HUMANS
Flan
Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade between). The Flan have broad, strong faces and sturdy builds.
The Flan were the first known humans to live in eastern Oerik, and it is from them that the Flanaess gets its name. Although evidence exists that they once had settled nations, those vanished long ago. The Flan had been a nomadic people for many centuries when they were displaced by Feidren invaders. Large pockets of Flan live in the northern most portion of the continent. The Tenha are pure Flan, the people of Sterich also show strong Flan heritage, but when they migrated south is unknown, as do the Stoneholders, Palish, and certain Perrenland clans.
The Flan have always been strongly tied to the natural world, as they were nomadic hunter-gatherers for so long. They see nature as an entity to be respected but not controlled, and this is reflected in their myths, legends, and culture. Many Flan believe the season of a child's birth affects later life, and certain customs and taboos must be observed annually. Modern Flan still have a preference for the outdoors, and those who live in cities usually raise gardens and flower beds. A tree is planted at the door of a Flan home, and the health of that tree is believed related
to the welfare of the family. Storytelling is a favorite pastime, and most families have ancient oral folklore and legends to pass on.
The ancient, nomadic Flan wore simple clothing of animal skins: belts, breechcloths, capes, robes, and footwear (boots and hard-soled slippers). Body painting and tattoos were common methods of personal decoration, and these traditions are still practiced by the Rovers of the Barrens (who prefer yellows and reds). Modern Flan tend to dress in what is currently fashionable, but they favor bright primary colors in solid arrangements.
Flan spellcasters normally work in harmony with nature, avoiding destructive magic. A few delve into the necromantic arts of the ancient Ur-Flan, but such practices are shunned by respectable folk. Many prefer protective and divinatory spells, a practice that stems from their traditional roles of guarding nomadic tribes and helping them survive. Flan clerics are often druids, who are more accepting of agriculture than they once were. Like the sun god, Pelor, many Flan deities have strong "natural" aspects.

Oeridians
        Oeridian skin tones range from tan to olive; brown and auburn hair are common, though some individuals have hair as light as honey or as dark as coal. Likewise, eye coloration is highly variable; brown and gray are seen most often. Oeridians tend to have square or oval faces and strong jaw lines.
        After inhabiting what is now Ull for generations, as slaves to the Feidrens long before they came to Flanaess. They were brought over when the Feidren came over and begain to conquer the area. The migrating Oeridians were able fighters and battled their way across the Flanaess, driven by the Feidren. When the Great War began they allyed with the Flan, elves, dwarves, and other peoples. Nearly pure Oeridians are seen in Perrenland, Furyondy, North Kingdom, Sunndi, and Onnwal.
The most powerful empire in the modern Flanaess was created by a Oeridian, Iuz, who subjugated and assimilated all who opposed his empire. Ancient Oeridians were fierce warriors, yet they also were self-sacrificing and loyal. These traits are not as evident today, but many Oeridians do remain temperamental and prone to violence. They have a preference for strict social order, usually fitting themselves at the top, and their military traditions are strong. Aggression is often channeled into political conflict and subterfuge. The Oeridian skill at warfare is unsurpassed, and many folk have a hard-learned respect for it. In peacetime, they are practical, hard working, and not inclined to intellectual pursuits.
Oeridian dress normally consists of a short tunic and close-fitting trousers with a cape or cloak, tailored for ease of movement. Aerdi and Nyrondal Oeridians favor plaids and checks, with ovals or diamonds in the south and west. Colors and patterns once showed clan allegiance, but this practice is fading in favor of personal color preference.
Following their warlike tendencies, magic-using Oeridians focus on battle-oriented spells, as well as the enchantment of magic items useful in combat. Spellcasters have a hard-nosed, practical attitude, and they are generally hawkish and outgoing. Many strive to be leaders or masters. Magic is often used for pragmatic purposes, too, such as construction, irrigation, and iron-forging.

