An Epic

Races of Farland

Table of Contents

Player Characters
Races of the Light
     Altarim (Elf)*
     Galan (Eladrin)*
     Ranarim (Sunder Elf)*
Elhil Blood or Duthan (Half-Elf)*
Dark Folk Races
Half-Ogre (Goliath)
Half-Oluk Orc

Player Characters

It is up to you, as player characters in the world of Farland, to either attempt to do whatever good you can or to serve the victorious evil forces (which tact your campaign takes is up to the wishes of the players and the DM). The racial choices in Farland are different from most campaigns, and are in some ways more tricky, although they will provide some unique roleplaying opportunities. In any case, how your race is treated depends heavily on where you venture in the continent of Farland, whether your character goes to or lives in the Liberated Kingdoms of Kale, Kelerak, and Daven, or the Occupied Kingdoms of Zeland, Orland, and Farland.

Races of Farland

Races of the Light

There are several races allowed to players in Farland. The rare races are marked with an asterisk (this doesn't mean that players cannot play these races. They just need a backstory that explains the reason their character is out adventuring.) A regional note also follows describing how each race is treated in the liberated and occupied kingdoms, and how common they are in each. Often there is a more extensive description of each race; find it by clicking on the name of the race in the description below.

Race heights


Humans are similar to the humans in multiverses everywhere. They come in all the varieties that we know on earth. They serve both evil and good, but tend to have a neutral bent. Most humans are somewhat tolerant of other races, but their evil rulers have taught many humans prejudices toward those of other races, as well as toward magic. Nevertheless, some of the most powerful lords are men.

There are six main human Kingdoms in Farland. These are Farland the Great, Zeland, Orland, Daven, Kelerak, and Kale. The first three Kingdoms make up the East, or what was known in the elder days as the Eastern Alliance and what is now known as the Occupied Kingdoms. The last three make up the Kingdoms of the Far West or what is know known as the Liberated Kingdoms. As of 8170 F.R. the Far West has been liberated from the Lords of Sin, at least nominally. Legend has it that all these kingdoms where born from the fall and sundering of the first human kingdom, Aelfar the Ancient. Thus, all the different human languages have something of a common root.

  • Languages: Language of the kingdom they inhabit, one other language

Liberated Kingdoms: There are no differences between how humans are viewed in the liberated and occupied kingdoms.

Occupied Kingdoms: There are no differences between how humans are viewed in the liberated and occupied kingdoms.


Summoned by the elves to aid them during the battles of the Dark Conquest, the Deva are minor angelic spirits from the good outer planes. Once it was clear that the battle was lost, the elves attempted to release the deva from their service, but these good spirits refused to go. Instead they chose to dwell in the Summervale or Ardaranel, aiding the elves or occasionally venturing into the occupied lands to help the servile races. Many deva were slain in the occupied kingdoms. After the Lords of the West began to liberate the western kingdoms, all devas remaining in Ardaranel ventured into the Hinterlands to attempt to aid in the rebellion. They are now more than ever exceptionally rare.

  • Languages: Language of the kingdom they inhabit, choice of two others

Liberated Kingdoms: In the liberated kingdoms, deva are revered as rare angelic messengers.

Occupied Kingdoms: In the occupied kingdoms, deva are attacked on sight, or they inspire dark folk to flee.


Upon first occupying the Kingdom of Wawmar, the Lord of Greed used his own blood to breed a race of guardians and warriors to serve him and to occupy his domain. At first this race of humanoid dragons served him faithfully, but over the years, a certain segment of this race grew dissatisfied. Finally, a tribe of Dragonborn rebelled against their Draconic Master and fled into the Wilderness of Northern Zeland and the Deadlands. There they eked out a living among the rough and broken highlands, occasionally trading with the wandering clans of dwarves that also inhabited this area, or serving as mercenaries for the highest bidders. However, they secretely took up worship of the gods of light, and over the centuries they never betrayed their new moral outlook. Many of these good Dragonborn have begun to migrate into the liberated kingdoms, but even there they still dwell apart in nomadic bands, generally working as mercenaries.

Other Dragonborn, though, still retain their evil bent and still dwell within the dread Fortress of Wawmar, serving the terrible dragon therein.

  • Languages: Dragon, either one human language or Blackspeech

Liberated Kingdoms: The wandering Dragonborn that occasionally appear in the liberated kingdoms are tolerated but treated with suspicion.

