Asura are very short; coming up to only the belt of a granok, an asura is usually about four feet tall. They typically have slender builds, with oversized head, hands, and feet. They have large eyes, able to see in the dark, and their mouths are wide and filled with sharp, pointed teeth.
Asura value intelligence and intellectual superiority over all other attributes, and are try to build a portfolio of successful projects or become the foremost expert of some tiny aspect of the arcane. They constantly seek to prove their own intellectual superiority, and by extension the superiority of the asura race. Asura are arrogant, sometimes to the point of rudeness towards others, especially towards non-asura races. The asura view other races as useful primarily for heavy lifting, taking risks, and asking stupid questions.
Asura eschew a central government, prefering instead to utilize krewes: small, efficient task forces led by the most experienced member, designed to allow any individual asura to reach their maximum potential in any particular task. The Arcane Council are responsible for the mundane parts of asura life. Membership into this council is granted by performing a task which benefits the asura as a whole. The role is rarely desired as it means an individual asura cannot spend time advancing one's own research.
An asura's name often consists of a short, sharp first name with one or two syllables, often containing doubles. Feminine asura names typically end in -i or -a vowel sounds, but are not required to do so. Masculine names often end in a consonant sound. Asura do not have a last name, instead opting to use job titles, a krewe name, or honorifics to differentiate themselves.
+2 INT or WIS
Technobabble: Once per battle, when you attack, your target is Dazed by SCIENCE, save ends.
Adventurer Feat:The enemy is Weakened instead of Dazed.
Epic Feat: If an enemy affected by Technobabble deals damage to you, take half. That enemy takes the other half.
Shade
A shade's skin has a pallid, grey pallor, with sunken eyes of either pure black or bright gold that give their faces a drawn, skull-like appearance. Shades are totally hairless, lacking even eyebrows. Their flesh is lukewarm or cold to the touch, and their voice is thin, and chilling rarely rising above a whisper.
Shades are usually slightly weaker than the other races, but are more agile. Shades also show a profound weakness of spirit, having even less spiritual aptitude than the average Aelfborn. Some claim that the Shades' lack of Spirit contributes to their greatest flaw - Shades are incapable of siring or bearing children. Magi who have researched the issue claim that the spark of life of a Shade is too weak to transmit life into a child. Shades are also the youngest of the Children of the World, having only appeared in the wake of the Turning. Every child born to human parents after the Turning was a shade, and they quickly supplanted humans on the world scene.
Shades live in the shadow of their own creation. Many think it is unlucky to drink with a Shade, some will not Shades typically follow the customs of their forebears, following a feudal system of lords and noblemen, on up to a single king. Shade names, likewise, are typically Eastern European in form, as were their human ancestors'.
+2 to DEX or INT
Blend to Shadow: Once per day, when a shadow big enough to cover you is available, you may turn invisible for 1 minute, or until the end of an encounter. You may end the Invisibility effect early if you wish. Invisibility applies the benefits listed in the Core rules.
Adventurer Feat: When you end the Invisibility effect early, you gain a +2 bonus (increases to +3 at 5th level, +5 at 8th level) to the first attack or check you make that round.
Epic Feat: The first time you are hit while Invisible, or if you do not end your invisibility early, you may heal using a free recovery.
Sylvari
Sylvari are omnivorous humanoid plants. Sylvari have tilted eyes and pointed ear tips, and display various plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow during the night. Sap replaces blood, and pollen falls off them as they move.
They are much more slender than most other races and stand about five feet tall. While sylvari can absorb sunlight, they still must eat and drink to survive, and do feel heat and cold.
Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand. Emotions and tact, in particular, are difficult for them to grasp, so often sylvari will state out loud something which would be politely avoided by other races. Death is not fully understood but viewed as something to be embraced and is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing.
