The Silent Lands are home to many strange peoples and races. Many of the common races that live in the north only appear rarely south of the Scorched Barrier. The following races from the phb are rare and thus not available to players (other races from the phb are):  
  • Gnomes
  • Elves
  • Dwarves
  • Half-Elves
  • The following races are available as alternative options:  

    Cyclopeans

      Decendants of the ancient giants that once inhabited these lands and built the ruins of Akhetan and Baikal. Their civilization has fallen millenia ago and they now live in tribes of their own kind on the Emerald Steppes or dispersed in the city states across the Silent Lands. Most worship their ancestors or the spirits of the land. Arcane abilities are rare among their kind and most cyclopeans have developed a distaste for arcane magic. Shamanic powers are different however and many cyclopeans are very spiritual in nature.
      CYCLOPEAN RACIAL TRAITS
  • +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence. Just as clumsy as their Menta kin, feral-kind cyclopeans make up for their lack of grace with considerable physical power. However, they lack the cunning of their kin.
  • Medium: As Medium creatures, cyclopeans have no special bonuses or penalties due to their size.
  • Cyclopean base land speed is 30 feet.
  • Darkvision: Cyclopeans can see in the dark up to 60 feet. Darkvision black and white only, but it is otherwise like normal sight. Feral-kind cyclopean function fine with no light at all.
  • Glimpse the Future (Su): cyclopeans can see brief snatches of the future that let them react to danger better. Feral-kind cyclopeans get a +1 insight bonus on Initiative checks and Reflex saves.
  • Single Eye: Because they only have one eye, cyclopeans lack depth perception. Cyclopeans suffer a -2 penalty on all ranged attack rolls, Search checks, and Spot checks.
  • Automatic Languages: Common and Giant. Bonus Languages: Dwarven, Gnome, Sylvan, and Terran. Cyclopeans live close to the earth and often learn the languages of those attuned to it.
  • Favored Class:Barbarian. A multiclass cyclopean barbarian's class does not count when determining whether he takes an experience point penalty for multiclassing. Already crude and dangerous, cyclopeans find it easy to enter berserker rage.
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    Killoren

      Killoren have only recently been appearing in the Silent Lands. They are a fey race with a close connection to plants, similarly to dryads. They have been awakening in the deep jungles for only about a century. Most have only recently been growing to adulthood, giving them a lifespan similarly to elves. They have formed small communities in the deep jungles, but have proven to be very inquisitive as several have begun traveling and mingling with other races. They have green skin and small leaves and vines grow in their hair. Their connection to nature is obvious to any who meets them.   KILLOREN RACIAL TRAITS
  • Fey: Killoren are of the fey type and are therefore not affected by spells such as charm person and hold person. Unlike other fey, killoren gain Hit Dice only by acquiring levels in a character class.
  • A killoren's base land speed is 30 feet.
  • Low-Light Vision: Killoren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects.
  • Racial Skills: Killoren have a +2 racial bonus on Handle Animal and Survival checks.
  • Cold Iron Anathema (Su): Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.
  • Manifest Nature's Might (Su): Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature's might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling her spirit with the aspect of nature that is most needed for her current tasks. Once a killoren chooses an aspect, she manifests that aspect until the next morning, when she chooses again which aspect to manifest. Many killoren favor one aspect over the others and rarely choose to manifest one of the other two aspects.
  • Aspect of the Ancient: While manifesting the aspect of the ancient, a killoren embodies the deep and ancient secrets of nature itself. With this bond to nature's secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to her Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren's normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, her hair turns white and her eyes turn to the color of a blue summer sky.
    Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the character's Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds her Charisma bonus to her attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, her hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer's coal-black eyes to be unnerving.
    Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature's ancient tradition of the hunt, and her senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunter, her hair and eyes turn a deep forest green, and her skin tone becomes a deeper brown than when manifesting one of the other aspects.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Elven, Gnome, Ignan, Terran.
  • Favored Class: Druid.
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    Nezumi

      Descendants of the empire of Nezumi that once existed in the Plane of Shadow, these humanoid rats are now thriving in the Silent Lands. Ratlings can be found everwhere. They often make a living as mercenaries or information brokers. They no longer have a society of their own, but have integrated among all the other peoples of the Silent Lands.   NEZUMI RACIAL TRAITS
  • +2 Constitution, -2 Charisma. Nezumi are hale and hardy but rather crude by human standards.
  • Medium-size: As Medium-size creatures, nezumi have no special bonuses or penalties due to size.
  • Nezumi base speed is 40 feet.
  • Low-light Vision: Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Hide and Move Silently checks. Nezumi are naturally stealthy.
  • +2 racial bonus on saving throws against poison and disease: Nezumi are resistant to illness and toxins.
  • Resistant to corruption: Nezumi gain a +2 racial bonus to will saves against mind-affecting spells or any effect that could change their alignment.
  • A ratling's sharp claws and teeth deal 1d4 points of normal damage with a successful unarmed strike. A ratling can make only one unarmed attack per round, using either claw or a bite attack.
  • Keen Scent: Nezumi have a better sense of smell than humans do, and are often more able to distinguish humans from each other by scent than by sight. Nezumi have the scent special quality.
  • Automatic Languages: Common. Bonus Languages: Undercommon
  • Favored Class: Rogue. A multiclass nezumi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
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    Elan

