Half-Races

Half-Races are individuals who have mixed bloods of two races, and while they are one of the playable 'races' of Erelest, they are not, nor ever have been, considered a true race. While any race can fall in love with any other race (though the chances are lower if there is a dislike of the other race(s)), not every combination can result in a child due to either incompatabilities, or one blood being too strong and overpowering and the other being overtaken as a result (thus not mixed blood, but full blood of one or the other). Humans can have children with anyone as they are the most adaptive of all the eight races. Some half-races are more disliked, even despised, by certain races, while others are more accepted by the collective as a whole. Additionally, certain half-races are more prominent in the world than others, either due to the size of the population of both parents, the chances of a good relationship between said races, or both at once.   In regards to the size, color, shape, nature, personality, and so forth of the half-race, it is entirely dependent on the parents of said half-race. For example, a half-elf will likely be taller than an elf is, and while never being over 6' tall the human parent's height can further adjust their height. A short human for example could potentially result in a shorter than average half-elf, while an 8' human could result in a very tall half-elf. Additionally while they'd have pointy ears, they wouldn't be as refined as a true elf's. In a similar regard, a half-gnome's facial features, proportions and body sizes would be larger and wider than a normal human's, but not to the comical size of an average gnome.

Mixed-Bloods often inherit three traits from their parent(s), however this can be reduced if they are only 1/3, or 1/4 of one or another's blood. For example, a half-elf with 1/3 elven blood will only have two traits, while a half-elf with 1/4 elven blood will have only 1 trait. For non-human combinations, they inherit one quality from either parent, stat boost and penalty from either parent, and infravision. i.e., an offspring of gnome and dwarf could choose to have a bonus of either Intelligence or Constitution, and a penalty of Charisma. If the offspring is 1/3 of one blood, they do not get to choose, for the greater blood overtakes their abilities at that point (i.e. if 1/3 dwarf, then it's always intelligence bonus, never constitution). This is seen in more detail below.

Half-Dwarf
A Half-Dwarf is the mix between Human and Dwarf (whether they be Mountain Dwarf or Hill Dwarf, though Hill Dwarf mixes are more common). Of the four half-human races, the half-dwarves are third most common, standing in front of half-gnomes and behind half-lins. Half-Dwarves are welcome by the human races in general, while the dwarves are a bit more complex. Most hill dwarf societies will usually accept half-dwarves, but mountain dwarf societies (or underdark cities) can be picky, with some clans only accepting half-dwarves who choose to live fully as a dwarf, foregoing their human heritage. Duergar are an exception in that so long as one is willing to work for their clan, they are accepted into their clan, and their ongoing war against the Mountain Dwarves makes attempting to mingle with dwarven-kind extremely issue. And while Half-Dwarves are born with a few of a full blooded dwarf's traits, they do not possess for themselves the knowledge of their excavation and smithing skills.
The following listed below shows the list of languages half-dwarves have and/or can select from depending on which race of dwarf their parent was, and what languages their parents teach them.
Languages: Alignment Language, Dwarven, Mountain or Hill Dwarf, Common, 1 Unique Human or 2 Demi-human (goblin, orc, kobold).
  • 1/2: Gain a +1 Bonus to saving throws vs. Poison for every 4 1/2 constitution point.
  • 1/3: +1 Con, -1 Cha
  • 1/4: Infravision at 3" distance.

Half-Elf
Half-Elves are the most common of the four human-based half-races. This is not because Half-Elves enjoy the company of humans just as much as each other, but because there is such a vast number of them across the surface world, and only the most haughty of them consider themselves above humans as not to mate with them. They are also less prone to strict traditional paths as the Dwarves who take family clans seriously, less isolated than gnomes (at least in regards to high elves), and more trusting of humans than halflings. Half-Elves are accepted by elven society, even by wood and aquatic elves, and drow only care if their descendents are strong. As with half-dwarves, while they possess some of the traits of elves overall, they do not possess the knowledge and skills of the various different sub-races such as wood carving skills, skills with bows, and so forth.
The following listed below shows the list of languages half-elves have and/or can select from depending on which race of elf their parent was, and what languages their parents teach them.
Languages: Alignment Language, Elven, High Wood Aquatic Gray or Drow, Common, 1 Unique Human or 2 Demi-human (goblin, hobgoblin, orc, gnoll).
  • 1/2: A 30% Resistance against Charm and Sleep Spells, OR If parent is Aquatic Elf, they can breathe and filter salt or fresh water for 1 hour without drowning, and hold their breath for 10 minutes.
  • 1/3: +1 Cha, -1 Con // +1 Dex, -1 Con // +1 Dex, -1 Cha // +1 Int, -1 Cha // +1 Str, -1 Cha
  • 1/4: Infravision at 3" distance.


