Unwritten Legends: Races of the World
Unwritten Legends: The Races



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[ Races of the World ]
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There are five primary races in the known world. Humans are the dominant race. Elves were the caretakers before humans. Dwarves have existed since the beginning of time in the mountains. Finally Gnomes and Halflings fill in the gaps.

Humans:
Humans are a rising power in the known world, and there are rumors they have been chosen to succeed the elves. They get along well with others of their race and with all the other civilized races, but are prone to warfare and raiding or both. They have a number of kingdoms throughout the world and have many subraces.
For more information on the lives of the humans of the known world, and the individual subraces, read Strength and Flexibility.
Cities: Humans can be found everywhere. Their numbers are few in elven lands, and in dwarven lands, but everywhere else they are the primary component of the population.
Racial Abilities: Human characters, regardless of region, have all the human racial traits listed on page 13 of the Player's Handbook except as follows:
  • Automatic Languages: Region Dialect. Bonus Languages: Any (other than secret languages, racial dialects, and clan dialects).
  • Weapon Group Proficiencies: Humans gain one free weapon group proficiency of their choosing.

Lightfoot Halfling:
Halflings are good neighbors, resourceful, quick, enjoy the simple things in life, and love most of all to grow things. They are found throughout human lands and are quite content to live in both the cities and in their own villages in the wild. They are the most social race, but also one misunderstood most by outsiders. They live in collections of families known as commonwealths.
For more information on the lives of halflings read Walk and Riddle.
Cities: Halflings have no major city of their own, but more are found in Mallory than anywhere else. They are found everywhere else, but in smallest numbers in Elf and Dwarf cities. They love to travel and many adventure before returning to their community to settle down.
Racial Abilities: Lightfoot halflings have all the halfling racial traits listed on page 20 of the Player's Handbook except as follows:
  • Automatic Languages: Halfling, Region Dialect. Bonus Languages: Gnome, Sylvan, Goblin, the language of small forest mamals, and the speech of birds.
  • Weapon Group Proficiencies: Halflings gain weapon proficiency with weapons that have their name in it, including exotic weapons.

Gold Elf:
There are three major subraces of elf in the known world, and it is held true that the Gold Elves were the first ones brought here by their gods. They are less common outside of their cities. They have bronze skin, hair of golden brown, copper, or black, and green or gold eyes. They have long delicate pointed ears. These are seen as the most haughty and civilized of elves. They are also known as masters of magic. Their cities and kingdoms have never fallen, and endured through many ages.
For information on the secret life of elves and the way they live their lives, from birth to the passing, read The You and the We
Cities: They are rare outside their home lands.
Racial Abilities: Gold elf characters have all the elf racial traits listed on page 16 of the Player's Handbook except as follows:
  • +4 Intelligence, -2 Constitution: Gold elves value study and contemplation over feats of agility learned by most other elves.
  • Automatic Languages: Elven, Gold Elf, Region Dialect. Bonus Languages: Elf subdialiects, Auran, Celestial, Gnome, Halfling, Sylvan, Secret Elven.
  • Gold elves use the height of humans and the weight of half-elves when randomly determining weight and height.
  • Timeless Body (Ex): Elves do not take ability scores for aging and cannot be magically aged. Bonuses still accrue. Elves do not die when they reach old age. Elves are immortal until slain, and will not die of old age.
  • Weapon Group Proficiencies: Elves gain weapon proficiency with weapons that have their name in it, including exotic weapons. All gold elves also receive bows and either light blades or polearms.