Suloise
        The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features.
The Suel Imperium was located in what is now the Sea of Dust. Wicked and decadent, this empire was destroyed during a battle with the Feidren, when they first came to Flanaess, when the latter brought down the Rain of Colorless Fire. Suloise survivors fled in all directions, many crossing the Hellfurnaces into the areas that are currently Keoland and the Hold of the Sea Princes, where they met other Suel who had fled the long war much earlier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians. The barbarians of the Thillonrian peninsula are pure Suel, as are the elite of the Scarlet Brotherhood. The people of the Duchy of Urnst and places in the Lordship of the Isles are nearly so.
The Suel Imperium was governed by contesting noble houses, and the fleeing bands that entered the Flanaess were often led by nobles with their families and many retainers. The modern Suel retain this affinity for family, although they often use a very narrow definition of the word to include only siblings, parents, and children. A few Suel can trace their lineage all the way back to the days of their empire.
The ancient Suel Imperium was exceedingly cruel. This trait surfaces in the modern day, for more than one Suel organization openly plots against other people of the Flanaess. Fortunately, most Suel have avoided this dark legacy, having inherited the relatively minor flaws of being opinionated, selfish, and blunt. Many also tend to be prideful and unwilling to admit flaws or personal hardships. They have a passion for study, especially in regard to magic, and many Suel wizards become incredibly powerful.
Traditional Suel dress includes wide-legged pantaloons and loose blouses (vests in the south), both in solid colors. Most individuals use one color only, with nobles using two or more as appropriate to their House. The style of clothing is adapted to the climate; Suel in the far north wear furs or thick wool, with capes, mittens, and furred boots. The Suel like large pins, brooches, emblems, and other adornments, a few of which are ancient heirlooms.
Heirs of a highly magical society, the Suel still have an aptitude for most types of spellcasting. Suel wizards often become masters of spells that involve transmutation. They also perfected a number of binding spells and created many items used for controlling and dominating other beings. For instance, it is thought that a long-dead Suel emperor made the ancient and terrible orbs of dragonkind.

Mulan
The Mulan are generally tall, slim, and sallow-skinned, with eyes of hazel or brown, but all nobles and many other Mulan routinely shave off all their hair. Those that don't typically braid their hair other wise it is usually straight.
        Members of this ethnic group originated in the areas of what is now the United Kingdom of Ahlissa, Northern Aerdy and the main section of Nyrond. The majority of the Scarlet Brotherhood, and the islands in the Oljatt Sea are currently Mulan.
Mulans typically wear conservative comfortable clothes, nobles have been known to wear bright haughty outfits. Mulan females typically cover most of their skin when out in public, so that only their face, hands and maybe arms in hotter regions are revealed, even males wear a full garment when out.
As a race Mulan are arrogant, conservative, and convinced of their cultural superiority over the rest of Flanaess. Most Mulan's do not believe that the gods exist and those they do think they exist, typically believe that they are just powerful mortals that ascended beyond what normal mortals can accomplish.
        Mulan's have never been great spellcasters but those that do sometimes take up cosmosifers, do to their disbelieve of the gods. Others who learn arcane magic try to learn how to combine melee combat and magic to make stronger warriors.

Calishite
        These humans, descended from the slaves of genie lords that ruled over the Plains of the Paynim. Shorter and slighter in build than most other humans, Calishite have dusky brown skin, hair, and eyes. They regard themselves the rightfully rulers of all  of the area between Yatiz Mountains to the Barrier Peaks. They look upon the nortern cultures as short-lived barbarian kingdoms barely worthy of notice. Most Calishites seek nothing more then a lifestyle of comfort and the respect of their peers.
        Calishites have been forced under many rulers in their existence, first by the genie lords who ruled over the Calishites till the year -600. Then in the year -501 the Feidren arrived in their area and took over, after their defeat in the year 1 it looked like they would be able to rule over themselves. But then in the year 60 Iuz finally comes to Zief to add it to The Empire of Iuz. After a few short skirmishes, Zief surrendered as the Empire had far greater forces.
        Most Calishites dislike the Empire thinking they would be better off ruling themselves. Although they don't act against the Empire their laws only loosely follow the Empire laws. Calishites have a fondness for Halflings and treat them like any other High class citizen.
        Calishites wear lose fitting clothes, mostly resembling Gipsy outfits. Guys will typically not wear shirts, and woman show as much skin as possible. Most Calishites still live in the Plains of the Paynim