      The followers of Urzai from Intai, the city of order, have recently begun forcefully converting members of other races to their own way of living. They do so by kidnapping those they consider violent, chaotic or dangerous and subjecting them to psionic treatments. The result is an Elan, a modified being that still looks like its original race, but has become an aberration. This process often removes or alters some of the subject's memories and rewrites their personality. After their conversion, the Elan are released back into the world.   ELAN RACIAL TRAITS
  • -2 Charisma: Elans, despite their attempts to blend into the their native population, continue to come off as just a little unusual.
  • Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
  • Elan base land speed is 30 feet.
  • Alignment: an Elan is always lawfull and his alignment can never be changed into anything other than lawful.
  • Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans’ past lives expose them to wide ranges of language.
  • Favored Class: Psion.
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    Xeph

      The Xeph are the warriors and scouts of the city of Intai. 2 of the city's founders were Xeph. They came to this world long ago and have been spreading through the Silent Lands ever since. Most are on the lookout for individuals to bring to Intai for conversion (willingly or not). Others have left Intai because they don't agree with the recent changes in attitude towards outsiders and conversion, believing the current practices to be a perversion of the teachings of Urzai. Xeph somewhat resemble gith. They are tall with yellow-brown skin and long braided hair on the top of their head.   XEPH RACIAL TRAITS
  • +2 Dexterity, -2 Strength: Xephs are quick but not very strong.
  • Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
  • Xeph base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
  • Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
  • Automatic Languages: Common, Intai. Bonus Languages: Draconic, Gnoll, Goblin, Halfling, Sylvan.
  • Favored Class: Soulknife.
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    Synad

    The Synad are the masters of the City of Order. 8 out of 12 of the disciples of Urzae that founded the city were Synads. Most spend their entire lives within the city limits. Synads are unique in that each is a collective of 3 minds. Some believe that each Synad has 1 true mind that is joined by the minds of two deceased psions, although this is unconfirmed and considerd blasphemous by others   While synads have wildly varying personalities, their threefold minds give the race recognizable personality traits. A synads threefold mind is composed of parts that are often referred to as the overmind, the collective, and the oracle. In most activities, the overmind controls the synad's actions. However, sometimes the collective or the oracle - the parts known as the submind - rises to the surface, either bypassing the overmind or mentally advising it on topics the submind is more suited to understand.   In the bright light of day, a synad passes for a tall, slim human. In dim light, however, out of the corner of an observer's eye, a synad sometimes appears as a humanoid with three heads. The normal head appears bracketed by two ghostly heads completely "devoid of hair, eyes, ears, mouth, or nose. This happens only if the synad has exhausted all its power points for the day. For this reason, most synads avoid draining their power point reserve, lest their true nature be revealed. Synads typically stand just over 6 feet tall and weigh about 170 pounds, with males somewhat taller and heavier than females. Synads are typically hairless. They have pale skin, large, dark eyes, and long, expressive fingers. They dress commonly but enjoy impressive, flamboyant headwear..   SYNAD RACIAL TRAITS
  • Aberration: As aberrations, even though they can appear human, synads are not subject to spells or effects that affect only humanoids.
  • Medium: Synads have no special bonuses or penalties due to their size.
  • Darkvision out to 60 feet.
  • base land speed is 30 feet.
  • Naturally Psionic: Synads gain 3 bonus power points at 1st level, one each for the overmind, the collective, and the oracle. This does not grant synads the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Threefold Mind (Su): The threefold synthesis of mind, controlled by the overmind, grants synads an advantage when resisting mental attacks. They gain a +2 bonus on Will saving throws.
  • Oracle (Su): The part of a synad's mind known as the oracle grants him a daily precognitive edge. This translates into a +2 insight bonus that the synad can apply at any time to an initiative check, attack roll, or saving throw. In the case of an attack roll or saving throw, the synad can elect to apply the bonus to the roll or save after he determines whether his unmodified roll misses. A synad can apply only one precognitive edge per day.
  • Collective (Su): The part of a synad's mind known as the collective allows him to tap into a racial network of knowledge and information. A synad can spend 1 power point as a free action to gain a +2 bonus on any Knowledge or Psicraft check he makes.
  • Multitask (Su): A synad's threefold mind can temporarily separate, allowing him to take more than a single mental action during his turn. Once per day, a synad can spend 1 power point to gain a swift action that he can use to take any purely mental action. Examples include manifesting a psionic power or making a Knowledge, Psicraft, or other check requiring only mental cogitation. However, a synad can use his extra mental action to manifest a power only if the normal actions allowed to him during the round do not also involve manifesting a power.
  • Automatic Languages: Common and Intai. Bonus Languages: Any (other than secret languages, such as Druidic). The portion of a synad's mind known as the collective exposes him to a wide range of languages.
  • Favored Class: Any. A multiclass synad's first chosen new class does not count when determining whether he takes an XP penalty for multiclassing.
  • Saurians

