Shadowlight (3.5e Campaign Setting)/Races

Major Races
The hobgoblins plot and wage war from the steppes of Galgurthan. The elves travel the desert of Mortica, seeking refuge after their recent displacement. The serpentfolk soak in the warm rays of the three suns, spending their days learning new spells and fighting the hobgoblins that live to the north. The orcs hunt along the eastern coast of Minauthen. The humans run the temples and kingdoms, claiming their divine "right" to rule Minauthen alone. And the half-bloods struggle for a place in the world. All of these races form the rich tapestry of peoples that is Minauthen.

Humans
Humans are the Firstborn of the One God. They feel that the other races are their inferiors, and refuse to grant them equality. They still can be found in any lifestyle, but they are usually lawful by nature. Human traits do not change.

Elves
Elves were created long after the humans and hobgoblins, designed to end the conflict between the two. Modern-day elves have only recently been displaced from their home, and are doomed to wander the desert. Elf traits have the following changes.


 * Favored Class: Psion. This replaces the standard elf's favored class.

Half-Elves
Half-elves often hide their ears to blend in with humans - and it usually works. Out of the three half-blood races, they are the highest up in society, often becoming clerics or wizards. Half-elf traits do not change.

Half-Hobgoblins
Half-hobgoblins in human society are at rock bottom. They are forced to steal, blackmail, and grave-rob for the money they need to survive. In hobgoblin society, they are treated as equals. Half-hobgoblins have the following traits.


 * +2 Dexterity, -2 Wisdom, -2 Charisma
 * Goblinoid: Half-hobgoblins are Humanoids of the Goblinoid subtype.
 * Medium
 * Speed 30ft
 * Darkvision 60ft
 * Weapon Proficiency: Half-hobgoblins gain three weapon proficiency feats at first level
 * Hobgoblin Blood: Half-hobgoblins are treated as hobgoblins for all purposes regarding race
 * Automatic Languages: Common and Goblin. Bonus Languages: Any
 * Favored Class: Rogue (if raised in human culture) or Fighter (if raised in hobgoblin culture)

Half-Orcs
Half-orcs are not even allowed in human society, and so they live as equals with their parent race. They often become shamans or warriors of their tribe. Half-orc traits have the following changes.


 * +2 Constitution, -2 Intelligence. This replaces standard half-orc adjustments.
 * Goblinoid: Half-orcs are Humanoids of the Goblinoid subtype.
 * +2 racial bonus to Knowledge (nature) checks. Half-orcs use their Wisdom score for this ability, as well as Knowledge (religion).
 * Favored Class: Druid. This replaces the standard half-orc's favored class.

Hobgoblins
The hobgoblins were the Firstborn of Shah'Ol Rah, before he fell to shadow. They were always the rivals of the humans, and have been steeped in a deep racial hatred since the Kinslayer War. Hobgoblins have the following traits.


 * +2 Dexterity, +2 Strength, -2 Constitution, -2 Wisdom, -2 Charisma
 * Goblinoid: Hobgoblins are Humanoids of the Goblinoid subtype.
 * Medium
 * Speed 30ft
 * Darkvision 60ft
 * Weapon Proficiency: Hobgoblins are proficient with the spiked chain, the kama, the shuriken, the net, and the trident.
 * Child of Night: Hobgoblins may cast darkness 1/day.
 * Automatic Languages: Common and Goblin. Bonus Languages: Abyssal, Celestial, Draconic, Elven, and Orc.
 * Favored Class: Fighter
 * Level Adjustment: +0

Orcs
Primitive, shamanic nomads, the orcs have wandered the coastal grasslands of the east since they came to Minauthen. Their ways are traditional and mystic, a mystery to all outsiders. Orcs have the following traits.


 * +4 Constitution, -2 Intelligence, -2 Charisma
 * Goblinoid: Orcs are Humanoids of the Goblinoid subtype
 * Medium
 * Speed 30ft
 * Darkvision 60ft
 * Shamanic Invocation: Choose one 1st-level spell. That spell is now usable at-will, based on your Wisdom score and Hit Die for bonus and Caster Level.
 * +2 racial bonus to Knowledge (nature) checks. Orcs use their Wisdom score for this ability, as well as Knowledge (religion)
 * Automatic Languages: Common and Orc. Bonus Languages: Draconic, Druidic*, Elven, Giant, and Goblin
 * Shaman's Tongue*: Orcs may take Druidic as a bonus language regardless of their class
 * Favored Class: Druid

Serpentfolk
Serpentfolk have existed since before Creation's Garden became a desert - and they have lived there for time uncounted. They now serve as guides, merchants, and mages in Minauthen. Serpentfolk have the following traits.


 * +2 Charisma, +2 Intelligence, -2 Strength
 * Dragon's Blood: Serpentfolk are Humanoids of the Reptilian subtype, but are treated as dragons for all effects regarding race
 * Medium
 * Speed 30ft
 * Low-Light Vision
 * Darkvision 30ft
 * +2 racial bonus to saves against magic
 * Dragon's Invocation: Choose one 1st-level evocation spell. That spell is now usable at-will, based on your Wisdom score and Hit Die for bonus and Caster Level.
 * Automatic Languages: Common and Draconic. Bonus Languages: Aquan, Auran, Elven, Ignan, Goblin, Orc, and Terran.
 * Favored Class: Sorcerer