FAEN
Faen
Faen (pronounced FAY-in, singular and plural) are an interesting race that have been around for quite some time and are quite different then most races do to the fact that a certain point in their lives some Faen change into a different breed. Although they remain the same person they are physically different and may be able to excel better at some things after their change. There are four types of Faen besides the original, they are Loresongs, Quicklings, Sprytes, and nightlings See the "Metamorphosis" sections in this entry for more information.
Personality:
All faen demonstrate a love for physical pleasure and frivolous fun. They love food, games, puzzles, song, dance, and drink. They don't pay a lot of attention to social standing or popularity, but they do enjoy praise. Security is of great concern to faen. They want to know that they have someplace to run to if endangered-it's not uncommon for faen to note the exits of a building as soon as they enter.
Physical Description:
Faen quicklings stand about 3 feet tall, while loresongs are usually about six inches taller. Loresong faen are usually more massive their cousins, the quicklings, who are always very thin and lean. Male loresongs often sport beards or thick sideburns, but quicklings grow no facial hair. Both types of faen tend to wear their thick hair long. Their large eyes sparkle with life and a hint of magic. Their ears are pointed. Sprytes are between 3.5 feet and 4.5 feet tall. Their gossamer wings resemble those of an insect and beat extremely fast to keep them aloft. Their wingspan is about 20 inches. Their bodies are thin and lithe (all the better for flying). Their faces are long and comely, and they have large but slenderly pointed ears.
Relations:
Faen are not quick to judge a creature based on race, so it is safe to say that they get along with all races equally. Despite the staggering difference in size, Faen enjoy the company of elves to most others'. This most likely stems from the elves' warm and relaxed demeanor.
The five different kinds of Faen get along very well, intermix freely, and live in the same communities. Loresong and quicklings frequently intermarry. Some Faen have a harder time getting along with Nightlings as their sense of humor is usually darker then most Faen
Outlook:
While few faen are outright sadistic or cruel, an equally small number of them are truly benevolent or altruistic. Most remain fairly self-interested or focused solely on the well-being of a small chosen group of family members and friends. Faen believe that people should be able to do what they want, as long as it does not unduly harm or endanger others-or impinge on their desires. They're not interested in law or government and resent someone attempting to give them orders.
Loresong faen possess an innate attunement for magic. They prize magic above all else-it is not just a fascination, but an actual compulsion. Quicklings are best when unencumbered. They seem prone to rash and foolhardy actions. The most frivolous of all faen, they are the bravest and noblest as well.
Sprytes are usually quite cautious, due to their very small size. Still, they like to have fun and value kindness and generosity very highly.
Faen Lands:
Faen live mainly in mountainous, rugged woodlands. They congregate in secluded villages that often sprout up near natural shelter where they can hide and gain safety (a cave, a valley or ravine, and so on). Many have come to take up residence in the cosmopolitan giantish cities, living alongside humans and others.
Religion:
Faen worship all sorts of gods-hundreds, if not thousands of them. In fact, other races accuse faen of just making up new gods whenever they feel like it. That's not entirely true, however- at least not from the point of view of the faen. What is true is that faen are continually "becoming aware" of the presence of new gods. They believe that each faen remains in touch with the spiritual and celestial realms, and experiences revelations about the existence of a new divine being from time to time. Thus, one commonly sees faen suddenly whisper a prayer, an oath, or an invocation to a god no one else has ever heard of. A faen experiencing such an epiphany usually does so at a moment appropriate to the nature of the god. A
faen forced to swing on a rope across a chasm might suddenly discover knowledge of Derrah, goddess of rope, or Nevick, god of chasms, or even Juasthon, god of moving through the air without wings.
Since all faen have these divine revelations-or at least in theory they could-the faen have no priesthood. They are all equally close to
the divine. Most also feel duty bound to record the name and nature of the new god they have discovered and share it quietly with other faen.
Language:
All five types of faen share a language (Faen). They also speak Common.
Names:
Faen normally have short first names with longer, descriptive surnames (translated into Common because they are proud of the meanings). Their own language uses very long, complex vowel sounds, so faen names transliterated into Common make heavy use of diphthongs. Here are some sample names:
Faen Male Names:
Phain, Soern, Vaeth.
Faen Female Names:
Nauva, Raechi.
Faen surnames:
Goldenhammer, Lorewriter, Kingmade,
Morrowsong, Newtongue.
Adventurers:
Faen adventurers hunt for great treasure or seek new types of magic. They also enjoy uncovering secrets and, in general, just learning new things and exploring new places.
Faen Gods:The idea that faen are having continual revelations about new gods provides players with opportunities for fun-they can create gods as they need them on the fly. The more specific the god and his portfolio, the better. The players
probably will want to make note of gods they create, in case they need to call upon Yeochir, god of dancing without shoes, again. It is important to remember, though, that faen really believe in these gods. And who's to say they're not real?