Half-Gnome
The least common of the human half-races, the half-gnomes are completely and utterly accepted by gnome society. While gnomes do not actively seek out human mates, they have no qualms with the proposal if it interests them. If anything it's due to the fact that humans are generally offput by gnome's appearance most of the time, as well as their rather dangerous research and experiments. While this is the case, half-gnomes find it difficult to fully assimilate to either society unlike most half-races. And this is due to them being less attractive to humans, while they are more controlled, focused and less risky than the gnomes. The only exception is those born of the Svirfneblin, for they are very disliked and feared by humans and gnomes, while they are quickly assimilated in Svirfneblin societies quickly. As with the others, while they possess some of the traits of gnomes overall, they do not possess the knowledge of their excavation and engineering skills.
The following listed below shows the list of languages half-gnomes have and/or can select from depending on which race their gnome parent was, and what languages their parents teach them.
Languages: Alignment Language, Gnome or Svirfneblin, Dwarven, Common, 1 Unique Human or 2 Demi-human (goblin & kobold).
  • 1/2: Gain a +1 Bonus to saving throws vs. Poison for every 4 1/2 constitution point.
  • 1/3: +1 Int, -1 Cha
  • 1/4: Infravision at 3" distance.

Half-Lin
The second most common human half-race of the four, the half-lins are only semi-trusted by the halflings, who don't trust the tall folk in general. Despite this they accomodate them as if they were any other race, though those part of the half-lin's family are far more trusting, loving and accomodating. Unlike their cousins, they don't hate magic like the dwarves, nor do they distrust it like the gnomes. They are merely wary of it and the danger it presents them. This goes for the pacts made by warlocks as well. As a result, regardless of the path their half-lin relatives choose (even if certain ones cause true halflings to trust them less, or at least be more wary of them), they're more accepting to this due to them being half-human. As with the others, while they possess some of the traits of halflings overall, they do not possess the knowledge of their farming and gardening skills, let alone their cuisine.
The following listed below shows the list of languages half-lins have and what languages their parents teach them.
Languages: Alignment Language, Halfling, Dwarven, Common, 1 Unique Human or 2 Demi-human (goblin & orc).
  • 1/2: If alone or well in advance (12" or more) or in a party entirely of halflings or elves, surprise 1-4 in 6 if not opening door.
  • 1/3:+1 Dex, -1 Str
  • 1/4: Infravision

Gnarf (dwarfling)
With the good will dwarves and gnomes have together, it's not uncommon for one to see a half-race of dwarf and gnome (known mostly as gnarfs, though dwarves prefer dwarfling). These half-races are accepted by nearly all of dwarven and gnome society, and it is mostly through them that the knowledge, skills, and so forth in regards to excavation, metallurgy, and technology. This has allowed the gnomes to create more stable places for their laboratories, and perfect the metals needed for their technology, and in return granting dwarves first access to the gnome's refined works. In regards to outside races, they're often accepted by all small folk (dwarves, gnomes & halflings), as well as humans. However the elves are understandably cautious about gnarfs as they inherit the history of both their races in regards to them and the elves.
Languages: Alignment Language, Dwarf, Mountain or Hill Dwarf, Gnome, Common, Orcish or Halfling, 2 Demi-Humans (goblin, kobold, orc).
Trait #1: Choose one
  • Gain a +1 Bonus to saving throws vs. Magic from Staves, Rods and Wands for every 3 1/2 constitution point.
  • Gain a +1 Bonus to saving throws vs. Poison for every 3 1/2 constitution point.
Trait #2: Choose one Bonus, 1 Penalty
  • +1 Con, -1 Cha
  • +1 Int, -1 Cha
Trait #3:
  • Infravision at 6"