Occupied Kingdoms: Dragonborn that appear in the occupied kingdoms are generally assumed to be troops of the Lord of Greed-- until they prove otherwise.


Dwarves are a short, stocky, but invariably strong people. They have great powers of endurance, as well as a hardy resistance to cold and heat. Dwarves call themselves Khazak. Elves call them Nowgol. There are two types of dwarves: hill and mountain. The differences, however, are only in appearance and attitude. They do speak the same language; however the hill dwarves use the Mithhaud alphabet, while mountain dwarves use the Wawmar alphabet. Hill dwarves tend to be slightly shorter than mountain dwarves, as well as darker complected. Like all dwarves, they treasure their beards, although they do not braid or plait them as a rule. Hill dwarf women have slight beards also. Mountain dwarves also treasure their beards, and they tend to braid or plait them. Both sects of dwarves tend to live underground, with the latter living in mountains, and the former hills. They are excellent miners. The goblin races hate dwarves and attempt to kill them; they do not always succeed, as dwarves are fierce fighters. Dwarves are sober, pugnacious, introspective, suspicious, and greedy. They are also a strong force for lawful good. The ratio of males to females is 2:1.

There have been five Dwarven kingdoms or Dwarfholds throughout history. These are, in order of their founding: Liferock, Wawmar, Khallin, Mithhaud (or Mt. Silverload), and Dorlhaud. The first three were primarily mountain Dwarfholds, and the last two were primarily hill Dwarfholds. Both types of dwarves freely lived in all the kingdoms, of course. There have also been other, smaller Dwarven communities, but these are the largest and only true Dwarven nations. However, over the course of history, the six holds have fallen and almost all dwarves have lost their homes and become wanderers.

There have been many famous Dwarven heroes throughout history, and each clan and nation has its own favorite hero.

  • Languages: Dwarven, choice of one other language


Liberated Kingdoms: Dwarves may be viewed with suspicion by a few, but mostly they are valued for their craftsmanship and dedication to goodness. They are uncommon because of their low birthrate but are not rare.

Occupied Kingdoms: Dwarves in the Occupied Kingdoms have a tough time. They are not slain on sight or put into slavery, but are mistreated by the goblinoids (because of racial enmities) whenever possible. Still it seems apparent that these races bear the dwarves a grudging respect. Dwarves have also been known to ally themselves with evil on rare occasions, and when they do this they are welcomed by the evil rulers.


Elhil (singular Elhan), is the term for the immortal fey beings that Dwell in the Belendale, and in smaller numbers in the Luvam Wood. They are a tall and beautiful race. They have less body hair than men do, and no facial hair. Elhil tend to be skilled in magic as well as with swords or bows. There is something mysterious about the Elhil, and they almost always conduct themselves in a fashion that is noble; Elhil tend to have the far-reaching goals of good in mind. Some contend, however, that the Elves' view of good means only absence of change. Outside of the Belendale and the surrounding area, Elhil are so rarely seen that they have almost become legendary.

Elhil society is broken up loosely into families or Houses. An Elhil village is made of a varying number of Houses, very loosely arranged hierarchically. Elhil, of course, prefer to enjoy their long and contemplative lives without the hindrance of many rules, societal or otherwise.

The Elhil race is divided into three subraces: The Altarim, the Galan, and the Ranarim.

Altarim (equivalent to Elves from the Players Handbook)

The Altarim are the subrace traditionally thought of by the rest of Farland as Elves (though few other races know enough to distinguish Ranarim and Galan from Altarim). The Altarim of the Belendale live in bower-communities or tree-top fletches scattered throughout the vast woodland. Though technically ruled by the Galan of the Summervale, they are a free-spirited and independent people who are satisfied to spend their centuries in the Hinterlands tending their forests and gardens.

Galan (equivalent to Eladrin from the Players Handbook)

The capital of the Elhil is the hidden Summervale, or Gloralion in High Speech. It is the very antithesis of the heart of evil in Farland, the Wintervale. The Elhil named it thus to signify the undying opposition of good to evil. This secret city is the home of the Gloran or "Glimmer Elves." Dwelling so close to the Holy Swan of the Elhil, the Galan have basked in its magical energies for millenia, and it has changed them. They have grown more high-minded and proud than the typical Elhil; their concerns are no longer so much for the forests and the open skies that are beloved of the rest of their race; they care most for the pursuit of knowledge and the attainment of aesthetic perfection. Because of the innate magic that their close proximity to the Holy Swan Alfain has imbued them with, they have gained the ability to step briefly into the Astral River and emerge a short distance away, eluding their foes.