Faen Racial Traits
Small: Because they are small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls, and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment, and can lift and carry only three-quarter as much as a Medium character.
Faen base speed is 20 feet.
Low-Light Vision: Faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Metamorphosis: Once a faen has achieved at least 3rd character level (in any class[es]), she may choose to undergo a metamorphosis. This can occur only at a time when she just leveled up, and ocurr at any time the DM chooses, a Faen can postpone the metamorphosis for up to 24 but if she falls asleep during this time it begins. The faen secretes a sticky substance that she wraps around herself. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which she emerges in a completely different form. As the metamorphosis begins she must choose which form she will come out as, this change is permanent and can not be changed short of a wish spell.
Automatic Languages: Common and Faen.
Bonus Languages: Any.
Favor Class: Any

Faen (Loresong) Racial Traits
Loresong faen receive a +2 racial bonus to Intelligence and a -2 racial penalty to Strength.
Small: Because they are small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls, and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment, and can lift and carry only three-quarters as much as a Medium character.
Faen are light-footed and quiet when they wish to be, earning them a +2 racial bonus on Sneak checks.
Faen base speed is 20 feet.
Loresong faen have an affinity for magic, which grants them a +2 racial bonus to Concentration and Spellcraft.
Innate Spell-Like Abilities: 1/day- detect magic, ghost sound, and lesser glowglobe. Use the loresong faen's character level as the caster level.
Low-Light Vision: Faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Common and Faen.
Bonus Languages: Any.
Favor Class: Wizard

Faen (Quickling) Racial Traits
Quicklings are faster then typical faen and are usually scouts or rogues. They like things to be fast from meals to celebrations and even jokes.
Quickling faen receive a +2 racial bonus to Dexterity and a -2 racial penalty to Strength.
Faen base speed is 30 feet.
Small: Because they are small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls, and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment, and can lift and carry only three-quarters as much as a Medium character.
Run: When a quickling runs, he moves five times his normal speed rather than four times. Quicklings cannot use this racial ability when wearing Heavy armor.
Faen are light-footed and quiet when they wish to be, earning them a +2 racial bonus on Sneak checks.
As quicklings are extremely nimble and react fast, they enjoy a +1 racial bonus to initiative checks.
Low-Light Vision: Faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Common and Faen.
Bonus Languages: Any.
Favor Class: Scout or rogue

Faen (Nightlings) Racial Traits
Nightlings being the result of a transformation from the base Faen race can only be male. They are always a very pale color with dark hair, they rarely have facial hair. Nightlings are usually more cynical about things then most Faen, which causes issues between them and the other Faen.
Nightling faen receive a +2 racial bonus to Dexterity and a -2 racial penalty to intelligence and wisdom.
Faen base speed is 20 feet.
Small: Because they are small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls, and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment, and can lift and carry only three-quarter as much as a Medium character.        
Claw(s): When a Faen makes the metamorphosis into a nightling either his right, left or both hands turn into claws. Allowing a 1d4 claw attack.
Low-Light Vision: Faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Common and Faen.
Bonus Languages: Any.
Favor Class: Scout or rogue

Faen (Spryte) Racial Traits
Sprytes, being the result of a transformation from the base Faen race can only be female. Sprytes are considered extremely rare among their people, and those with divine powers are considered blessed by the gods. They are usually devoted to a single god which is very rare as well for there kind
Sprytes receive a +2 racial bonus to Dexterity and a -2 racial penalty to Strength.
Fey: Sprytes are no longer humanoid in type, but Fey.
Small: Because they are small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls, and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment, and can lift and carry only threequarters as much as a Medium character.
Spryte base speed is 20 feet.
Flight: Sprytes have thin, transparent wings that allow them to fly with a speed of 30, with average maneuverability. See page 141 for more information on flying maneuverability.
Low-Light Vision: All faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Racial Levels: Unlike other Faen, sprytes can take a few levels in "spryte" as a class to further master the aspects of their new form.
Favor Class: Cleric

Spryte Levels
Sprytes can take up to three levels in "spryte" at any time. Each level represents the spryte mastering more facets of the new form. Not all sprytes take racial levels (or all three of them). Spryte levels stack with a spellcasting class level for purposes of determining caster level for spells. If the spryte has two spellcasting classes, the sprite levels add to the higher of the two class levels. Innate spell-like abilities gained through spryte levels use the character level as the caster level. The spryte can use the normal and diminished versions of these spells, but not the heightened versions, except for charm.
Hit Die:
1d6
Skill Points at Each Level:
2 + Intelligence bonus
"Class" Skills:
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (magic) (Int), and Sneak (Dex). For more information on these skills, see Chapter Four.

