\pagebreakNum
# Elf
The longest-lived of the races, elves are also the most set in their ways. Typically resistant to change or new things, due to long familiarity and the feeling that 'this is how things always have been'. If it hasn't broken, it shouldn't be fixed. They tend to take the long view of things, and generally feel that their way of doing things is best.
### Ability Score Increase
Elves, ancient and prone to gathering knowledge across their long lives, are often regarded as the most intelligent of the races, though *intelligence* and *wisdom* do not go hand in hand. However, while not as varied as the children of Man, they are hardly an unvaried race. Some are hardier, some are more charismatic, and some are more familiar with the world of nature than the tomes of a library. Your character gains Ability Score points based on which subrace of elf you select.
### Age
As the longest lived race, elves take the longest to mature. Considered little more than children until after their first century of life and living a between eight-hundred and one-thousand years old on average, they witness entire generations in a single lifetime.
### Alignment
Elves tend to take a Lawful and Neutral view on things, seeing themselves as above the small, petty conflicts of the now, given their tendancy to focus on the 'long view' that can span generations. However, it is by no means unheard of for them to leverage their longevity (and all the advantages therein) to gather personal power and become tyrants. Nor is it unusual for an elf of righteous heart to spend centuries crusading against the force of Evil.
\columnbreak
### Size
Elves tend to be taller and possessing a more willowy build than most humans. Often described as 'svelte', particularly the females, elves range between five feet ten inches tall and six feet seven inches tall. Their weight is often within the same range of humans of the same sex despite the difference in height. Your character's size is Medium.
### Speed
Elves are the swiftest of foot amongst the races. Your movement speed, absent any further modifiers, is thirty-five feet.
### Languages
Like every race besides the humans, the elvish language has not changed to an appreciable degree during the time and distance since The Exodus from Eleuthia. There is little lingual or cultural drift that can occur, afterall, within a half-dozen lifetimes of your people.
### Names
The name of your character is dictated by their Nation of Origin. See the Names section under each Nation for suggestions for both male and female characters.
### Appearence
Your character's appearence will be, at least in part, dictated by their nation of origin. See your nation of choice under The Elven Kin

\pagebreakNum
## The Elven Kin
Unlike humans, whose short life spans have resulted in significant changes between the same race depending on their nation of origin, elven diversity is less common but more significant.
### Sgàil-bhreith
The Shadowborn, or the Children of Shadow, are said to have been corrupted by an ancient evil when the mortal races were cast out of Eleuthia. This has lead to them being prosecuted or mistrusted in many nations.
* Shadowborn, ironically given their name, are actually a race of albinos. Their skin ranges from a dark, ashen grey to a pale, almost sickly white. Their eyes tend to be some shade of orange or red, usually on the darker side of the orange spectrum and the brighter side of the red. Their hair tends to range from light grey to white-silver. Your character can read, write, and speak Elvish.
* Your Dexterity and Constitution Scores are increased by 1.
* Your character has 60 feet of Darkvision
\columnbreak
### Àrd-bhreith
The High Born, as they have named themselves, are (by their own choice) the least numerous of the elven races. Prone to gathering resources and knowledge over the generations to hoard, members of this race are often regarded (often accurately) as the shadowed hands influencing the course of their nations.
* Your character has no definitive appearance, as the High-Born are as varied as humanity is, beyond the typical differences in build. Your character reads, writes, and speaks Elvish, regardless of further customization choices such as Backgrounds.
* Your Charisma Score is increased by 2.
* Your character has 60 feet of Darkvision
### Beanntan
The Mountainborn, or Children of the Peaks, tend to make their homes in the slopes and valleys of the tallest mountains.
* Your character will likely have light brown or red hair, blue eyes, and fair skin. Your character speaks, reads, and writes Elvish, regardless of further customization choices such as Backgrounds.
* Your Constitution Score is increased by 2.
* Your character has 60 feet of Darkvision
### Coilleach
The Woodborn, or Children of the Forests, live deep within shrouded and ancient woodlands. Those who live in Hellas may have alliances, or bitter rivalries, with the Sisters of the Amazon Tribes that live in those same forests.
* Your character likely has pale skin, blonde or brunette hair, with blue or grey eyes. They speak, read, and right Scandzan, regardless of further customization choices such as backgrounds.
* Your Wisdom and Strength Scores increase by 1.
* Your character has 60 feet of Darkvision
\pagebreakNum
# Dwarf
It is hard to point to any singular trait amongst the dwarven peoples and say that it is one they all share. Indeed, comparing one clan to another is a good way to find yourself in a great deal of pain, if not dead. That being said, a certain stubborness and self-righteousness (at least in regards to the other clans) is to be expected. As is a firm expectation that you will be able to tell at but a glance from which clan the dwarf you are speaking to hails. Woe betide they who guess wrongly.