Ranarim (called Sunder Elves)

The Ranarim are an extremely isolationist group of Elhil. They have dwelt in their protected forest, the Luvam Wood, for millenia, cutting off all contact with other races, even other Elhil. In fact, their race has dwindled down to a small group of stiff-necked Elhan, and time has left their subrace behind. It seems that their race is basically fading away. Indeed, the Ranarim have mastered the power to become insubstantial to avoid attacks. Recently, however, a splinter-group of Ranarim have come to view this isolationist policy as counter-productive, and this group, against the orders of their leaders, have re-established limited contact with the elhil of the Belendale. Some of these Ranarim separatists have even appeared as diplomats and adventurers in the liberated kingdoms.


Ability Scores: +2 Wisdom, +2 Charisma

Size: Medium

Speed: 6 squares

Vision: Low-light

Skill Bonuses: +2 Arcana, +2 Stealth

Elhil Weapon Proficiency: You gain proficiency with the longsword, the longbow and the shortbow.

Ranarim Canniness: You gain a +1 racial bonus to your Reflex defense.

Faerie Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Trance: Rather than sleep, elhil enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Faerie Resilience: You gain a +2 racial bonus on saving throws against cold and disease.

Sunder Warding: You can use sunder warding as an encounter power.

Sunder Warding Ranarim Racial Power
The retiring quality of your people serves you well, and you use magic to avoid an enemy's attack.

Immediate Interrupt         Personal

Trigger: An enemy attacks you

Effect: You become insubstantial until the start of your next turn.

  • Languages: Elven, choice of either one human language or Blackspeech


Liberated Kingdoms: Elhil are looked on with awe and some suspicion, but because of legends will probably be looked up to and revered as well. Their words will carry weight. Elhil are still rare in the free lands, but they are beginning to emerge from the Belendale (and even occasionally from the Luvam Wood) and are growing more common.

Occupied Kingdoms: Elhil are often slain on sight or taken into slavery. It is wise for an Elhan to hide his race if possible in these lands. The Luvam Wood, home of the Ranarim, lies inside the occupied Kingdom of Orland, though the evil has not yet breached its borders.

Duthan (Elhil Blood or 'Half-Elhan')

When elhil and humans mingle, the result is a Duthan, which literally means "Elf-son" or "elf-friend." Having elhil ancestry up to three generations ago (1/8 elhan) is enough to qualify one as a half-elhan for the purposes of these rules. Half-elhan tend to resemble good-looking, slightly taller humans. They have a slight air of nobility about them. They tend to live upwards of 200 years. A half-elhan has the curiosity, inventiveness, and ambition of the human race, and the refined senses, love of nature, and artistic tastes of the elhil. In Farland they are rare and tend to live among the human race, although there are some half-elhan that dwell with the elhil. They may or may not have pointed ears, but do tend to have facial hair, although slightly less than a human.

Half-elhan are truly a race without their own history or culture. They have always lived among either their elhil or human relatives. However, many of the human Lords from the old times had Elhil blood. The most famous of these was Zestor Half-Elhan, Lord of Kelerak, also called Wyvern Slayer, who ruled out of Dragonspur City. Queen Sybille the Diplomat is another famous Duthan.

  • Languages: Elven, one human language, choice of one other language.


Liberated Kingdoms: Half-elhan are welcomed in the liberated kingdoms, although they are rare because elhil rarely breed with humans.

Occupied Kingdoms: Half-elhan are exceedingly rare in these kingdoms due to the dearth of Elhil. It is also dangerous for a half-elhan in these kingdoms. They face certain slavery if their ancestry is detected.


Gnomes, or Tendenarruk as they call themselves, are a curious race. There are three more or less distinct racial types of gnomes: the slightly larger and stockier nobility, called the Bal gnomes, the mountain gnomes, and the hill gnomes. Gnomes are also divided into castes. Bal gnomes are themselves also a caste, and mountain and hill gnomes make up the other castes. Physical characteristics such as height and weight vary considerably between the types. Variation among individual gnomes is common, especially when comparing gnomes from different racial types, but variation is also common within these types. Gnomes, like Dwarves, usually boast substantial facial hair, though there are those gnomes who are without this attribute. Ears are slightly elongated and come to a bit of a point. This ear shape is not as pronounced as in the halfling race and some gnomes have ears that are shaped much like human ears. Eye color also varies but tends to be among the paler colors, light blue, green, or gray. Hair color is often gray, dull silver, or pale blond. Anomalies are not uncommon, as it is difficult to make generalizations of the race as a whole due to individual variation. The longest living gnomes are the ruling caste, the Bal gnomes. They can live on average from 350-400 years. The shortest lived gnomes are the Sag and Pal gnomes, or hill gnomes, who live only an average of 200-250 years. As with many other attributes of the gnomes, age varies widely among the sub-races as well as among individuals.


