking Common and Runic. Duer can select other languages by taking the Languages skill. See the Linguistics skill for more information about these languages.

Defensive Training: Duer gain a +20% Evade bonus against monsters of the giant subtype.

Hardy: Duer gain a +10% racial bonus on Endurance and Concentration tests against poison, and magic.

Stability: Duer gain a +20% racial bonus to their Endurance tests when resisting a shove or trip attempt while standing on the ground.

Perks and Skill Racial Traits

Greed: Duer gain a +10% racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonemason: Duer gain a +10% bonus on Perception checks to 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.

Darkvision: Duer can see perfectly in the dark up to 60 feet; albeit in monochrome.

Hatred: Duer gain a +5% racial bonus on attack rolls against Goblins because of their special training against these hated foes.

Load Bearing: Duer can carry double their normal load and not be slowed down.


Duer, men tend towards short, simple Ostland-styled names.

Beginnings use consonants like A-, B-, D-, F-, G-, H-, K-, L-, M-, N-, R-, T-, Th-, and W-, or paired consonants like Ar-,Dr-, Dw-, Fl-, Gl-, or Thr-, combined with endings such as -ali, -kun, -ori, -óin, -íli, -alin, -orin, -osi, -imli, and ormur.

Duer women also toward use consonants like D-, F-, G-, H-, K-, L-, M-, N-, R-, T-, Th-, and W-, or paired consonants like Dr-, Dw-, Fl-, Gl-, or Thr-, combined with endings such as -anor, -dal, -dis, -el, -eth, -iel, -il, -gil, -los, -raen, -riel, -rian, -uilas, -uilos, -wen, and -wing. 

Then this is usually paired with the hold name from where they originated. Such as “of Iron Mountain”, “of Morin’s Pass”.

  



Ael


Ael are humanoids with fae blood, there are 3 main subspecies of Ael but there are some rare others. Ael are also known as Trooping Fae or simply the Tuatha. They all share the common features of tapered ears, almond shaped eyes and fine features. They lack body and facial hair.


High Ael, Me’a or Seelie also are members of Summer Court, males typically stand around 6’ tall but are lithe in their physique. The have pale coloured hair ranging from Silver to Blonde to Golden and is typically kept long or braided; their eyes are also pale tending to be golden, blue or green. High Ael hit puberty around 15 years old but are not considered adults until around 50, although they are physically mature around 25. Middle age is considered around 800 years old and death tends to occur around a 1600. High Ael do not become infirm and are active right up until death occurs. High Ael tend to isolate themselves away from the world around them living in their glass cities deep in the forest realms. They practice arcane magic and have made it intrinsic in their daily lives. They are intolerant and often bigoted to the other races; they find the Duer to be an ugly race. Hobs are considered slightly more favourably due to their inherent fae blood. Halflings are viewed as little more than an oddity. Half Ael and Waregs are considered by most to be half breeds that should not have been allowed to have happened. The exception to their intolerance is that of humans, who they fear and respect. Most but not all tend to follow this belief. This causes the other races to see them as arrogant and ignorant. High Ael are Light Aspected.


Wild Ael or Merka are also part of the Summer Court but they differ quite a lot to their High Ael cousins. Wild Ael are more passionate and carefree embracing life and living it as fully as possible. They stand around the same height as humans around 5’10” for males and 5’5” for females, there hair is usually a shade of brown or auburn and kept long or braided, although some do shave one or both sides of their heads and keep the top long. Their eyes tend to be green or brown in hue.

Wild Ael hit puberty around 15 years of age, are considered adults at around 25, they are nowhere near as long lived as their high Ael cousins and middle age is around 200 years and death occurs around 500. Also light their High Ael cousins Wild do not become infirm.

Wild Ael are on friendly terms with most of the other races. Wild Ael can be either Light or Neutrally Aspected.


Dark Ael, Mori or Unseelie are members of the Winter Court, they are warlike and passionate. They stand around 6’ for males and 5’8” for females they have a more discernible musculature than their cousins but are still not as bulky as humans. Hair is mostly black but can have dark hints of blue, purple, green or red; very rarely hair is White but this is very much an exception. Eyes are either violet or blue and can become more intense when passions are roused. Puberty normally starts around 15 years and are considered adults by 25 and some as early as 20. Middle age if reached is around 500 years and death occurs around 1000. Dark Ael do not become infirm. Dark Ael dislike intensely being in the presence of anyone of the Summer Court and will go out of their way to avoid them or kill them. Dark Ael settlements are never found on the Mortal Realm but an Unseelie Embassy (aka a House of Winter) is found in most large human cities. Dark Ael are usually Darkly Aspected but can be Neutrally and very rarely Light (this sees them killed or if they are lucky banished to the Human World when they reach adulthood).  