Dwaling (dwarf-man)
Similar to dwarf and gnome's relationship with gnarfs, dwalings are very accepted by both the dwarves and the halflings. While they don't provide the 'work benefits' that gnomes and dwarves have to offer, they are very capable of providing more cuisine, comforts, festivals, all the 'little things' in life that make it pleasurable. While there aren't many in the deep homes of the mountain dwarves, hill dwarf societies often have dwalings. When dwalings live in halfling societies, they tend to increase productivity through hard work, and not getting lax on the job. Not only this, but they are also an excellent method for trading skills. Mountain dwarves can attain more knowledge and skill on growing underground agriculture in their cavern homes, and halflings can build more stable and durable supports for their homes in the hills. Dwalings are the closest any elf has gotten to calling dwarvenkind their friends and allies, and vice versa.
Languages: Alignment Language, Dwarven, Mountain or Hill Dwarf, Halfling, Common, Elven Gnome or Orcish, 2 Demi-Humans (goblin, kobold, orc).
Trait #1: Choose one
  • Gain a +1 Bonus to saving throws vs. Magic from Staves, Rods and Wands for every 4 1/2 constitution point.
  • Gain +1 to Will Saves, & saving throws vs. fear.
  Trait #2: Choose one Bonus, 1 Penalty
  • +1 Con, -1 Cha
  • +1 Dex, -1 Str
Trait #3:
  • Infravision

Elvlin (elfling)
While not as common as Half-Elves, Elvlin's are a close second. While it's true that halflings do not exactly trust magic and are extremely cautious around it, so long as a halfling is not given a reason to hate it, nor that distrust to grow, it's possible for elves and halflings to grow close enough for a shared child. Elvlins are always treated cautiously around halfling communities, even if they are treated with kindness and respect. Amongst the elven communities, it greatly depends on the type of elf. High elves have a tendency to look at elvlin's as lower. Wood elves are open to elvlins entirely. Aquatic communities don't really see elvlins at all except on rare occasions when an aquatic-based elvlin is born. Gray elves never mate with any other than their own, and halflings would never mate with a drow, nor an elvlin join a drow community. Elven communities become a little more pleasant with the influence of elvlin's, and halfling communities become a little more open to magic with elvlin influence.
Languages: Alignment Language, Elven, High Wood Aquatic Gray or Drow, Halfling, Common, Dwarven Gnome or Orcish, 2 Demi-Humans (goblin, hobgoblin, orc, gnoll).
Trait #1: Choose one
  • A 60% Resistance against Charm and Sleep Spells.
  • 1/2: If alone or well in advance (9" or more) or in a party entirely of halflings or elves, surprise 1-4 in 6 if not opening door, 1-2 if opening door.
Trait #2: Choose one Bonus, 1 Penalty
  • +1 Cha, -1 Con // +1 Dex, -1 Con // +1 Dex, -1 Cha // +1 Int, -1 Cha // +1 Str, -1 Cha
  • +1 Dex, -1 Str
Trait #3:
  • Infravision at 6" distance.

Gnolin (gnomeling)
Quite the interesting combination as halflings rarely enjoy the chaos the gnomes live in, let alone the explosions, hot steam and more that could disrupt the beauty of nature. Yet when they are born, gnolin's have been found to have both a love, fascination and respect for both nature and invention, often finding the sweet spot between the two. In some extremely rare places, it's been known that gnolins managed to improve the work life of halflings with their inventions, that not only preserve the natural beauty, but in rare cases enhance it. They're also more fun to be around for halflings, and more pleasant and hospitable to be with for gnomes. This particular balance between the two races actually makes them rather enjoyable company with elves, dwarves, gnomes, halflings, humans, and even most half-orcs. As such, although they are rare because of the likelihood that a halfling and gnome will love each other to that extent, gnolins are considered a great boon for any society.
Languages: Alignment Language, Gnome, Halfling, Common, Dwarven Elven or Orcish, 2 Demi-Humans (goblin, kobold, orc).
Trait #1: Choose one
  • Gain a +1 Bonus to saving throws vs. Poison for every 3 1/2 constitution point.
  • 1/2: If alone or well in advance (9" or more) or in a party entirely of halflings or elves, surprise 1-4 in 6 if not opening door, 1-2 if opening door.
Trait #2: Choose one Bonus, 1 Penalty
  • +1 Int, -1 Cha
  • +1 Dex, -1 Str
Trait #3:
  • Infravision at 6" distance.