Liberated Kingdoms: Gnomes are rare anywhere, having been decimated by their ongoing war with the Trolls. No gnomes have been reported in the free lands for years.

Occupied Kingdoms: In the occupied kingdoms, gnomes are treated much like dwarves. Still none have been reported for years.


Halflings, or hositan as they call themselves, resemble humans except they are half as tall. They tend to be slightly rotund and they always go barefooted. Their feet are leather-like with hair on the upper parts. Halflings eat often, and they hate adventures, as a rule. They can, however, be very stealthy. There are three types of Halflings: Proudfellows, Stalwarts, and Hairfoot, the latter being the most common of a rare race. Stalwarts are the only halflings to regularly wear shoes. There is a 15% chance for a PC halfling to be a stalwart, a 20% chance to be proudfellow, and 65% chance to be hairfoot). In Farland, Halflings have been in hiding since the dark times, and have become rare. Shires almost do not exist, only small villages. Nevertheless, halflings have been known to accomplish great deeds.

Halfling communities and shires have their own independent style of government. A common form is the office of Thain and the office of Sheriff. Halflings dislike armed conflict and will avoid it at all costs. As a rule, they are conservative and conformist among themselves, following rules and laws, but have been known to enjoy causing a little mischief every now and then among the "big people." The only remaining shire is called Westdelving, located in and just south of the Forest of Blorn in Orland. Luckily the evil forces are still unaware of the existence of this shire. The greatest (and only) hositan hero was the former sheriff of Westdelving, Carl Paladin Merribuck, who was known for wielding the magical dagger Stealthheart.

  • Languages: One human language and Halfling.


Liberated Kingdoms: More halflings are appearing in the liberated kingdoms, having made the long and dangerous trek from their home in occupied Zeland. They are welcomed in these lands, even if they are looked upon with some amusement by the human masses.

Occupied Kingdoms: Besides their home of Westdelving, Halflings attempt to avoid going into the evil lands. They can be found there, using their skill at being overlooked to subsist, however, and the evil races tend to mistake them for human children.


Orcs as a race are short-lived, but they can breed with any race besides elves. The result is a half-orc. There are half-orc goblins, half-orc hobgoblins, etc. Most of these cross breeds look orcish, but 1/10 are sufficiently like the other race to pass for one, although there are tell-tale characteristics of half-orcs. Half-orcs of human stock are slightly shorter then humans, but stockier and stronger. Half-orcs are surprisingly nimble as well. They tend to have squinting eyes, sallow faces, slightly enlarged lower canines, and unmistakable ugliness. They are valuable to an evil ruler, as they are more intelligent than orcs and tend toward evil (although a PC half-orc may be any alignment). The human and demi-human races generally dislike them.

Half-orcs are also a race without a heritage. There have been half-orcs as long as there have been orcs. Some half-orcs have distinguished themselves. One of these is the infamous Shagrat Blacktongue, former High Priest of Vornoth and general of The Lord of Lust. Blacktongue fell in the skirmishes that preceded the Battle of the Dragonspur, which occurred only a few years ago as of 8170 F.R.

  • Languages: Language of the kingdom they inhabit, blackspeech

Liberated Kingdoms: Half-orcs in the free lands are looked upon with suspicion and are often the victims of racial prejudice, although many know that this race is the unfortunate result of the Dark Occupation and the half-breeds themselves are not to blame.

Occupied Kingdoms: Paradoxically, half-orcs also face racial prejudice from the Dark Folk, although they are often valued for their strength and intelligence and can easily make a name for themselves.