      The large jungles of the SIlent Lands are home to a great variety of reptiles and dinosaurs. Over the centuries a race of reptillian humanoids emerged that shared many traits with these animals. How exactly they obtained these abilities is unknown. Some live in tribes in the deep jungles while others make their home in cities. Akek espescially has a large amount of Saurians living there. Saurian cannot hide their reptillian heritage. They often have small scales on their joints, yellow eyes with snake like pupils and some are completely hairless.   SAURIAN RACIAL TRAITS
  • +2 Constitution, -2 Intelligence, -2 Charisma: Saurians are hearty and resilient, but their inherent reptilian nature detracts from both their reasoning ability and their social interaction.
  • Reptilian and Shapechanger Subtypes: Saurians are humanoids with both the reptilian and shapechanger subtypes.
  • Medium: As Medium creatures, saurians have no special bonuses or penalties due to their size.
  • Saurian base land speed is 30 feet.
  • Low-Light Vision: Saurians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Shifting (Su): A saurian can tap into his reptillian heritage to gain short bursts of physical power. Once per day, a saurian can enter a state that is superficially similar to a barbarian's rage. Each saurian has one of the following shifter traits - characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character's physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. In addition to a number of common shifter traits, several unique to saurians are described in the following section.
  • Shifting is a free action and lasts for a number of rounds equal to 3 + the saurian's Constitution modifier. (If a shifter trait or other effect increases the character's Con modifier, use the newly improved modifier). A saurian can take feats to improve this ability.
  • +2 racial bonus on Balance, Climb, and Jump checks: A saurian's reptilian heritage enhances many of his physical skills.
  • Automatic Languages: Common, Draconic. Bonus Languages: Giant, Halfling, and Sylvan.
  • Favored Class: Ranger. A multiclass saurian's ranger class doesn't count when determining whether he takes an experience point penalty for multiclassing.
  • SAURIAN TRAITS
    Each saurian receives one of the following special traits, which is selected when the character is created and cannot be changed thereafter.
  • Beasthide (Su): While shifting, a beasthide saurian gains a +2 bonus to Constitution and thick skin that provides a +2 natural armor bonus.
  • Broadwing (Su): While shifting, a broadwing saurian gains a +2 bonus to Dexterity and can slow his descent while falling. A shifter using this ability takes damage from a fall as if it were 40 feet shorter than it actually is.
  • Junglerunner (Su): While shifting, a junglerunner saurian gains a +2 bonus to Dexterity and increases his base land speed by 20 feet.
  • Longtooth (Su): While shifting, a longtooth saurian gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a -5 penalty on his attack roll) while wielding a weapon.
  • Raptorleap (Su): While shifting, a saurian gains a +2 bonus to Strength, a +4 bonus on Jump checks, and he treats all Jump checks as though he had a running start.
  • Razorclaw (Su): While shifting, a razorclaw saurian gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round suffers a -2 penalty.
  • Widetail (Su): While shifting, a widetail saurian gains a +2 bonus to Constitution and grows a thick tail that can be used a natural weapon, dealing 1d6 points of bludgeoning damage (plus an additional +1 for every four character levels he has) with a successful tail slap attack. He cannot attack more than once per round with his tail slap, even if his base attack bonus is high enough to give him multiple attacks. He can use his tail slap as a secondary attack (taking a -5 penalty on his attack roll) while wielding a weapon.
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    Dragonborn

      The absence of a stable weave has left many in the Silent Lands to look elsewhere for arcane power. Dragons, so it seems, are unaffected by the weave's imbalance. Their natural attunement to magic makes it possible for them to use their arcane abilities unafraid of any backlash or chaotic effects. For centuries humans and other races have sought to emulate this ability, fusing their own life essences with those of dragons through powerful magic. The result are the dragonborn, a relativly young race that now breeds true. Although the dragonborn have inhereted some of their distant kin's strengths, their talent to stabilize arcane energies still eludes them.   DRAGONBORN RACIAL TRAITS
  • +2 Constitution, -2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their movement.
  • Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype. For all effects related to race, a dragonborn is considered a dragon.
  • +2 natural armor bonus to Armor Class.
  • Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
  • Breath Weappon (Su): the dragonborn gains a breath weapon. The breath weapon is a line of elemental energy.The line's length is 5 feet per Character level the dragonborn has, up to a maximum of 100 feet at level 20. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 levels the dragonborn possesses (2d8 at level 3, 3d8 at level 6, and so on). The damage can be acid, cold, electricity, or fire. The dragonborn chooses the energy type when he first gains the breathweapon and cannot change it later. A successful Reflex save (DC 10 + 1/2 the dragonborn's character level + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.

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