Moon Elf:
Of the three elf subraces, Moon elves are the most common. They have fair skin, and hair of silver-white, black, or blue. Humanlike colors are rare but possible. They have long pointed ears. They enjoy the company of non-elves the most. Their lands are as friendly and as open as they are. They greet all races warmly. They have the same basic lifestyle of the Gold elves, except it is more outdoors, with a more woodsy feel.
For information on the secret life of elves and the way they live their lives, from birth to the passing, read The You and the We
Cities: They are common outside of their lands.
Racial Abilities: Silver elf characters have all the elf racial traits listed on page 16 of the Player's Handbook except as follows:
  • Automatic Languages: Elven, Silver Elf, Region Dialect. Bonus Languages: Elf subdialects, Auran, Gnoll, Gnome, Halfling, Sylvan, Secret Elven.
  • Silver elves use the height of humans and the weight of half-elves when randomly determining weight and height.
  • Timeless Body (Ex): Elves do not take ability scores for aging and cannot be magically aged. Bonuses still accrue. Elves do not die when they reach old age. Elves are immortal until slain, and will not die of old age.
  • Weapon Group Proficiencies: Elves gain weapon proficiency with weapons that have their name in it, including exotic weapons. All moon elves also receive bows and either light or heavy blades.

Wood Elf:
The last of the elf subraces are the wood elves. They are reclusive, and barely even maintain permenant settlements larger than a villiage. The one main exception is that of Wyndell, their capital in the High Forest. They are however, relatively common outisde of their forest as they both like to travel, and are fascinated by cities. They have coppery skin tinted with brown, or green. Their eyes are usually green, black, or hazel. They usually have black or blond hair, though coppery-red is sometimes found.
For information on the secret life of elves and the way they live their lives, from birth to the passing, read The You and the We
Cities: They are common outside of their forest home, and outsiders are common there.
Racial Abilities: Wood elf characters have all the elf racial traits listed on page 16 of the Player's Handbook except as follows:
  • +2 Strength, +2 Dexterity, -2 Intelligence, -2 Constitution: Wood elves are strong but slight, and tend to be less cerebral and intuitive than other elves.
  • Automatic Languages: Elven, Wood elf, Region Dialect. Bonus Languages: Elven subdialects, Draconic, Gnome, Goblin, Gnoll, Sylvan, Secret Elven.
  • Wood elves use the height of humans and the weight of half-elves when randomly determining weight and height.
  • Timeless Body (Ex): Elves do not take ability scores for aging and cannot be magically aged. Bonuses still accrue. Elves do not die when they reach old age. Elves are immortal until slain, and will not die of old age.
  • Weapon Group Proficiencies: Elves gain weapon proficiency with weapons that have their name in it, including exotic weapons. All elves also receive bows and either light blades or spears

Shield Dwarf:
The Shield Dwarves have maintained their kingdom for just as long as the Gold Dwarves, though they are not sure which came first. Common knowledge holds it is the Gold Dwarves, but don't tell that to a Shield Dwarf. The two communities have never gone to war over it, as long as you don't consider brawls in a tavern war. They distrust magic as much as their souther companions, but practice it sparingly for defending their home. They depend on their gods much more. No Dwarf is without faith. That aside they are confident and secure in their remote homes. They have a reputation for haughtiness and pride. Their birth rates are as high as that of humans, and they would overrun the world were it not for their ancient and hated enemy; goblinoids. Dwarves live in their cities, and while each kingdom has a king, the ruling coucil of dwarf cities is not made up of guilds and mages houses, but of the clan leaders. The most powerful Gold dwarf clans live in their ancestral home, but small numbers live outside it and many smaller clans exist as well. There are the Dwarf Kingdoms of Ammarindar (clan Arnskull, Deepaxe, Hillsafar, Rockfist); Delzoun (clan Blackhammer, Trueforger, Foehammer, Quarrymaster, Wyrmslayer); Gharraghaur (clan Gallowglar, Deepaxe, Orothiar, Stoneshoulder); Haunghdannar (clan Blackbanner, Darkfell, Junbeth, Stoneshield); Oghrann (clan Bucklebar, Eaglecleft, Narlagh, Watchever, Yund); and Sarbreen (clan Battlehammer, Horn, Deepdelve, Worldthrone).
To dwarves Clan, and then family are everything. They undergo many rites as they progress through life. For more information on the lives of dwarves read Forge and Hammer.
Cities: Dwarves travel the kwown world as smiths, traders, and moneylenders. They are also world renowned for their skill as warriors. Shield dwarves are known as particularly good explorers and many experience wanderlust as they age. They can be found in any city, though usually in small numbers. In their ancestral homes, they dominate.
Racial Abilities: Gold Dwarves have all the dwarven racial traits listed on page 14 of the Player's Handbook except as follows:
  • Automatic Languages: Dwarven, Shield Dwarf, Clan Dialect, Common. Bonus Languages: Gold Dwarf, Draconic, Giant, Gnome, Goblin, Orc.
  • Weapon Group Proficiencies: Dwarves gain weapon proficiency with weapons that have their name in it, including exotic weapons. Shield dwarves also receive maces and hammers.