Tieflings are crosses between demons and devils and some hapless humanoid. Before the Dark Conquest, Tieflings were essentially unknown in Farland; while they certainly existed, they served the Dweller in her Eastern holdings and did not leave much mark on the histories. Since the Dark Conquest, however, these creatures have become more numerous, largely owing to the Lord of Lust and the Lord of Wrath. Lust, while exercising the sin for which he was named, left in his wake many bastard children, all of whom had fiendish blood. The demons that served the Lord of Lust also had free reign to exercise any of their dark desires, and thus the population of Tieflings in Kelerak swelled. The Lord of Anger, on the other hand, purposefully bred Tieflings to serve him, for he valued them for their abilities. Therefore the Kingdom of Farland also has a notable Tiefling population. In Farland, almost every Tielfing serves the Lord of Wrath, but since the liberation, many Tieflings of Kelerak have shown the inclination, strangely, to aid the forces of Light. Still others have remained neutral, apart from human civilization.

  • Languages: One human language, choice of one other language.


Liberated Kingdoms: Tieflings in the liberated kingdoms are viewed with suspicion and fear, but this very attitude generally protects them from molestation. Plus, the actions of helpful Tieflings has done much to rehabilitate their image.

Occupied Kingdoms: Tieflings are also viewed with fear in the occupied lands, but it is generally understood that they serve the Lord of Wrath. Thus they are also grudgingly respected.

Race heights

Dark Folk Races (Orcs, Oluks, Goblins, Hobgoblins, Kobolds)

The dark folk races, though quite different in many ways, share some commonalities: they all tend to seek power, and they all tend to value cruelty and the infliction of pain. Orcs and Goblinoids are not evil by nature, although they tend strongly towards it, and good or, more commonly, neutral specimens have been known to appear even in the occupied lands. Certain qualities and descriptions fit all Dark Folk. Read more about dark folk here.

All Dark Folk receive the following bonus languages. They do not get the bonus languages listed in the SRD.

Dark Folk Racial Traits

  • Languages: Blackspeech, choice of one language


Liberated Kingdoms: In the liberated kingdoms, these races face the same challenges. Although not uncommon because they are left over from the Dark Occupation, they are usually jailed or slain on sight, and thus their plight in these lands is every bit as grim as that of an elf in the Occupied Lands. They do exist in out of the way places, and often band together to stave off death. The only exception to this rule is in the Barony of the Lich Afej the Black (in Western Kelerak), who employs Dark Folk as servants and soldiers. Many of the Goblinoid refugees from the liberation have been obliged to relocate to the Afej Barony.


Goblins have red or yellow skin, flat faces, squashed noses, pointed ears, wide mouths, and tiny, sharp fangs. They have a foul disposition, but are neither particularly orderly nor disorderly. They have learned to take advantage of their natural sneakiness, ingenuity, and large numbers (they breed quickly and have a short gestation period). Goblins hate sunlight.


Occupied Kingdoms: The position of Goblins in the Occupied Kingdoms is low, second only to Kobolds. They are often treated with contempt and enslaved right alongside humans. Still, Goblins make good clerics of Vornoth, and in this position and in the position of rogues they are able to achieve true respect.

Half-Ogres (Goliaths)

The product of a mating with some other giant or humanoid race, the half-ogres (also known as goliaths) are nomadic creatures who live in the mountains. More than almost any other dark folk race, they are outcasts that keep to themselves, usually joining with bands of other outcast half-ogres. Less affected by the Dark Will than their brethren, these thick-skinned beasts often entirely avoid service in the armies of the Lords of Sin, choosing to dwell apart. However, they will raid outlying settlements when necessary and are sometimes found serving as mercenaries. Although not particularly intelligent, they are smarter than their ogre parents.

  • Languages: Language of the kingdom they inhabit, blackspeech

Liberated Kingdoms: Half-ogres are generally not welcome in the liberated kingdoms, though they are more tolerated than many other dark races.

Occupied Kingdoms: In the occupied kingdoms, half-ogres tend to be looked upon with resentment, since they often do not willingly serve in dark armies.

Half-Oluk Orcs

Oluk orcs are smarter and stronger than their lesser brethren, serving as captains in orcish armies and leaders in orcish societies. They are fierce fighters and sometimes even become clerics and spell casters. Thus the cross between a human and an oluk is a tough, hearty sort-- a fearsome product indeed. A half-oluk is taller, smarter, and stronger than the average half-orc. Their skin is a pallid gray or brown, and their features are clearly orcish, if softened a bit. Most half-oluk orcs serve evil; half-oluks that serve the light are exceedingly rare.


Average Height: 6' 2"-6' 5"

Average Weight: 200-260 lb.