Civilization and Culture

History

"Half-elves have had a very harsh and struggling history. There has been much betrayal, much pain, much prejudice. And yet, the pain of the past does not weigh us down. We adapt. We learn from it. We move on. And most importantly, we work to improve the lives of half-elves, and our elven and human heritage. And that positive outlook has brought us to prosperity."
-- Ulastina Stacey
 
"Half-Races have had a very harsh and struggling history. There has been much betrayal, much pain, much prejudice. And yet, the pain of the past does not weigh us down. We adapt. We learn from it. We move on. And most importantly, we work to improve the relationships between us and that of full races, as well as our livelihood and our ancestral heritage. That positive outlook and ongoing strive has brought us past prosecution, and into an in between world of prosperity and harmony. One day, many of us hope to become the bridge that mends the bond between our various races."
-- Ulastina Stacey
  The first known recording of a half-race was that of the third era. The Dark Age. Obviously not much is known about how and when they all came into existence due to the time period they emerged from. It is possible that some of them may have occured before the dark ages, but if they did either they weren't recorded, they were confused for a smaller/larger, prettier/uglier one of the six races, or they carefully hid their true nature the majority of their lives. Whatever it is, not every half-race emerged from the Dark Age at the same time. Half-Elves, Half-Dwarves, Gnarfs and Gnomelings made their first appearance in history after the dark ages. After that, the others slowly began to emerge as well the more persecution against half-races was reduced. For there was persecution against Half-Races.   Many of the races originally called the various half-races 'dirty bloods' due to supermicist, racist and animosity amongst the various races out there. Parents of the half-races were called traitors, often cast out of their societies, often made outcasts and persecuted, sometimes to their deaths. Even human kingdoms would either cast them out as 'dirty blood' outcasts, or take advantage of their hopeless positions and their non-human traits gained from their parent's heritage. The fourth era after all was an age of chaos and confusion. Alliances and treaties we estimate occured before the dark ages have seemingly long since fallen apart. Old friendships between races lost to time. This lasted for nearly one thousand years before an Elven Lord by the name of Elindial gathered the others and together they declared no more, and worked towards aboloshing the harsh treatment against their own blood, establishing laws to allow the half-elves into their kingdoms any time. It was one hundred years after this, near the end of the fifth Era, that Meicorai the Half-Elf became the world's first true spellsword, revolutionizing magic and warfare forever and forcing everyone to take a second look at half-races. Thus while the Elves were the first to accept them, they certainly were not the last.   For the next thousand years, the races slowly began to become more accepting of the half-races, though at some level they were always persecuted. Especially by the nobility, or commoners influenced by said nobility. All of that changed, however, when the War of Sin occured. That was the day everything changed. In some regions, persecution against half-races grew worse, while most places were either too distracted with the war against the newfound existence of the eighth race of Nephilim, or decided that the half-races weren't so different from them after all when compared to the devil-born monsters. Thus while the war against the Nephilim occured, as well as sudden wars between countries with former treaties due to the opportunity this war provided, in regions where persecution increased civil wars and rebellions began to break out. The majority of countries however accepted the half-races more quickly, and began treating them as equals, especially in the armies facing the Nephilim. By the time the war ended, the half-races were treated fairly by everyone, and while racism and persecution did still exist, it was rarely seen (except of course when a half-race involved the blood from a hated race, such as half-elves or elvlins and the dwarven society, as it's lessened but still a great deal of distrust and hate), with the exception of those whose parents emerged from the underdark (duergar, svirfneblin).   With this newfound acceptance, half-races began to become so integrated into societies that they began to improve them just by being there due to the nature of one or both of their parents. Things like excavations, farming, cooking, brewing, mining, smithing, carving, designing, inventing, and more have been heavily influenced by half-races, who very much quickly began to become the in-between for several races. So much so that they were often placed in positions to be ambassadors, even if they weren't of noble blood. Sometimes they were even adopted into noble families for that purpose. Even though half-races were finally accepted into society, some still feel out of place and thus have created various societies of their own, whether in the cities of one race's kingdoms, or claiming land for their own to build an encampment, village or town.