Bugbear: Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. Centaur: Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration — from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Dhampir: Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess. Dragonborn: Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings. They linage suffers from a draconic curse placed upon them generations ago. Draugr: Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own. Dreamlands Cat: Cats are marvelous creatures, able to remember and control their life within the dream worlds. Dreamlands Cats are the rare few capable of stepping beyond the boundaries of the Dreamlands and walk the waking world with their dreamlands bodies. Dreamers: Strange humanoids with the ability to walk freely in the dreams and explore what lies just beyond the normal vision of mankind. Dwarfs: Honored among the world for their crafting capabilities, Dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Einherjar: The spirits of fallen warriors returned to life to walk the earth, they are placed in the world to serve as guardians of good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. Elves: They are representations of the land itself, infused with the land and made apart of their body. Other type of elves, such as Light Elves, Pallid Elves, and drow also exist; but differ from the elemental elves of this world. Firbolg: Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic. Gamo: A race of adaptable moth people, Gamo are know for their ability to survive in extreme conditions and capable of adapting to their environment. Goblin: Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids. Ghoul: For many, the word "Ghoul" conjures grotesque images that shock and nauseate. Mythos Ghouls are ghouls who have gained sentience and now walk among the living world. Gnome: A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. While one of the shorter races in the world, their pension for invention and exploration more than make up for their lack of height. Gnorri: A race of multi-armed serpent folk who live under the waves and in the deep trenches of both the waking and dream worlds. Half-Elf: Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Halfling: The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They have large hearts and a great sense of community and friendship. Half-Orc: Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. They are the product of Orcs and other humanoid races. Hexblood: Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Hobgoblin: War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don’t feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Humans: Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. Jotun-Born: Strong and reclusive, Jotun-born are the descendants of giants. None know how Jotun-born come to be, but all know to respect and fear these giant infused humanoids. Kalashtar: The kalashtar are a compound race created from the union of humanity and renegade spirits from the Dreamlands. Loxodon: Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Kobold: Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. Laneshi: Pale humanoids with manes of kelp-like hair, Laneshi inhabit the world deep beneath the oceans. They straddle the line between life and death, communing with spirits for guidance and unafraid to meet death on the battlefield. Leng: Leng folk are relatives of humans native to the Dreamlands. Physically, they are distinguished from other humans by their hooved and fury legs, small horns on their heads, and mouths that can open unusually wide. Leonin: Nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Lizardfolk: Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Lizardfolk make their home in Helheimr. Minotaur: Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. Manes of shaggy fur extend down minotaurs’ necks and powerful backs, their legs end in heavy, cloven hooves Ogresh: A rare and solitary race, the Ogresh are solitary wise men and woman who serve as founts of information and advice for nearby communities. Owlfolk: Owl-like humanoids, Owlfolk reside within the treetops of forests and the tops of mountains deep within the mountain ranges throughout Glecia. Ratfolk: A race of bipedal rat humanoids. Ravenkind: Raven-like humanoids who live throughout the forests and plains of Glecia. Satyr: Satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goat like horns, pointed ears, and furred lower bodies sharply distinguish them. Shifter: Shifters are humanoids who have aspects of animals within them. An offshoot of Elves who choose to focus on the animals and beasts aspect rather then the elemental aspect of nature. Tabaxi: Ultimate travelers, the inquisitive Tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. Tabaxi are cat like humanoids. Tcho-Tcho: Tcho-Tcho are relatives of humans that have been altered by the meddling of aberrations and the corruption of ancient entities that predate even the Gods themselves. The Disembodied: A subset of humanoids from the outer realms. Tiefling: To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. Feral tieflings also fall under this category. Wechselkind: Constructed of study materials and enchanted with powerful faerie magic, Wechselkind are small, child-like constructs of wood, clay, and ceramic; and animated by ancient faerie magic. Yuan-Ti Pureblood: The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands. Zoog: An offshoot of the Ratfolk, they are menacing inhabitants of the deep woods, they are widely dreaded and sometimes mocked from a safe distance. Unlike many feared races, the superstitions and legends about Zoog's are well founded.