Other subspecies include: Anfauglir (Desert Ael), Winya Palurin (New World Ael), Losa (Snow Ael); others do exist but only in smaller numbers and remote locations. The Anfauglir are only found in the Wastes and the Winya in New Gothia.


Standard Racial Traits

Ability Score Racial Traits: Ael are nimble, both in body and mind, but their form is frail. They gain +1 Mind and +1 Aptitude for High Ael, +1 Body for Dark Ael, +1 Prowess for Wild Ael.

Size: Ael are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Ael are Humanoids with the Ael subtype.

Base Speed: Ael have a base speed of 30 feet.

Languages: Ael begin play speaking Common and Tuathan. Ael can choose other languages. See the Languages skill page for more information about these languages.

Ael Immunities: Ael are resistant to magic and gain a +5% to Concentration or Endurance tests.

Keen Senses: Ael receive a +10% racial bonus on Perception checks.

Aelven Magic: Ael receive a +10% racial bonus on Spellcraft tests made to overcome spell resistance. In addition, Ael receive a +10% racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision: Ael can see twice as far as humans in conditions of dim light.


Ael names share some names not dissimilar to Neustria however.

Common malee endings in ael: -adan, -aran, -bor, -born, -dir, -dor, -had, -ion, -las, -or, -orn, -phant, -phor, -randir, -ras, -rod, -rond, -ros, -thelion, -thir, -uil, and -vorn. 

Common prefixes: Adan-, Aeg-, Am-, Aran-, Bara-, Beleg-, Celeb-, Curu-, Dag-, El-, Fela-, Fin-, Gal-, Gil-, Hal-, Ing-, Lin-, Mal-, Pen-, Tar-, Thurin-, and Ul-.

Common female name endings in ael: -anor, -dal, -dis, -el, -eth, -iel, -il, -gil, -los, -raen, -riel, -rian, -uilas, -uilos, -wen, and -wing. 

Common prefixes: Adan-, And-, Ar-, Bel-, Breg-, Celeb-, Dol-, Edhel-, El-, Fan-, Find-, Galadh-, Gil-, Hir-, Ior-, Ir-, Lal-, Mel-, Mor-, Nim-, Rod-, Sael-, and Tinú-.

    



Hob


Hob are a small fae blooded humanoid they can be found either as members of the Summer Court or Tinkers in the Mortal Realm.

Hob typical stand around 3’ tall and are slight but proportionally built. When a Hob reaches puberty he chooses a path that then dictates their life from that day forward with no hope of ever going back. They either become members of the Summer court and embrace their Fae nature or they embrace their mortality and join the Mortal Realm as Tinkers.


Fae Hob choose their Fae heritage, their hair is typically that of natural autumnal  but bright colours such as russet red, terracotta, teal, pumpkin, rust, lime green, turquoise, periwinkle blue for example. It tends to be wild and unkempt often with ribbons and other items interlaced into it. Skin colouration is vibrant and often tanned; cheeks especially in males can be reddened. Fae Hobs tend to be considered cute or pretty by the other races. Eyes vary from green, blue, violet and even golden, ears are tapered faces are high cheeked and lips are full. All Fae Hob are Lightly Aspected. Fae Hob nearly always have a splodge of mud or dirt somewhere or a leaf in their hair.


Tinker Hob who dismisses their fae heritage are the master crafters of the civilised lands, deeply attuned to technology and magic they often combine the two. Hair tends to kept short and is usually brown with little variation; males are often bald but do often sport short stylish and well maintained moustaches and beards.  Eyes tend to be dark but glitter with a canny intelligence. All Tinker Hob have splodge of grease or dirt somewhere or a pencil tucked in a pocket or behind the ear. Tinker Hob are usually Neutrally Aspected but can be Light or Dark. 


Standard Racial Traits

Ability Score Racial Traits: Hob are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +1 Spirit and +1 Aptitude if a Tinker or +1 Social if a Fae 

Type: Hob are Humanoid creatures with the Hob subtype.