Ability Scores: +2 Strength, +2 Constitution

Size: Medium

Speed: 6 squares

Vision: Low-light

Skill Bonuses: +2 Endurance, +2 Intimidate

Oluk Weapon Proficiency: You gain proficiency with the falchion.

Oluk Caginess: When you're bloodied, you gain a +1 racial bonus to all defenses.

Oluk Heritage: You gain two additional healing surges.

Berserker Attack: You can use berserker attack as an encounter power.

Berserker Attack Half-Oluk Orc Racial Power
When your foes surround you, you lash out in all directions with your fists, feet, and teeth.

Standard Action         Close burst 1

Targets: All enemies in area

Attack: Strength +2 vs. AC, Constitution + 2 vs. AC

Hit: 1d6 + Constitution modifier damage. Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.
Special: When you create your character, choose Strength or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.


Occupied Kingdoms: Throughout the occupied kingdoms, half-oluk orcs hold a position of prominence, only below full-blooded oluk orcs and perhaps hobgoblins. They are sought after because of the strength of their orcish ancestry and the adaptability of their human ancestry.


Hobgoblins look like large, muscular goblins. The larger males have blue or red noses. Hobgoblins are both orderly and warlike by nature and thus make fearsome opponents. They employ strategy and tactics effectively. Their society is dictated by laws, although assassination is not uncommon.


Occupied Kingdoms: Second to oluk orcs, Hobgoblins enjoy a high place in the evil lands. Because they do not breed as quite as quickly as the other dark folk, they can only be called truly numerous in the Occupied Kingdom of Farland. Still, they are not uncommon in any of the Dark Lands.


Kobolds are small reptilian goblinoids. They are both cowards and sadists. They have scaly skin which ranges from rust-brown to black, red eyes, small horns, and a tail. Kobolds are known to be proficient and indeed very clever with traps, and they also attack in large numbers. Kobolds hate sunlight.


Occupied Kingdoms: Kobolds are at the bottom of the pecking order in occupied kingdoms, and even humans are allowed to abuse these foul creatures. They are often used as cannon-fodder or enslaved and mistreated, but they are sometimes known to be sorcerers. It is said in the Dark Lands that one can never tell when a Kobold will be a sorcerer, and thus their masters usually draw the line before they kill them or work them to death. Only this, combined with their natural trickery and quick reproduction, has saved them from extinction even in the occupied lands. Occasionally particularly intelligent kobolds have used the races' reputation as sorcerers to gain respect and even rise to positions of power.


Because of their penchant to crossbreed with other races and to live in isolated tribes, Orcs vary widely in appearance. They are rarely shorter than 4'5" or taller than 6', but they range everywhere in between and the shape of their bodies varies widely. Their skin ranges from green, to brown, to gray and shades in between. Most orcs do have fangs or tusks of some sort, lupine ears, red eyes, claw hands, and an aggressive temperament. They are generally very disorganized and destructive, reveling in cruelty and suffering. Their society is patriarchal, and might makes right on an individual scale and a social one. The only laws that are enforced are done so through direct displays of power and fear. Orcs hate bright light and the sun and can see quite well in darkness. Besides the lesser pest races (Goblins and Kobolds), orcs are the most numerous Dark Race.


Occupied Kingdoms: Orcs are the foot soldiers of the Lords of Sin. Although average orcs are abused from all sides by hobgoblins, oluks, and stronger orcs, the laws still make their position a favored one, and they pass the abuse they receive on to those weaker than them, like goblins, kobolds, and other weaker orcs.

Other races from the Monster Manual might be allowed at the DM's discretion.


Shifters are the result of breeding experiments in the dungeons of the Lord of Gluttony, wherein he tried to create a race of lycanthropes that could better control their ability to shift forms. Unfortunately for the free races of Farland, he was largely successful. Shifters look mostly human, albeit more bestial, but they never change forms against their will. However, the control of their forms comes at cost: they can no longer change fully into an animal shape and instead merely take on an animalistic countenance-- as well as an animal's ferocity. Shifters made up the bodyguard of the Lord of Gluttony, but after his destruction, they spread out across Daven, becoming independent. Although most shifters are evil, not all have remained so.


Liberated Kingdoms: Shifters in human form fit in fine in the liberated kingdom; however, when they shift, they inspire fear and suspicion.

Occupied Kingdoms: Shifters are feared and respected in the occupied kingdoms, often serving as assassins and bodyguards.

Other races from the Monster Manual might be allowed at the DM's discretion.