Races of Gaeleth

Humans
Elves
Dwarves
Gnomes
Tomanths
Halflings
Goblins
Ograns
Others
Humans
Humans
Amaran
Chillean
Destanae
Slate
Sholin
Humans are the most populace and most diverse of all the races on Gaeleth. They live high in the Heavansbane Mountains, and deep within earth. They can be found far out upon the waters of the oceans, and travelling the rivers of the hearts of continents. From high desert to low floodlands, humans have carved out empires and homes for millennia. Though not native to Gaeleth, they have walked across the surface of the world for eons, and are the most capable and resourceful of all the races.
Elves
Elves
Aquatic
Desert
Drow
Drow'Ari
Sylvan
Elves are among the most passionate of all the races. Fast thinking and quick to act, they are usually highly mobile and nomadic, though a few of the them have created powerful city states and vast nations. Of all the races, theirs is the one with the most natural bent towards magic. A part of their history, and a part of their lives, the arcane arts have made them a target for the Inquisition. Despite being hunted and persecuted throughout much of Gaeleth, they have survived, and even flourished in secret and in hiding.
Dwarves
Dwarves
Deep
Derro/Duergar
Hill
Mountain
Dwarves are one of the oldest and most intractable of all the races. Most of the mountain ranges on Gaeleth have felt their presence at some point, and many of their stone cities date back dozens of millennia. The keepers of history, they have always been less than enthusiastic about magic -- and many became valuable allies to the Inquisition. Powerful warriors, many have also stood as a strong bulwark to the defenses of good against evil.
Gnomes
Gnomes
Ferrous
Svirfneblin
Gnomes were secretive long before they had a reason. Five centuries ago, however, they were nearly wiped off the face of the planet by the Dark God and his minions. Legends remain of the Masters of Illusion that were wiped out by the Drow'Ari, but that is all. Their numbers have never recovered from the Storm Wars, and their secrecy has grown.
Tomanths
Tomanths
River Tomanths
Ocean Tomanths
Blood Tomanths
Tomanths are the natives of Gaeleth. Primative by most standards, they are proud protectors of their environs, fierce warriors, and stoic rangers. Their short life spans of barely a decade, and their inability to wield fine instruments, have made them the slave stock of lesser nations. But their pride remains undiminished, and they are slowly clawing their way to recognition.
Halflings
Halflings
Native
Halflings are survivors. Labelled as 'extinct' over five millennia ago, they went into hiding. When the Storm Wars began, they hid -- and survived. When the Inquisition began, they dug in even harder -- and continue to survive. Their future remains in jeapordy, however. Only four communities remain, though powerful halfling wizards from Jazed are investigating their lost brethren.
Goblins
Goblin
Goblin
Hobgoblin
Goblins have insinuated themselves into the flatlands of every part of the world, from the vast savannas of the Amarans, to the steppes and plains of the Shale. Their vast warrens can extend for thousands of miles underground, and their enslaved boring beetles can attack settlements and travellers with or without hordes of goblins and the more elite hobgoblins.
Ograns
Ogran
Sand Orcs
Frost Orcs
Rock Orcs
Bog Orcs
Ogres
Ogremai
Ograns are all related, orcs to ogres, and ogremai to orcs. The orcs number in the millions, usually taking to the deserts where their green skin is quite comfortable. The ogres are less numerous, though equally deadly, and keeping more to the night and the shadows of their vast desert homes. The ogremai, of course, are the most feared of all the races -- rapacious, magical, and evil beyond measure.
Other
Other
Kobolds
Trolls
Treants
Ticata
Other races inhabit Gaeleth, though they rarely interract with the other races. Each has its own history, and its own rules. Whole nations of each exist, though the ties they make to others varies from race to race. Depending on their strength, or weakness, they can be powerful adversaries to the more civilized nations. In some cases, they can even be tied in with various deities.

Half-breed cross-overs (such as two half-orcs having offspring together) are a special consideration, requiring the use of simple Punnet squares for genetic analysis. Each racial characteristic for the parents is considered as either a simple dominant or recessive gene, and the character rolls appropriately for individual racial characteristics.

For example, if two half-orcs were to marry, the following Punnet square would be used to resolve the Strength modifiers for each child:

Punnet Square Example Half-orc Parent #2
Orc (+4 Str) Human (+0 Str)
Half-orc Parent #1 Orc (+4 Str) Orc (+4 Str) Half-orc (+2 Str)
Human (+0 Str) Half-orc (+2 Str) Human (+0 Str)

Based off of the possibilities presented above (in italics), the offspring of two half-orc parents has a 25% chance of receiving the full +4 bonus to Strength for being an orc, a 50% chance of receiving the standard +2 Strength bonus of half-orcs, and a 25% chance of receiving no Strength bonus what-so-ever.  Such a Punnet square would be built or conceptualized for each racial trait.

Such analysis is not needed for 'kit' characters, such as half-dragons or half-elves straight out of the books.


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