4 Race
Human, Dwarf, Elf, Half Elf or Halfling are allowed. Human is preferred for this campaign. There are minimum and maximum scores for each race (other than Human).
4.0.1 Human
Humans make up 80% of the population of the OnceWas. They come in a broad variety of shapes and sizes. The towering barbarians of Stonehold would seem to have very little in common with the dessert men of Sunndi.
An average Human male in good health stands just less than six feet tall and weighs about 175 pounds. Most Humans in the OnceWas live around 80 years.
Restrictions: Humans may be any single class. They have no minimum or maximum ability score requirements.
Special Abilities: Humans learn quickly, gaining a 10% bonus to all experience points earned.
Saving Throws: Humans are the standard and have no saving throw bonuses.
4.0.2 Dwarf
The dwarves of OnceWas are an ancient and proud race. For centuries, they thrived in grand underground cities, renowned for their unmatched craftsmanship in metalwork, stone, and gem cutting. Their civilization was built on honor, tradition, and the unbreakable bonds of family, with great mountain holds ruled by powerful clans. Dwarves hold their heritage in the highest regard, and their skill in blacksmithing and crafting is legendary, with every creation carrying deep cultural significance and stories of their ancestors.
However, their peaceful existence was shattered with the rise of humanity. King Feall, seeing the dwarves’ rich mines and unparalleled craftsmanship as valuable tools for his ambitions, mistreated and enslaved them. Dwarven cities were raided, treasures plundered, and the dwarves were forced deeper into the mountains, retreating into isolation as they struggled to preserve their way of life.
Today, dwarves make up 5% of the population of OnceWas, but their presence is felt far beyond their numbers. Most dwarves are now concentrated in RingingHammer, a single fortified stronghold nestled deep in the heart of the mountains. Once a great civilization, the dwarves now live in the shadow of their former glory, their numbers dwindling. While some have integrated into human society as artisans and smiths, many remain fiercely independent, determined to rebuild what was lost and protect their legacy. Though their power is no longer what it once was, their pride, craftsmanship, and resolve remain unbroken.
Dwarves stand around four feet tall and typically weigh around 160 pounds, with dark brown, gray, or black hair cascading down their backs and thick, braided or forked beards that are a source of immense pride. Their dark, ruddy complexions radiate a rugged charm, and their tough lives have instilled in them an extraordinary resilience. Their lifespans stretch from three to four centuries, and though they age quickly once they reach maturity, they possess a vitality that surprises those who underestimate them. This enduring nature allows dwarves to weather the harshest challenges, both physical and emotional, with unyielding tenacity.
Known for their practicality, stubbornness, and courage, dwarves are also deeply introspective. Many are suspicious of outsiders and fiercely protective of their treasures, traditions, and clans. The clans of RingingHammer, including names like Battlehammer, Stoutaxes, Strongfellow, and Rockbrow, each have their unique customs and tales, competing in contests of craftsmanship and strength. Despite their rivalries, they unite in times of peril, showcasing their fierce loyalty to kin and heritage.
A unique aspect of dwarves in OnceWas is their connection to ancient, elemental spirits tied to the mountains they inhabit. Many dwarven clans commune with these spirits, seeking guidance and blessings for their crafts, believing that their work is a form of communication with the earth itself. This mystical bond deepens their introspective nature, with many dwarves engaging in rituals to honor these elemental beings.
Dwarves also have a legendary love for brewing, particularly beer and ale. Their taverns serve as gathering places for storytelling, where the clinking of tankards and hearty laughter echo through stone walls, weaving tales of valor, camaraderie, and deep-rooted tradition. These celebrations, full of strong, complex brews, reflect the dwarven spirit—resilient, full of surprises, and forever bound to their heritage.
Restrictions: Dwarves may become Clerics, Fighters, or Thieves. They are required to have a minimum Constitution of 9. Due to their generally dour dispositions, they may not have a Charisma higher than 17.
Dwarves may not use large weapons more than four feet in length (specifically, two-handed swords, pole arms, and longbows).