### Ability Score Increase
While not as varied as the humans, the disparate clans of Dwarfdom are quite different from one another, and fiercely proud of that fact. Your character gains a bonus to stats based on which clan they hail from.
### Age
Though not as long-lived as the elves, dwarves still leave such races as humans well behind in terms of longevity. Living between six and seven centuries, most dwarves are not considered legal adults until their seventy-fifth year of life.
### Alignment
Dwarves are, by and large, a pragmatic sort of people. They have their own codes and belief systems that only obliquely relate to those of the other races, and even then only occasionally. While the codes of some (such as the Krasnal) result in a friendly, jolly approach to life and other living creatures, the likes of the Duerwe view others as trespassers at best or invaders to be killed at worst. Your alignment is freely chosen, but choose one that makes sense to your character's clan lore.
\columnbreak
### Size
Shorter than humans, coming up to the chest or shoulders (at best) of the average member of the species, dwarves are neither fast nor agile. What they are, however, is sturdy. Lower to the ground, broad shouldered and barrel-chested, a well-trained dwarf is a lethal ambush enemy (for one so small can more easily hide) or a devastating melee opponent, forever within an enemy's guard and almost impossible to knock down. They qualify as a Medium creature.
### Speed
Dwarves are by no means a swift race, especially not compared to the elves, though they can often run longer and with heavier weight. Your character has a base movement speed of twenty-five feet per turn.
### Languages
Like every race besides the humans, the dwarven language has not changed to an appreciable degree during the time and distance since The Exodus from Eleuthia. There is little lingual or cultural drift that can occur, after all, within a dozen or so lifetimes for your race.
### Names
The name of your character is dictated by their Nation of Origin. See the Names section under each Nation for suggestions for both male and female characters.
### Appearence
Your character's appearence will be, at least in part, dictated by their Clan. See the descriptions found in The Dwarven Clans section for more details.

\pagebreakNum
## The Dwarven Clans
Unlike many of the other races, the clans of the Dwarf-Kin (outside of the Dvergr) have few differences physically. In face, it is quite hard to tell one clansdwarf from another if one is unfamiliar with the heraldry and social cues, but woebetide the poor fool that confuses one group of mountain-dwellers with another! The four clans (Dvergr, Krasnal, Duerwe, and Ebeltoft) are not always at war with one another, but even during peace there is little more than wary or resigned tolerance between them.
### Dvergr
The dvergr, who claim descent from the same entities that forge the weapons of Asgard, are without a doubt the greatest craftspeople of arms and armor in the whole of Eleuthia. Furthermore, they are perfectly aware of that fact, and see no reason whatsoever to be humble about it. Indeed, if it wasn't for their talent, they would be appalling arrogant instead of uncomfortably confident.
* With skin as black as charcoal and eyes the crimson found at the heart of a forge-fire, the dvergr are an intimidating sight. Your character can read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Intelligence score is increased by 2.
* Your character has 60 feet of Darkvision
\columnbreak
### Krasnal
Short for Krasnoludek, meaning 'Good Little People', the Krasnal are the most good-natured of the dwarven clans, uninterested in the squabbling between the other clans (though they still take umbrage with being misidentified) and are the most integrated with the other races. Famous for their hospitality, they are the best cooks and brew-meisters on Eleuthia, and are quite proud of that fact.
* Fair-skinned and crimson-haired to the very last dwarf, the Krasnal are a boistrous and friendly-looking lot. Your character can read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Charisma and Wisdom Scores are increased by 1.
* Your character has 60 feet of Darkvision
### Duerwe
The most malicious of the Dwarven kind, duerwe are well-known for the fierce and savage cruelty with which they protect their marshland homes. Travelers that stray from the safety of the main road, or have particularly bad luck, may find themselves baited and decieved deeper into the foggy bogs by dancing lights and murmuring voices, only to be strangled or drowned.
* Your character will likely have light brown or red hair, blue eyes, and fair skin. They read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Constitution Score is increased by 2.
* Your character has 60 feet of Darkvision
### Ebeltoft
The Clan of the Hills, the Hill Dwarves, or the Hill People, are the most reclusive of the Dwarf-Kin. With a distaste for loud noises and large crowds, they tend to avoid large communities at all costs, entering only when they have no other choice, and only then for as brief a time as possible. Whilst around crowds, they will wear a special sort of earmuff, which helps muffle the noise to a level they can tolerate. Their communities tend to be small and spread out, each dwarf family just outside of shouting distance from the others.
* Your character is likely quite pale, given their propensity to remain inside their quiet homes whenever possible, though they have few defining physical features beyond that. They read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Dexterity Score and Wisdom Scores are increased by 1.
* Your character has 60 feet of Darkvision
\pagebreakNum