Spryte Level |BA|Fort S|Ref S|Will S|Special
1                      +0      +0      +2         +0      +1 Dexterity;                                           innate spell-like                                         abilities: 1/day:                                          charm                                         (heightened),ghost                                 sound, lesser                                 glowglobe; at will:                                         detect magic              
2                      +1       +0      +3        +1              +1                                         Dexterity;  innate                                         spell-like abilities:                                         1/day: invisibility                                 (self only)     
3                      +2       +1       +3        +1          Innate spell-                                        like abilities: 1/day:                                 dispel magic,                                 greater teleport,                                 suggestion,                                 unknown (self                                         only); flight                                         maneuverability                                         becomes perfect




HOBGOBLINS
Hobgoblins
"I would rather deserve honor and not get it, then get honor and not deserve it." - Ganakh, senior general of Sunndi
While the peaceful nations of Flanae strain under the threat of monstrous attack- the food producing villages and farms- one race among the humanoids has grown into a dominant force in trade, politics and war. Physically larger and stronger than humans, lawful in alignment and gathered under strong leaders, the hobgoblins tribes formed into nations centuries ago.
Personality: Hobgoblins are very competitive and see a great deal of honor to be gained from winning a contest, whether an arm-wrestling contest, a foot race or a huge battle. During contests, friendships, religion, and other factors lose importance - only winning matters. Competitors need not fear deceit, however. Hobgoblins consider cheating worse than losing.
Physical Description: Hobgoblins are larger than men, standing half a head over six feet. They are broad-shouldered humanoids with skin of maroon to clay red-orange. Eye colors tend toward amber or orange, although some have red or brown eyes as well.
Relations: Hobgoblins stand at opposition with several human nations. They try to maintain friendly neutrality with dwarves, whose forges often supply weapons and armor for both nations. Many hobgoblins hate gnomes for their constant intervention in hobgoblin military affairs. More than a few hobgoblin raids have been turned back by Halfling/ gnome militias over the years. Their relationships with other races are neutral, and depend largely on how the other race treats the hobgoblins.
Alignment: Hobgoblins are traditionally lawful evil. Lawful neutral is perhaps the second most common alignment. Larger societies tend toward lawful neutral, while the smaller "uncivilized" tribes leaning toward neutral evil. Renegades follow any religions and might follow any alignment.
Hobgoblin Lands: Hobgoblins live all across Flanae, with Sunndi being their largest settlement area.
Religion: Hobgoblins are as lawful in their religion as they are in other aspects of life. The hobgoblin chieftain decrees one official religion. While they might allow others, few choose to follow those faiths because doing so would lessen their prestige among their peers. Hobgoblins consider it a dishonor to follow a god other than the king's god.
In sunddi Maglubiyet is supreme. But most of the other deities are worshiped here in some fashion. Smaller tribes, usually those that include a large number of goblins, worship Kikanuti goddess of fertility.
Language: Hobgoblins speak both Goblin and usually common as well, since they must communicate with both humanoids and other civilized races.
Adventurers: Hobgoblins advance in the classes of fighter and rogue most readily. They might also become clerics or rangers. They rarely advance as bards, wizards, druids or monks. Sorcery is marginally more common than wizardry. The barbarian class is common among the "uncivilized" bands, while the hobgoblin of Sunndi disdain it.

Hobgoblin Racial Traits
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Hobgoblins are great physical specimens, but they lack subtlety and grace.
Medium-size: As Medium-size creatures, hobgoblins have no special bonuses or penalties due to their size.
Hobgoblin base speed is 30 feet.
+2 racial bonus to Listen and Spot checks. Hobgoblins are exceptionally alert creatures.
+4 racial bonus to Hide checks. Years of hunting and being hunted have made hobgoblins adept at not being seen.
Automatic Language: Goblin and common. Bonus Languages: Dwarven and by region.


Half-Hobgoblin Characters
Half-hobgoblin characters possess the following racial traits.
+2 Dexterity, -2 Charisma
Humanoid (Goblinoid)
Medium size
Half-hobgoblin base land speed is 30 feet
Darkvision out to 60 feet
+4 racial bonus on Move Silently checks
Bonus feat at level 1
Hobgoblin Blood: for all purposes related to race, a half-hobgoblin is considered a hobgoblin
Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Fighter.