Cerilia har ett gäng olika raser som skiljer sig från standardraserna i DnD's grundregler. Dessutom så har varje ras underraser.



Anuirean (an-WEER-ee-ans)

fair-skinned, red-haired people, but over centuries of extensive contact with other cultures Anuireans have lost any defining physical characteristics. Anuirean society is semi-feudal, founded on a class of free farmers and craftsmen; slavery is an offense to the Anuireans. Regents are usually titled nobles.

Anuireans respect nobility, and look to their leaders to protect them from the barbarians and savages who surround the states of the old empire. Commoners strongly identify with their lords, and the dealings and alliances of the noble families is a topic of constant discussion throughout Anuirean lands.

Anuirean in the world
Anuirean leaders are usually warriors, or at least cultivate a warlike aspect. After all, the chief god of Anuire is Haelyn, the god of war. Also, every Anuirean ruler knows that Roele established his Empire by taking over one kingdom at a time, and every regent thinks she can duplicate the feat. This means that the Anuireans' advantage over the neighboring cultures is wasted because the small kings spend their time squabbling among each other.

Cultural traits
The Anuireans are a stubborn, proud, and warlike people who respect social order and take great pains to maintain a demeanor appropriate to their rank and duties. Reserved and formal, Anuireans are sensitive to even slight changes in body language and mannerisms. Furthermore, the dealings and alliances of noble families are favored topics of continuous discussion throughout Anuirean lands.

  • +1 bonus to all Will saves, Bluff checks, Sense Motive checks, and to Knowledge (Nobility).
  • Automatic Language: Anuirean.

Brecht (BREH-cht)

Brechtür tend to be short and stocky, with dark hair and eyes. Early in their history, they were under the rule of Anuirean governors, and the nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brecht gained independence, the guilds and merchants came into power.

The Brecht believe in free enterprise, and Brecht society revolves around wealth. The nobility is weak in Brechtür, and several states have declared themselves republics. The Brecht have a fierce love of independence and a tradition of selfreliance; they don't wait for their lordlings or rulers to solve problems for them. Commerce and trade are expressions of this belief, and Brecht commoners owe their first loyalty to guilds and companies.

Brecht in the world
The Brecht are sea-faring traders, plying their ships through the frozen Krakennauricht to reach foreign ports. Though they have the most exposure to other continents and cultures, they are, strangely, also one of the most insular of peoples. They've seen how other people live, and while they don't necessarily disapprove, they're far more comfortable with their own way of life.

The folk of Brechtür are, above all, pragmatic. They generally won't fight a battle they're sure to lose, instead preferring to bargain their way out of it. Most of them won't betray friends for the sake of a profit, but it has been known to happen. This is not to say that they're entirely cold to the needs of others, but they do tend to weigh the costs and benefits of their actions.

Brecht cultural traits
The Brecht society revolves around wealth and the sea. The Brecht believe in free enterprise, sharp wits, and nimble fingers. The Brecht are a fiery and quick-witted people and often act before others have had time to consider a matter thoroughly.

  • +1 bonus to initiative and to Reflex saves when wearing no armor or light armor.
  • The Appraise skill and all profession, craft, and knowledge skills related to naval or merchant trades are considered class skills
  • Automatic Language: Low Brecht.

Khinasi (kih-NAH-see)

Unlike the other human races, they're descended from the dark-skinned Basarji (bah-SARgee) and speak a language known by the same name. They are tall and lanky, with aquiline features and dark eyes. They range from a light coffee to a dark brown complexion.

Unlike the other human cultures, the Khinasi have no fear of magic. The study of magic is considered the noblest of callings, and the universities of Khinasi are the finest in Cerilia. Like the Brecht, common Khinasi are traders and merchants, but a person's decorum, hospitality, and conduct are far more important than gross wealth.

Khinasi in the world
The Khinasi live in city-states scattered about their lands. Each kingdom tends to hold only one city of any importance; the king rules the surrounding provinces, which provide livestock and other goods, from the comforts of the city. In most city-states, the people are free to travel from the provinces to petition the king. Khinasi rulers are usually wizards, for the Khinasi value intelligence in their people above all else. It's known that there are regents of other professions, but their reigns are usually unsuccessful.