The Pale Tree leads the sylvari, and various sylvari act as ambassadors to the other races and will send reports to her so that she may judge what to do. On difficult decisions, the Pale Tree will call upon the Firstborn and any sylvari who may be a specialist in the situation(s). The oldest Sylvari born in each season, known as The Firstborn, being the oldest most experienced of the Sylvari, act as leaders, being respected for their wisdom. In turn, they lead the sylvari underneath the Pale Tree. Four of them in particular (one for each season) take positions of leadership, organization, teaching, and guidance for the sylvari people.
Sylvari names - as well as place names - are generally inspired by Celtic (mainly Irish and Scots Gaelic, but sometimes Welsh) names. Sylvari do not have surnames, as they're all part of the same "family," though to each other they are more like distant relatives except in special cases.
+2 INT or CHA
Rooted: Once per day, when you are not already Stuck, you may choose to become Rooted. When you do, you become Stuck, but you are also immune to Confuse, Daze, Fear, Stun, and other Stuck effects besides Rooted. You can make an immediate save against each of these effects that already affect you. You can end your Stuck condition when you wish, and all immunities given by Rooted end along with it.
Adventurer Feat: For each round that you remain Rooted after the first, roll 1d20. On a roll of 11+, a small spitting-seed plant grows out of the ground. It can attack one nearby enemy once before withering. It deals 1d4 damage per level on a hit.
Champion Feat: Your spitting-seed plants now deal 1d6 damage per level on a hit.
Champion Feat: Your spitting-seed plants can now attack twice before dying, although they can only attack once per round.
Epic Feat: Your spitting-seed plants now deal half damage on a miss.
Epic Feat: Your spitting-seed plants can now attack a group of 1d4+1 enemies with each attack.
Draenei
Draenei stand about seven feet tall, and have skin ranging from white to deep blue to blue-gray. Draenei have large hooves, on powerful digitigrade legs, and powerful tails.
Males have tendrils which sprout from their chin and fan-like forehead plates. Females cranial plates are more subdued, their tendrils sprout from behind the ear, and they have curved horns that extend over the upper cranium and end on either side of the crown.
Draenei do not seem to age, and they have been worn down by centuries of fighting their demonic kin. Many are stern and humourless, and have no interest in the same things other races do. Still, draenei are compassionate, forgiving, and kind, taking time to instruct the younger races.
Draenei are led by their head Prophet, who also leads teh Watchers of the Sky. He heads the Council of Exarchs, comprised of the Sha'tari Proconsul who leads the Children of Light, the Rangari Prime who heads an organization focused on exploring the secrets of the city, the Chief Artificer who tends to the maintenance of draenei dwelling areas, and the Speaker for the Dead who leads the Auchenai, a group of death priests who tend to fallen draenei.
Draenei, unlike most races, do not have last names. The names of Draenei seem closely modeled after Indian names.
+2 CON or CHA
Gift of the Naaru: Once per day, you or a nearby ally may spend a recovery to heal once on the turn that you use Gift of the Naaru, and once on your following turn.
Adventurer feat: Gift of the Naaru grants additional healing equal to your CHA mod on each heal.
Epic Feat: Gift of the Naaru targets your entire party, as long as you're somehow aware of their presence.
Granok
Granok are dense, living stone. They average nine feet in height. The color of their stony skin can be most any color, but tends towards the grey of granite or the earthier hues of sandstone. Recently, with the aid of the Sylvari, some Granok have begun to cultivate plants on their bodies in order to emulate hair. Granok are also known to commonly carve words or designs into their skin in order to display faction or religious affiliation, or simply to show off personal aesthetics.
Granok are also loud, crass, and jovial. They have a general disregard for anything not directly related to drinking or fighting which can lead to conflicts with the more practical or sensitive citizens of the city. Despite their abrasive tendencies and drunken aggressions, the granok are loyal to the core fearlessly defending their allies no matter what the odds.
Granok communities are known as holds. Their leaders are known as chieftains - an anachronism from their more primitive origins - although most prefer the shortened term Chief. Brewmasters are also highly respected members of the hold, and their taverns are usually filled with raucous Granok mercs drinking beer and telling war stories.