Size: Hob are Small creatures and thus gain a +5% size bonus to their Evade skill, a +5% size bonus on attack rolls and a +20% size bonus on Stealth checks.

Base Speed: Hob have a base speed of 30 feet.

Languages: Hob begin play speaking Common, Runik and Tuathan. Hob with high Mind scores can choose to speak more languages. See the Linguistics skill page for more information about these languages.

Defence Racial Traits

Defensive Training: Hob gain a +20% Evade Skill bonus against monsters of the giant subtype.

Illusion Resistance: Hob gain a +10% racial Concentration skill bonus against illusion spells and effects.

Keen Senses: Hob receive a +10% racial bonus on Perception checks.

Hatred: Hob receive a +5% bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Low-Light Vision: All Hob can see twice as far as humans in conditions of dim light.

Obsessive: Tinker Hob receive a +10% racial bonus on a Craft or Profession skill of their choice. Skilled: Tinker Hob add +5% to any skill tests when applied to technical applications e.g. Devices and Craft.

Magic: Fae Hob add +5% to opposed Spellcraft tests of any saving throws against illusion spells that they cast. Fae Hob with Social scores of 15 or higher also gain the following spell-like ability: Thaumaturgy and Commune with Beasts. Which they can perform one of up to their Social Modifier score in times per day The Spellcraft for these effects is equal to the Hob's Social Mod. 


Hob names tend to be quite quirky; they also tend to have a nickname that gives a clue to their, profession, demeanour or an insult that was never dropped. For Fae Hob quite often colours are used either as a first name or a last name as well as a natural object. For example Blue, Red, Grey, Cloud, Bush, Berry, Leaf, Frog, Stick, Stone, River, Ash, Bay, Sage, Rose, Thorn, Brook, Cat, Hill, etc. e.g. Berry Rosewood.

Tinker Hob will take either a short name similar to Halfling or that of an item such as Cog, Spring, Stone, Brick, Copper, Rivet, Wil, Ben, Bob, Mat, Len, Art, Mik, Sam, Ned, Rik, Del, etc… e.g. Len Cooper. 




Half Ael


Half Ael or Iska are a mixture of Ael and Human Blood, where the Ael Legacy has become dominant. Not necessarily the direct result of an ael and human pairing but definitely from a human parent with an Ael bloodline. Any child born to a pairing of Ael and human will be a Half Ael. However occasionally a human family can produce a Half Ael from having both human parents.

Half Ael are caught in a strange quandary are they ael or human? Rejected by most High Ael and all Dark Ael, accepted by Wild and embraced by humanity.

Males stand around 5’10” and females 5’5” like humans but they are lithe like their Ael kin. They sport slightly tapered ears and tend to lack facial and body hair. They also inherit the hair and eye colour of the Ael parent or ancestor. Be it High, Wild or Dark Ael.

Half Ael mature the same as humans hit puberty at around 12, adulthood at 20, however middle age is half that of the Ael ancestor and the die at half their Ael ancestors normal lifespan. Half Ael do become infirm around 10 years before their lives end. High Ael call the Half Ael, Iska (this translates to the word Pale, this is not a derogatory term but an arrogant labelling).

Shinzoi, are the only Half Ael subspecies - they are the rulers of the Dragon Empire and have been so for over 10,000 years, they trace their ancestry back to the intermingling of Dao and Dark Ael bloodlines. However the only Ael trait visible is the very slightly tapered ears they have, they are shorter than Dao but share skin tone, hair colour as well as the almond shaped eyes.

Standard Racial Traits

Ability Score Racial Traits: Half-Ael characters gain a +1 bonus to one attribute score of their choice at creation to represent their varied nature and the subspecies bonus from their Ael ancestry (+1 Aptitude for High Ael, +1 Body for Dark Ael, +1 Prowess for Wild Ael).

Type: Half-Ael are humanoid creatures with both the human and the Ael subtypes.

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

Base Speed: Half-Ael have a base speed of 30 feet.

Languages: Half-Ael begin play speaking Neustrian Common and Tuathan. Half-Ael can choose other languages. See the Languages skill page for more information about these languages.

Ael Immunities: Half-Ael are resistant to magic and gain a +5% to Concentration or Endurance tests.

Adaptability: Half-Ael receive a bonus of +10% to any one skill of their choice.

Keen Senses: Half-Ael receive a +10% racial bonus on Perception checks.

