The Playable Races of Eberron in Dungeons & Dragons [source]
Changelings and Kalashtar and Shifter and Warforged, oh my!
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The Playable Races of Eberron in Dungeons & Dragons [source]
Changelings and Kalashtar and Shifter and Warforged, oh my!
Aliquenar
A race which somehow combined all of the main features of elves, dwarves, orcs, humans and halflings. Slightly greenish skin, pointed ears, not-so-long beards, big hairy feet, no need in sleep and the ability to see over the horizon. Like jack of all trades, they have a wide set of talents and opportunities, but are masters of none. Hated among all of the species they combined in themselves, they try to live peacefully in their cities, not willing to make any conflict.
Fast facts:
- Due to the discrimination directed at them from the other races, they have a trait of being shy, polite and quiet.
- Are able to learn magic on the same level as humans.
- A legend has it that they came from a city trapped in the mountains, where all the five races met and after a long long time merged into one by breeding.
- Some may have more standing out traits of a specific compound race: as, orc tusks, elven lack of facial hair and eyelids, dwarvish height or beards, strange sexual dimorphism and others.
Onomasticon:
Use the languages and names of the humans, elves, dwarves and hobbits (orcish names are way more rare), and then, if wanted, merge them together, imitate them. (Legoli, Aiwenson, Thurwise, Kurumiel, Indis)
Forgotten Empire: Halves and Halve-Nots.
There are literally dozens of intelligent non-human races that were part of the empire and were subject to the mass forgetfulness. (A good dozen of them are some kind of elf.) The one thing they all had in common is that they were more or less cross-fertile with humanity, which has led to a few theories about their origins.
(The most common of these is that humans are some sort of hilariously ungainly hybrid of elf and dwarf. The next most common is "Wizards did it" the first magicians split humanity into dozens of purpose-built sub-species for kicks because, again, wizards have no ability to recognize consequences.)
In any case, what this largely means is that the average resident's appearance has very little to do with his training and racial knacks. A 4 foot tall, muscular man with a foot long beard might actually be a high elf, able to teleport around at whim. Or the willowy, green-haired woman with pointy ears could just be a perfectly normal human other than how she looks.
Those with appearances greatly at variance with their abilities are called Halves by most- what the actual balance of their ancestry is has little to do with the slang used.
There are of course groups with a strong focus on 'pure blood'. They're usually just the sort of inbred aristocratic assholes you picture when you read that.
(Being the first half from a pureblood family is a decent OUT.)
Forgotten Empire: Forgeborn
So the Hard man wanted to create beings in his own image, living armor that could think and fight as well as a man. He considered another bargain at the crossroads, but given how some of his previous bargains ended, reconsidered...and sought out the one they call the Mother of Monsters. Together, they made the first Forgeborn.
Unfortunately for the Hard Man, the Mother is a strong believer in free will. It's her greatest joy to see one of her creations develop a moral sense and turn on its creator, because that means she's created true life. Thousands of Forgeborn, and several out of each later batch rolled out of the forges of Ironbone, have their own wills, and no pressing desire to sign up with the Hard Man's World Conquest agenda. Many due, mind you. But by no means all. And some come to regret their service, for they are free-willed beings, with minds and souls of their own; the Mother wrought even better than she knew. (No one tell her. She'd be insufferably smug.)
Still, the Hard Man is building his army. It'll just take a bit longer than he thought.
Hello, old friends. (David Sutherland from the AD&D Players Handbook, TSR, 1978.)