Granok have one name of one or two syllables, often heavy on consonant sounds.
+2 STR or CON
Rock of Ages: You wield larger than normal weapons. Your weapon damage die increases by one size (d12 increases by simply adding 1 to each die you roll).
Adventurer Feat: You gain a recovery.
Epic Feat: Once per a battle, after damage for a successful attack has been rolled against you, roll a d20. On a roll of 11+, you take no damage from the attack. On a roll of 1-10, take half damage. You still suffer any other effects the attack might have on you.
Skaven
Skaven are also known as ratfolk, as they are covered in matted grey, brown or black fur, have elongated faces with large front teeth and a hairless tail. Their hands and feet are both hairless, but have rough dry skin, and their fingers and toes are long and bony, tipped with short claws. They stand about a head taller than Asura, at about five feet, but they often stand hunched over and appear shorter than they really are.
Fur colour indicates a Skaven's role in society. Most Skaven are brown or piebald. White or grey is rare and indicates leadership, intelligence and especially sorcerous ability. Those with black or dark brown fur tend to be the largest and the colour is considered the mark of a born killer, and most dark furred Skaven become elite warriors or assassins.
Skaven society is a lawless world where the strongest and most cunning rise to the top, while the weakest are eaten or enslaved. Every Skaven is constantly fighting for supremacy, whether to advance, or to defend his position from would-be usurpers. Fights are usually not to the death, but any Skaven who is maimed will quickly be dispatched by the victor. Treachery is not seen as dishonourable in any way, indeed it is the traditional way of advancing in Skaven society.
A skaven’s saliva is powerfully corrosive and laced with disease from their rancid diets. Skaven frequently use their spit to enhance their weapons, potentially making even the slightest injury dangerously septic. +2 DEX or WIS
Sicken: Once per encounter, you may spit on a blade. When the next attack hits with that weapon, roll 1d4. On a 1, the target is Confused; on 2, Dazed; on 3, Vulnerable; on 4, Weakened.
Champion Feat: Sicken is now recharge 12+.
Skaven must choose a Clan:
Eshin: When you attempt to sneak, roll two dice and keep one of your choice.
Adventurer Feat: If both dice are 11+, gain a +5 bonus to your next attack.
Epic Feat: Once per day, if both dice are 10 or less, you realise that your action is too stupid to succeed, and can instead do nothing with your action.
Moulder: You gain a trained pet, appropriate to a Skaven (e.g. roach, worm, fungus) as a Druid's lesser talent. The pet only assists in one battle per day, but you can use the appropriate feats to improve your pet.
Pestilens: You are immune to non-magical disease.
Adventurer Feat: You gain a +4 bonus to saves vs. magical diseases.
Epic Feat: You are now immune to magical diseases.
Troll
Trolls are often tall, lanky, and muscular. They have fierce fangs and long ears. Their long arms, strong legs and quick reflexes make them adept hunters. Trolls have only two fingers and a thumb on their hands, and they have only two toes on each foot. Some trolls have a toenail on their heels. Trolls do not wear standard shoes or boots due to their unusual foot shape and comfort in wading barefooted within different terrains. A thin layer of moss can grow on the skin of a troll giving them a colour from light green or blue to purple or grey.
Although enough physical damage will kill them, trolls can regenerate lost limbs and heal grievous physical injuries at an accelerated rate, giving them a large advantage in battle. Trolls are so well known for their regenerative abilities that alchemical mixtures, which induce regeneration in other races, are referred to as "troll's blood potions," despite not actually containing any troll blood. Trolls are quite laid back, although those who push too far soon see their more aggressive side. They'd just prefer not to bother anyone that isn't bothering them. Trolls speech and names resemble Caribbean names and speech.
+2 STR or DEX
Troll's Blood: Once per day, you gain fast healing equal to your level until the end of the encounter.
Adventurer Feat: Your fast healing increases to twice your current level.