Cultural traits
The Khinasi people are welleducated traders and merchants that know that an individual’s decorum, hospitality, and conduct are far more important than gross wealth. Unlike other cultures, the Khinasi have no fear of magic; to them it is considered the noblest of callings.

  • +1 bonus to all Diplomacy, Knowledge (Choose one), and Spellcraft checks.
  • All knowledge skills are considered class skills
  • Automatic Language: Basarji.

Rjurik (RYUR-ick)

A tall, broad-shouldered people with blond or red hair and fair complexions. Both men and women wear their hair in long braids. The Rjurik are stubborn individualists who don't swear fealty to anyone besides their own kin; the family is most important part of Rjurik life.

Most Rjurik follow the god Erik, old father of the forests, and druids are revered throughout Rjurik society as teachers, leaders, and advisers. Common Rjurik have a deep respect and love for Cerilia's wilds, and carefully avoid over-hunting or clearing virgin forest. The Rjurik make their living by hunting across the hills and moors of their territory. The Rjurik rely on individuality to see them through, yet they also place a strong bond on the clan. They are nomads in the summer, but return to their halls at first snowfall, there to keep the cold at bay with feasts and roaring fires in the mammoth hearths. They venture out into the cold in hunting parties, replenishing their larders as necessary. Because of the harshness of the landscape and the ever-present danger of monsters, the Rjurik almost never travel alone.

Though the Rjurik have jarls to lead them, and can demand the jarls step down if they fail to do a good job, the true rulers of the people are the druids in their groves. They bend the Rjurik opinions, and conduct the rites that keep the Rjurik mighty. The jarls seek out the druids in the oaks and taiga, searching for words of wisdom to guide their people. There's little war in Rjurik. For one thing, the Rjurik people don't see the need to glorify themselves through massive battles. For another, the nearest clans are usually a good distance away, making the logistics of battle uncertain. Finally, the Rjurik prefer to face off in one-on-one challenges when an insult is dealt or when an upstart seeks to become the new jarl, rather than wasting precious lives.

This is not to say that the Rjurik will not fight wars. When foreign armies invade the tundra, the Rjurik can mobilize better and faster than nearly any army in Cerilia. Since they know their land well, they can travel across it far faster than their enemies, and reinforcements seem to arrive at supernatural speeds.
Rjurik in the world

The Rjurik themselves are a hardy race of foresters, hunters, and warriors. Their jarldoms and clan-holds are scattered along the forbidding coasts of the Mhiere Rhuann and the icy Thaelasian passage, although a few small holds can be found as far east as the Krakennauricht. The Rjurik are a free-minded people who place little importance on titles or rulers; a Rjurik jarl reigns by the consent of his folk and can be replaced if they don't like the way he's doing his job.

Rjurik cultural traits
The Rjurik are a wild and hardy people. They are taught from an early age a deep reverence and respect for Cerilia’s wilds and are notable foresters.

  • +1 bonus to all Fortitude saves
  • +1 bonus to all Wilderness Lore checks in forests and hills.
  • Wilderness Lore is considered a class skill.
  • Cold Resistance 5
  • Automatic Language: Rjuven.

Vos (VAHS)

The Vos are a barbaric race from the cold mountains and forests of western Cerilia. They are tall, thick-boned people with flat features, light eyes, and a sallow hue. Male warriors are fond of shaving their heads and wearing long, drooping mustaches.

The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are warchieftains known as tsarevos, advised by the priests of the grim Vos gods. Almost all Vos men are warriors and hunters – any other profession is considered unmanly. Vos women are greatly limited in their freedom by custom, although a few women have succeeded as warriors or tsarevas. The Vos are by far the most brutal and misunderstood of the humans.

They live in the area of Cerilia known to geographers as Vosgaard, but to its neighbors as the Land of Darkness, the Brutal Lands, or the Lands of Midnight Sun. It's populated heavily by humanoids and monsters. The gods of the Vos are harsh and evil, and the Vos themselves have a reputation for being nearly as cruel as the humanoids they hunt.