CHANGELING Clever shapechangers from the dark corners of the world of magic RACIAL TRAITS Average Height: 3’0” - 4’7” Average Weight: 80 lbs - 120 lbs Ability Scores: +2 Cha, +2 Dex Size: Medium Speed: 6 squares, Fly 5 Vision: Darkvision Languages: Common, Changeling Skill Bonuses: +2 Bluff, +2 Insight Emotionvore: You do not need to eat normally. However, you must feed on powerful emotions. The best emotion for your feeding is love, but any will do in a pinch. Rippling Mind: You gain +2 to your Will defence. Passive Magic: You can manipulate inanimate objects via your magic. You can lift objects that weigh less than or equal to your own weight, and cannot lift living creatures, except for non-sentient plants. You can sustain the lift while using other powers but can only lift two objects, or your weight in objects at once, whichever is less. You can also only carry one object of half your weight or less when flying. Change Shape: You can use the change shape racial power.
Change Shape - Changeling Racial Power You alter your form to look like some other equine. At-Will * Polymorph Minor Action Personal Effect: You can alter your physical form to take on the appearance of any Medium equine, including a unique individual. You retains your statistics in its new form, and your clothing, armor, and possessions do not change and are not absorbed into the new form. The new form lasts until you change it or die. Other creatures can attempt an Insight check (opposed by your Bluff check) to pierce the disguise. You must have seen the individual you are imitating and gain a +10 bonus to your Bluff check (increases to +15 at level 11 and +20 at level 21). Changing shape requires a minor action.
Play a Changeling if you want...
To be change your appearance at will.
To play a hero in search of redemption, or one who struggles to rise above the wickedness of his or her people.
To be a member of a race that favours the Sorcerer, Rogue, and Weathersmith classes.
Physical Qualities [bluh]
Playing a Changeling [bluh]
Changeling Characteristics: [bluh]
Names: Aunrae, Dro, Istolil, Briza, Phyrra, Ryld, Zesstra, Zeerith, Vorn, Yuimmar, Quave, Nizana, Miz'ri, Jhaamdath, Halisstra
Changeling Adventurers: [bluh]
BUFFALO @Flavor RACIAL TRAITS Average Height: 5'1" - 6'5" Average Weight: 150 lbs - 300 lbs Ability Scores: +2 Con, +2 Choice Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Buffalo Skill Bonuses: +2 Endurance, +2 Nature Tough Skull: You can use your head and horns as a basic Mace (+2 Prof, 1d8 damage, Versatile) Hardy Nature: You gain an additional healing surge per teir. Goring Charge: You can use Goring Charge as an encounter power. Goring Charge - Buffalo Racial Power You charge the enemy and gore it with your horns. Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Constitution + 4 (6 at 11th level and 8 at 11st level) vs. AC Hit: 1d6 + Constitution modifier damage, and you knock the target prone. Level 11: 1d6 + Constitution modifier damage. Level 21: 3d6 + Constitution modifier damage. Play a Buffalo if you want...
To be tough and durable
To To be strong enough to use your own body as a potent weapon
To be a member of a race that favours the Barbarian, Invoker, and Battlemind classes.
Physical Qualities Buffalo are built to last, with tough hides and thick muscle. Fur colour is generally a variation of brown, from sandy to auburn to very dark. Black fur is uncommon, but not unheard of. The fur around their heads and necks tends to be a darker shade of the colour of the rest of their bodies. Eye colour is typically black, though brown, hazel and even green are also sometimes seen. What set the buffalo apart from the other races are their small but potent set of black or white horns. Though short, they are very sharp and able to be hooked underneath an enemy. Buffalo dress consists mostly of headwear, and their patterns are representative of the tribe to which they belong, with each tribe having their own special marks. Feathers are often incorporated, as well as other elements found in nature. The size of the headwear is indicative of their status, with only the chief holding high enough merit to wear a full warbonnet. Buffalo weaponry is also commonly adorned with feathers and precious stones. Buffalo age slowly and gradually and like most other races are able to walk minutes after birth. Even very young buffalo show a comparable strength and resilience to their adult selves. Buffalo retain much of their strength well into old age, and typically live 80 to 100 