Dwarves get -10 feet to combat movement.
Special Abilities: All Dwarves have Darkvision with a 60' range.
Dwarves can detect traps, shifting walls and new construction with +1 on Investigation Skill checks when examining and searching these.
Saving Throws: Dwarves save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
4.0.3 Elf
The origins of the elves remain shrouded in mystery. An ancient race, they first appeared in the OnceWas during the Age of Dragons, following the arrival of humans. Through ancient portals created by Queen Genevieve, the elves arrived and established the hidden city of Silvandor deep within the Eldertree Forest. Some speculate they came from across the Endless Sea to the far West, while others believe they emerged from another Plane of Existence, perhaps the Verdant Glades—a world brimming with magic and life. Their arrival was not marked by ships, but by glimmering lights dancing across the night sky, leading them to the lush, untouched depths of their new home.
Elves were rulers, sages, and artists, their civilization built on knowledge, arcane power, and a deep connection to nature. They flourished in secrecy, away from the growing human world. But as humanity rose—driven by ambition and the thirst for power—the elves found themselves drawn into conflict. Though mighty, the elves were aloof, reluctant to engage with human society, and as human kingdoms expanded, their lands were encroached upon.
Centuries have passed since a full-blooded elven child was born, and their numbers now dwindle. Many of the remaining elves live in secrecy among humans or in hidden enclaves, while others are scattered across the world, their once-glorious bloodline fading into obscurity. Despite this, the elves’ legacy endures. Their ancient knowledge of magic, nature, and the arcane echoes through the land. Though they make up just 0.2% of the OnceWas population, their presence looms large in the myths and histories of the realm. They are the oldest and wisest of races, embodying an air of mystery and elegance.
Elves are a slender and graceful race, with both genders averaging five feet tall and weighing around 130 pounds. Their dark hair, pale skin, and delicate features give them an almost otherworldly appearance, complemented by pointed ears. Most elves possess keen eyesight and hearing, allowing them to navigate their enchanted forest home with ease. Incredibly long-lived—spanning over a dozen centuries—they experience a wealth of knowledge and wisdom, though this near-immortality comes at a cost. Instead of sleep, elves enter deep trances for four hours a day, connecting with the whispers of ancient spirits and tapping into a mystical reservoir of power.
Their arrival in the OnceWas is steeped in legend. Some believe that the lights heralding their arrival were not merely celestial phenomena but the manifestations of otherworldly beings, guiding the elves to this realm. This event marked the beginning of their guardianship over the Eldertree Forest, a pact forged in twilight that binds them to the land. Protecting their home with an intensity bordering on obsession, elves are enigmatic figures whose motivations remain elusive.
Their beauty and grace mask a deeper, more complex nature. Those who venture too close to their hidden groves may find themselves ensnared by illusions or caught in the web of their ancient magics. Elves are not mere protectors; they are mysterious beings whose interactions are charged with an unspoken tension, a reminder that in the OnceWas, nothing is ever as it seems.
Restrictions: Elves may become Clerics, Fighters, Magic Users or Thieves. Elves may also combine the classes of Fighter and Magic User or combine the classes of Magic User and Thief. They are required to have a minimum Intelligence of 9. Due to their generally delicate nature, they may not have a Constitution higher than 17. Elves never roll larger than d6 for hit points.
Special Abilities: Elves have Darkvision with a 60' range.
Elves are so observant that they have an additional +1 on Perception Skill and Spot Skills checks.
Elves are immune to the paralyzing attack of ghouls, as well as the Sleep spell.
Elves are only surprised on a DC17 or better.
Elves get +10 feet to combat movement.
Saving Throws: Elves save at +1 vs. Paralysis or Petrify, and +2 vs. Magic Wands and Spells.
4.0.4 Half-Elf
Half Elves makeup .03% of the population of OnceWas. These beings combine the best parts of elves and humans, or so they say. They don’t really belong in either world, having to decide the community they find themselves more identified with. For this reason, they work excellently as ambassadors or wander off feeling excluded from all places, sometimes in the search for adventurers with whom they can find a sense of belonging.