Though all these things are true of the Vos, there's also something about them that most people don't take into account: The Vos live in the harshest part of Cerilia, surrounded by inhuman creatures. Though they once worshiped the god of the moon and magic, they've found little solace in his teachings. Small wonder, then, that they turned to gods more suited to their land, gods of cold and rage.

Vos in the World
The Vos rulers are priests of the Ice Lady and the Terror God. They earn the Vos their reputation, for they are the ones constantly warring on each other and those surrounding them. Those who are not priests rarely have power in Vosgaard, for one of the few threats the Vos leaders unite against is a leader whose visions don't come from the gods. Taken individually, the Vos are actually decent people. Though they don't believe in mercy, they understand compassion. While they're savage in battle, they have a firm code of honor. And while they hunt their enemies ruthlessly, their friends are their most treasured possessions.

The other human races of Cerilia are inclined to view the Vos as evil barbarians, savages, and marauders, but this isn't an entirely accurate assessment. The Vos have their cities and kingdoms, and there are heroes of noble bearing among them. It's important to remember that by their own standards Vos warriors are acting with honor when they raid and pillage the lands of the Brecht or the Basarji. And while no one will ever accuse a Vos of subterfuge or subtlety, it's also true that a person always knows where he stands with a Vos warrior.

Vos cultural traits
The Vos are a strong and warlike people with a rigid code of face and honor. The Vos know what it means to fight for survival – both against their foes, and the bitter cold of their homeland.

  • +2 bonus to strength when determining carrying capacity or making a strength check
  • +1 bonus on all survival checks in cold wasteland or tundra.
  • Intimidate and survival are considered class skills
  • Automatic Language: Vos.

The Traveling People

The Traveling People, or The People as they are more commonly refered to, are living close to the lands. They are tall and lean with dark hair and eyes. If their race has a name is unknown as they only are called ‘The People’ by the other human races. And it has becomed something they now even call themselves.

The People lives by their totem and often takes on some of the traits of their totem. They don’t have large cities but live in smaller villages, often alone from other races.

The People cultural traits

  • +2 Wisdom, -2 Charisma: The People retain traces of their ancestors powerful sixth sense, but they lack the ethnic pride as most humans do
  • +2 racial bonus on Wilderness Lore checks. A People inherits the animal affinity for nature from her parent's. Provided fuel and some means of igniting a spark, a People can always light a fire as a standard action, even under adverse conditions (pouring rain, gusting winds, and so on). When wilderness survival depends on being able to start a fire, The People racial bonus to survival checks rises to +4.
  • Moon Madness: A People suffers from the lunatio during the full moon each month, her mind clouded by restlessness and anxiety. She cannot prepare spells or heal naturally during this period. On each of the three nights of the full moon, she must succeed at a Will save (DC 15) or run wild under the night sky.
  • +2 racial bonus on Handle Animal and Ride checks.
  • Favored Class: Ranger.
  • Language: Any human.


Hill Dwarves:
See regular Dwarf

Seacliff Dwarves:

  • Strong Swimmers: Seacliff dwarves gain a +2 racial bonus on Swim checks. Additionally, a seacliff dwarf doubles his Constitution score for the purposes of determining how long he can hold his breath before he must begin making checks against suffocation (see the Dungeon Master’s Guide, page 304 for details on holding one’s breath).
  • Seacliff dwarves do not gain the +1 racial bonus to hit orcs and goblinoids that most dwarves do, since they have not encountered these creatures nearly as often as their mountain-dwelling cousins.

Akeithian Dwarves:

  • +2 Constitution, +2 Intelligence, -4 Charisma.
  • Darkvision 90 feet.
  • +2 racial bonus on Will saving throws against psionics, including psionic combat.
  • Aleithian dwarves receive a +2 racial bonus on Craft skills related to crystal, metal, or stone.
  • +1 Mindpoint / HD
  • Light Sensitivity (Ex): Aleithians are dazzled in bright sunlight as within the radius of a daylight spell..
  • Favored Class: Psion or Psychic Warrior; determined at character creation.


