Many different races inhabit the lands that make up the Realms of Valor. The core D&D second edition races - human, elf, dwarf, gnome, half-elf, and halfling - are all playable in game, although their particular traits and histories have been adjusted to fit in with our unique campaign. Their minimum ability scores and racial modifiers remain the same as in the D&D player hand book.
The most dominant human race in eastern Arantha, the Shar are known for their influential culture and their impressive citizen army, the Legions. It was this army that was finally able to defeat the undead horde of the Vampyre Kings and bring peace to the land.
The humans that live in the bitterest of winter conditions, the hardy Thurlish have made their home on the open sea, trading with other cultures up and down the eastern coast of Arantha.
The stout Nurendwarves are staunch allies of the Shar and masters of the forge. The hearth fires burn bright in the mountainous stronghold of Asamyr, where the dwarves make their ancestral home.
Brilliant with magic and blessed in the arts, the Eben Elves of the forest city of Nafallir may be the most civilized and advanced race in all the lands.
Masters of the hunt and guardians of the Serenwood Forest, the Seren Elves are quick to defend their brethren and their land from any threat - man or otherwise.
Quick with their hands and even sharper with their wit, the gnomes (that's the Nurmish to you, small nose!) have lived in these lands since times innumerable. They know well that all this has happened before, and all this will happen again.
Not quite human, not quite elf. Lacking a strong cultural identity, the half-elves stand apart from all other races.
The gregarious little people that make their home on the coast of Shalizan, the halfling clan collectively known as the Hin are welcome allies of the Sharran people.
A powerful race of humans with an organized and efficient army, the Lorandians have a mighty kingdom that borders the southern Riverlands.
The sword enemies of the Lorandians, the island-hoppinh Hundu are proficient in the magical arts.
Noted for their unshakable courage and unbelievable lust for battle, the Kadur live in the great central grasslands to the east of the Thurlish and Sharran Empires.
The extinct race of magic-wielding humans that lived in these lands before the Shar arrived.
The bitter enemies of the Cerran wizards, the Kulikan plague cultists have retreated to the southern jungles beyond the Shar Mountains to await the rise of their empire.