An average Half-Elf male stands around 5'5” in height, with females averaging an inch shorter. They have pointed ears, but their features tend to favor the Human parent a bit more than the Elf.
Half-elves live much longer than Humans, often exceeding 200 years.
Restrictions: Half-Elves may become members of any class or combination allowed to Elves. They are required to have a minimum Intelligence of 9, and like Elves they may not have Constitution scores higher than 17. They do not suffer from the Elven hit dice limit.
Special Abilities: Half-Elves have Darkvision with a 30' range.
Half- Elves have an additional +1 on Perception Skill checks.
Half-Elves gain a bonus of +5% on all earned experience, unless a member of a combination class.
Saving Throws: Half-Elves save at +1 vs. Magic Wands and Spells.
4.0.5 Halfling
Halflings are a quiet, reclusive race once known for their peaceful, pastoral communities, where they lived in harmony with the natural world. They cultivated the land with love, fostering close-knit villages scattered across the hills and valleys. Halfling society thrived in the shadows of larger civilizations, avoiding the conflicts that swept through the world. Known for their hospitality and a deep connection to the earth, they embodied a spirit of cheer and community. Their homes, nestled in idyllic surroundings, reflected their love for simplicity and contentment.
However, the rise of larger empires and the wars that followed took a heavy toll on the halflings. As human kingdoms expanded relentlessly, they encroached upon halfling lands, burning villages and forcing them to flee. Despite their peaceful nature, many halflings were caught in the crossfire of these conflicts, and their small size made them particularly vulnerable to the harsh realities of war. Their numbers dwindled, and the devastation from these wars has left their communities scattered and few.
Today, halflings make up just 1.8% of the OnceWas population. Though their peaceful nature has made them reluctant to engage with the larger world, many still wander as adventurers, driven by the loss of their homes. Others remain hidden, guarding their remaining villages with quiet strength. Despite their scarcity, the resilience of halflings endures, as does their hospitality, cunning, and wisdom. Their small villages may seem humble, but they stand as bastions of a proud heritage, watching the world around them with keen eyes.
Standing between three to four feet tall and weighing around 60 pounds, halflings are known for their easygoing demeanor and their ability to find joy in the comforts of home. Their curly brown hair adorns their heads—and often their feet—while their ruddy cheeks reflect their cheerful dispositions. Typically fair-skinned, they possess a natural agility that makes them remarkably resilient. Their exceptional dexterity allows them to move quietly and remain still, a skill honed over years of navigating dense underbrush. Most halflings prefer to go barefoot, feeling a deeper connection to the earth beneath them.
Despite their small stature, halflings possess a surprising strength and longevity. They reach maturity in their early twenties, and many live into their 150s, accumulating a wealth of experiences and wisdom along the way. This extended lifespan fosters a deep appreciation for their heritage and a treasure trove of stories.
But beneath their cheerful exteriors lies a more mischievous nature. Halflings are not merely simple folk; they possess a sharp intelligence and a knack for clever tricks. Their curiosity often leads them into situations that test their resourcefulness, and their love of mischief manifests in unexpected ways, from elaborate pranks to schemes that outwit much larger foes. Despite the trials they've faced, halflings remain ever resilient, their vibrant spirit and sense of community undimmed by the passing years.
Restrictions: Halflings may become Clerics, Fighters or Thieves. They are required to have a minimum Dexterity of 9. Due to their small stature, they may not have a Strength higher than 17. Halflings never roll larger than d6 for hit points regardless of class. Halflings may not use Large weapons and must wield Medium weapons with both hands.
Special Abilities: Halflings are unusually accurate with all sorts of ranged weapons, gaining a +1 attack bonus when employing them.
When attacked in melee by creatures larger than man-sized, Halflings gain a +2 bonus to their Armor Class.
Halflings are quick-witted, thus adding +1 to Initiative die rolls.
Halflings can hide in shadows indoors like the Thief ability and hide outdoors like the ranger ability of the same level.
Saving Throws: Halflings save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.