Common elf
see common elf


The Fwærlyn, or high elves as they are also called, tend to be about as tall as humans (170 to 180 cm), but much slimmer, weighing no more than 50-60 kg. They have fair skin, dark hair and no facial hair. Their eyes are blue or green, with gold flecks. Fwærlyn living further south, in the Lands of Suj, have bronze skin, hair of golden blond, copper or black and green or gold eyes. These elves are also called gold elves.

Fwærlyn features are finely chiseled and delicate, and humans tend to see them as attractive. They speak in melodic tones and move with a natural grace. These elves often live to be over 500 years old, although they keep their youth and do not seem to grow older.

High elves believe that independence and freedom for the individual are more important than the rigid structure of civilization. Their long life span gives elves a patient perspective and allows them to take pleasure in the enduring beauty of the natural world. They don't see the point in short-term gains and instead learn things that will provide joy in years to come, such as stories, music, art and dance. Treasures such as elven music and crafts disguises the fact that elves are dedicated warriors determined to check the spread of evil.

Fwærlyn live in harmony with nature, often up in tree cities created by their druids and wizards, who have learnt to shape the trees their will. A Fwærlyn society is very egalitarian, and males or females can be found in any role. It is usually ruled by a council, consisting of the oldest members of the community.

Fwærlyn and the world
The Fwærlyn are a proud and arrogant race and see themselves as the most intelligent of all races. They have most contact with humans of all elven subraces, but tend to see humans, as well as most other races, as barbaric.

High elves are renowned for their mastery in woodcraft. Elven items are prized by all other races, and many elven communities have become prosperous by trading crafted goods with other people in and out of the forest.

Apart from their craft skills, the Fwærlyn are renowned for their skills in magic. Being such a long-lived race gives an elven mage a great advantage when it comes to studying the arcane arts.

Fwærlyn racial traits

  • Ability Scores: +2 to Quickness, Intelligence and Social; -2 to Constitution and Strength.
  • Automatic Language:Fwærlyn.
  • Favored Class: Wizard.


The Sipaan, or grey elves as they are also called, tend to be shorter than humans (150 to 160 cm), weighing no more than 40-50 kg. They are slender and generally in terrific physical condition.

These elves have fair skin, sometimes tinged with blue, and hair of silver-white, black or blue. Their eyes are blue or green, with gold flecks. A Sipaan reaches adulthood at 20 and usually lives for about 500 years.

The Sipaans most notable trait is their devotion, to their clan and to their path of life. They have a very rigid caste system, where every elf knows its place in his clan and which also determines the relation to other clans. The caste system is very complex, consisting of hundreds of levels, and few outside the gray elf society understand it.

A Sipaan is born into a caste, the same as his parents, but when becoming an adult, it can change depending on the elf's age, accomplishments, marriage and other events. The change of caste must still be approved by the elders of the clan, the elders of course being the clan members belonging to the highest caste.

The Sipaan are seafaring elves, who live most of their lives on board their clanships. The clanship is usually a huge ship, large enough to house an entire city, or in some cases, a fleet of large ships. The ships are always moving, following currents and sea life and they never stay in the same area for very long.

The gray elves often dedicate their lives to one single art or craft and become very good at it, always striving for perfection. When reaching adulthood, a Sipaan is expected to choose a Path of Life, to which he dedicates his life. An elf is not considered adult until the choice is made.

The Path can be an art, as painting, sculpting, weapon mastery, a craft or even a Path consisting of the search for knowledge. When the Path is chosen, a Sipaan strives to accomplish perfection. It is a rare elf that leaves his chosen Path.

Sipaan and the world
The Sipaan are a very peaceful and diplomatic people and they have good relations to other seafaring races, such as the Brecht, and aquatic races. They try to avoid traveling too close to hostile territory, but if attacked, they respond with force, with the same determination as they do everything else.

Sometimes gray elves can be found wandering the land. Those elves are usually young elves that have not yet chosen their Path, or an adult in search of something that will promote their Path. Many Paths require interaction with others in the same profession. A blademaster would have to test his skills to become better, a mage often needs to acquire knowledge only possessed by other mages, and so on. Others in the same profession appreciate this interaction, as the elves have nothing against sharing their knowledge.