Senses Racial Traits

Low-Light Vision: Half-Ael can see twice as far as humans in conditions of dim light.

Other Racial Traits

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


Half Ael names are often taken from either race and combined, either an Ael first name and a human last name or a human first name and an Ael last name.




Blackbloods


Blackbloods are the results of the mixing of human and Orcish blood. Like their Half Ael cousins, Blackblood are where the Orcish blood is dominant. But this influence does vary in its intensity, some Blackblood are almost human in appearance; however, no matter what the Blackblood will have green tinged skin, black hair and either yellow or dark eyes. Lower tusks are always present but in some barely visible unless shown in emotion.

Males tend to stand around 6’4” and weigh 240lbs, females around 6’ and 190lbs, musculature is heavy.

Game note, Blackblood with a high SOC score tend to be more human-like in appearance, although this isn’t always true.


Standard Racial Traits

Ability Score Racial Traits: Wareg characters gain a +1 Body bonus plus +1 to one ability score of their choice at creation to represent their varied nature.

Type: Blackbloods are Humanoid creatures with both the human and orc subtypes.

Size: Blackbloods are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Waregs have a base speed of 30 feet.

Languages: Blackbloods begin play speaking Common and Darken. Wareg can choose to speak other languages. See the Languages skill page for more information about these languages.

Intimidating: Blackbloods receive a +10% racial bonus on Persuasion test when intimidating due to their fearsome nature.

Blackbloods Ferocity: Once per day, when a Wareg takes takes a Critical Wound but not killed, he can shrug off the effects. However if they take any more damage they will succumb to the Critical Wound.

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

Orc Blood: Blackbloods count as both humans and orcs for any effect related to race.

Blood Legacy: Depending on the characters Social score depends on how human or orcish like the character can look, the higher the score often the more human they can appear.


Blackblood, are given human names but also some choose to take an Orcish name. such as Agaroth, Ugbash and Zaari

Typical prefixes Ag-, Ug-, Ra-, Za- and Male endings such as-roth, -ash, -ak, -gur, -kil, -ri, -ut.


 

 


Hauflin

No one truly knows the origins of the Hauflin race, wherever humans live in peace and have cultivated the land or tamed the wilds Hauflin can be found, they live alongside humanity and always have done so. Occasionally a Hauflin village will form but it is always deep in civilised lands. Hauflins are an affable bunch, who like nothing better than a simple life and a good meal. Males and females stand around 4’ tall and they weight around 60lbs. Their hair tends to range from blonde to brown to auburn. Eyes tend to be slightly oversized giving a childlike appearance and are typically blue, green or brown. Ears are tapered like an Ael. Males cannot grow beards. Apart from that there is very little apart from being very petite that makes them different to a human. Hauflins have lived a symbiotic relationship with humans for as long as anyone can remember they fulfil many roles such as bakers, cooks, shepherds, gardeners, they are frequently out and about selling food and beverages to travellers and often act as couriers and messengers. Often viewed by many and inconsequential, Hauflin should never be underestimated and will stand alongside his human neighbour in defence of their homes and families.

Hauflin hit puberty are around 12 years of age and considered adults by 18, middle age is around 35 and death occurs around 60.  There is a myth that Hauflin have hairy feet.. they can have but no more than any human.


Standard Racial Traits

Ability Score Racial Traits: Hauflin are nimble and strong-willed, but their small stature tends to make them weaker than other races. They gain +1 Prowess and +1 Social.

Size: Hauflin are Small creatures and gain a +5% size bonus to their Evade and a +20% size bonus on Stealth checks.

Base Speed: Hauflin have a base speed of 30 feet.

Languages: Hauflin begin play speaking Neustrian Common and local dialect. Hauflins can choose other languages. See the Languages skill page for more information about these languages.

Fearless: Hauflin receive a +10% racial bonus on all Concentration checks against fear.

Hauflin Luck: Hauflin receive a +5% racial bonus on Luck Attribute.

Sure-Footed: Hauflin receive a +10% racial bonus on Acrobatics and Climb checks.

Keen Senses: Hauflin receive a +10% racial bonus on Perception checks.


Hauflin, tend take human names from where they reside. But they tend to be kept short. Bil, Will, Rob, Bob, Sam, Joe, Matt, etc. for males and Viv, Sal, Kar, Lou, Mel, Sue, Becs, Ros, Jo, etc for females. They often take their trade name as a last name too.