years. Playing a Buffalo Buffalo have wills - and skulls - as thick as their hides. A deeply traditional race, they treasure loyalty above all else, both to their tribes and to the land. They are a migrating race, following ancient paths through their territories according to the patterns of the seasons. Much like their strong, sturdy bodies, their minds can be just as hard to budge, and they are easily set in their ways. Compromise is not something that comes easily to a buffalo. Despite this they are not quick to resort to anger or violence. Buffalo approach problems like a flowing river; calm, steady, but unstoppable. If pushed, they prefer to use their strength and size to intimidate or forcefully move objects rather than hurt anyone. If forced to fight, they will do so with honor and arrange the battle, making sure that both sides are equal so they can fully prove their strength. Aside from disagreeing with them, the quickest way to anger a buffalo is to betray their trust, whether by cheating or otherwise. Buffalo tend to have no strong feelings for any particular race, preferring to treat each encounter individually depending on how much the outsider respects the tribe and their customs. Those who do show respect are treated very hospitably. However, buffalo have no patience for those who accept their kindness and then immediately turn on them. A buffalo's tribe is a very tight, cohesive unit, one that a buffalo is not usually willing to leave easily. For one to go out and seek adventure is often looked upon by the others with uneasiness. Even when away on a quest a buffalo will commonly fondly remember their tribe and miss them dearly. However, should they survive and return, they are treated as heroes of the highest regard, their bravery rewarded by a massive boost in tribal status. They are also quickly swarmed by others wanting to hear stories of what they saw and experienced. Buffalo Characteristics: Traditional, loyal, stubborn, dedicated, calm, collected, powerful in mind and body, brave Names: Thunder Hooves, Strong Heart, Wind Walker, Ancient Fire, White Bird, Storm Horns, Red Sky, Rising Sun, Blue Spirit, Black Eagle Buffalo Adventurers Red Sky is a buffalo battlemind who takes full advantage of his natural stubbornness to temper his mind into a potent weapon. His psychic abilities are just as sharp as his horns, and he takes full advantage of both in battle. He is not one to waste his skills on targets he deems unworthy, preferring to take on foes that are equal or even greater in strength. Rising Sun is a buffalo barbarian who considers herself the physical form of nature's raw fury. She does so, however, with finesse and honour, her seemingly random blows actually carefully thought out and calculated to be as effective as possible. Her goal is to serve as a reminder to her enemies that, as her goddess Fluttershy teaches, never forget that nature brought you here, and she can take you right back.
GRIFFON @Flavor RACIAL TRAITS Average Height: 3'5" - 5'10" Average Weight: 50 lbs - 100 lbs Ability Scores: +2 Dex, +2 Choice Size: Medium Speed: 6 squares, Fly 6 Vision: Low-Light Languages: Common, Griffon Skill Bonuses: +2 Perception, +2 Acrobatics Eagle Eye: You gain a +2 attack bonus to unarmed attacks, and ignore light cover. Cloudwalk: You can walk on top of clouds via passive magical ability. To you, they count as a semi-solid object, and can reduce fall damage by half if passed through while falling. You cannot Cloudwalk on creatures made out of cloud, such as Air Elementals. Talon Grip: You can use Talon Grip as an encounter power. Talon Grip - Griffon Racial Attack You lash out and grab hold of your foe, digging your deadly talons in. Encounter Standard Action Melee 1 Target: One creature Attack: Dex vs. Reflex Hit: 1d6 + Dex damage and the target is Restrained Level 11: 2d6 + Dex Level 21: 3d6 + Dex Miss: Half damage and the target is not Restrained. Sustain Standard: The target continues to be Restrained, and takes 5 ongoing untyped damage. Level 11: 10 damage level 21: 15 damage Special: You may only move at half speed while holding a creature with this power. Play a Griffon if you want... Have vision as sharp as a bird of prey To soar the sky on wide wings To be a member of a race that favours the Rogue, Monk, and Ranger classes.
[Physical Qualities] [Playing a Griffon] [Griffon Characteristics: @personality traits] [Names: @Sometimes divided into gender lists.] [Griffon Adventurers]
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