On each clanship there is always a few who have chosen the Path of the druid. They are the reason why Sipaan get along so well with all kind of sealife. The ships are usually followed by a school of dolphins, and a part of the Sipaan army consist of dolphin riders.

The preferred weapons of the Sipaan are grayblades (katana and wakizashi). They do not usually use any armor except sharkskin leather.

Sipaan racial traits

  • Ability Scores: +2 to Balance, Confidence and Willpower; -2 to Strength and Intuition.
  • Collected: You receive a +2 racial bonus on any attempt to resist the effects of fear, intimidation, diplomacy, sense motive, etc.
  • Path of Life: A Sipaan who have chosen a Path of Life may choose any two skills associated with the choice. Those skills are considered class skills and any skill checks receive a +2 morale bonus.
  • Automatic Language: Sipaan.
  • Favored Class: None. If the Sipaans chosen Path leads to a prestige class that requires two different classes, an exception is made and the elf does not get a penalty to XP.


Wood elves tend to be shorter than humans (150 to 160 cm), and more muscular than other elves, weighing about 50-60 kg. They usually have dark hair, ranging from black to light brown, and tanned skin, often traced with designs in clay, paint, and tattoo. Their eyes are generally light brown, bright green is also common.

Their clothing focus to allow the wearer to blend in easily with the woods. Colours varies to go with the seasons. Green and dark brown in the spring and summer, tan and russet in the fall and white leather during the winter.

Wood elves are lightning fast in combat. Their reflexes make them dangerous enemies, and their savage nature shows itself in their brutal battle plans. Even an unarmed and outnumbered elf will fight like a wild animal when cornered and provoked.
Their language is one of short, clipped words. It has a rapid staccato pace and is very difficult to pick up. There is no written form of the language.

The Wood Elves are far more primitive then their kin and are far more prone to violence. Their lives are geared toward the simple matter of survival in the woodlands, rather then enjoyment. They find that this life itself is what give them the greatest pleasure.

Of all the elven races, blood relations hold the most respect with the wood elves. Also unlike their cousins, the wood elves are more likely to act on their emotions, regarding logical calculation as wasteful.

Wood elves do not lie. While they have been known to mislead through omission, Wood elves never outright lie. The concept is unthinkable

Woodelves and the world
These elves have no permanent settlements, and build temporary villages ruled by the oldest and wisest member of the tribe. They live in tribal units and regard all outsiders as potential enemies. Also wood elves are unfamiliar with the concept of money or profit (they exchange food with other tribes however). Wood elves do not own land, they simply live on the land.

They are very protective of their own, and anyone coming close to an elf encampment will immediatly have at least two elves shading them. The Wood Elves will kill anyone they feel threated them. Both humans and other elves consider the wood elves as savages.

Woodelven racial traits

  • Ability Scores: +2 to Balance and Nimbleness; -2 to Intelligence and Social aptitude. Wood elves are much more robust than their civilised counterparts, but are less educated.
  • Heightened senses: A Wood elf has +2 racial bonus on Listen, Spot and Wilderness lore checks. A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
  • Automatic Language:Sylvan.
  • Favored Class: Barbarian.


Living Construct Subtype (Ex):
Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs who combine aspects of both constructs and living creatures, as detailed below.

Features: As a living construct, a warforged has the following features.

  • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
  • Unlike other constructs, a warforged has a Constitution score.
  • Unlike other constructs, a warforged does not have low-light vision or darkvision.
  • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
  • A warforged cannot heal lethal damage naturally.
  • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
  • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged.
  • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged.
  • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot perform any actions. An inert warforged does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
  • As a living construct, a warforged can be raised or resurrected.
  • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • +2 Constitution, –2 Intuition, –2 Social: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
  • Warforged base land speed is 30 feet.
  • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot benefit from the effects of magic armor or magic robes. Composite plating can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged character as the target. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
  • Automatic Languages: Any
  • Favored Class: Fighter.


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