Gold Dwarf:
The Gold Dwarves have maintained their great underground kingdom for as long as they or the elves can remember. They have practiced some magic, but depend on their gods much more. No Dwarf is without faith. That aside they are confident and secure in their remote homes. They have a reputation for haughtiness and pride. Their birth rates are as high as that of humans, and they would overrun the world were it not for their ancient and hated enemy; goblinoids. Gold Dwarves live in their giant underground labarynth of caverns. There is one king of the Great Underhome, and the advisory coucil of dwarf cities is not made up of guilds and mages houses, but of the clan leaders. The most powerful Gold dwarf clans live in their ancestral home, but small numbers live outside it and many smaller clans exist as well. The clans are: Belindorn, Bladebite, Breakadder, Crownshield, Gemscepter, Ghalkin, Goldthumb, Gordrivver, Malthin, Mastermyr, Sornbar, Talnoth, Unburr, Veim, and Zord. The Gold Dwarves practice all of the same rituals of the Sheild Dwarves in name, though they are slightly different in practice.
To dwarves Clan, and then family are everything. They undergo many rites as they progress through life. For more information on the lives of dwarves read Forge and Hammer.
Cities: Dwarves travel the kwown world as smiths, traders, and moneylenders. They are also world renowned for their skill as warriors. They can be found in any city, though usually in small numbers. In their ancestral homes, they dominate.
Racial Abilities: Gold Dwarves have all the dwarven racial traits listed on page 14 of the Player's Handbook except as follows:
  • +2 Constitution, -2 Dexterity: Gold Dwarves are stout and tough, but not as quick or agile as other races.
  • Automatic Languages: Dwarven, Shield Dwarven, Clan Dialect, Common. Bonus Languages: Shield Dwarf, Giant, Gnome, Orc, Goblin, Terran.
  • Weapon Group Proficiencies: Dwarves gain weapon proficiency with weapons that have their name in it, including exotic weapons. Gold dwarves also receive axes.

Rock Gnome:
Rock gnomes are industrious and clever. They are usually just called gnomes, cuz they are the only kind you will see. Ask someone what a gnome is and they'll most likely say "A Dwarf but not grumpy" or "An elf but not as serious" or "smart halflings", but ask one of them and you'll get a different answer, "I'm like you, but smart and good looking."
For more information on the secret lives of gnomes read Study and Jest.
Cities: Gnomes populate the cities of the known world since they left their home burrows in antiquity. They blend well in the cities and have adapted to life there well, but many also keep to themselves in hidden warrens in the wilds.
Racial Abilities: Rock Gnomes have all the gnome racial traits listed on page 17 of the Player's Handbook except as follows:
  • Automatic Languages: Gnome, Common. Bonus Languages: Draconic, Dwarven, Goblin, Sylvan, Terran, Burrow (the speach of burrowing animals and beasts), and Bird (the speech of flying beasts and animals).
  • Weapon Group Proficiencies: Gnomes gain weapon proficiency with weapons that have their name in it, including exotic weapons. Gnomes also receive picks and hammers.



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