Lands of the Sun‎ > ‎

Races of Lands of the Sun

"Time of the Tarrasque" uses all seven Pathfinder core races, as well as a selection of the races found in the Advanced Race GuideOnly core races are allowed in "Lands of the Sun," for now. The most common player races in the Kobaran frontier are humans, halflings, and half-orcs (in that order), but dwarves, elves, and gnomes can all be found here in small numbers. 

Available options and campaign-specific additions and changes are discussed below. The most common changes are to bonus languages and racial traits that involve other races, due to the unique geography and history of this world. (See the Geography page about locations named below.)

These races appear in Chapter 2 of the Core Rulebook. See Chapter 1 of the Advanced Player's Guide or Chapter 1 of the Advanced Race Guide for all alternate racial traits and new favored class options.

The various dwarven subraces all descend from the original stock of Dwarfhome, the race's lost subterranean homeland. All four modern dwarf kingdoms--the deep dwarves of Keltar, the hill dwarves of Dabreth, the ice dwarves of Dwalmir, and the mountain dwarves of Haraldan--are located on Iath, making dwarves the rarest core race on Hemut. The dwarves have their own gods, the Forge God Granok and the Earth Goddess Era.

In "Lands of the Sun," all PC dwarves are hill dwarves, the only subrace found in any significant numbers on Hemut. Hill dwarves have skin in various shades of tan or brown, dark eyes, and black, gray, or brown hair. They are identical to the standard dwarf race except that they replace the dwarf's normal bonus languages with Giant, Gnoll, Goblin, Orc, Terran, and Undercommon.

Other rules: The following alternate racial traits are not available: ancient enmity, deep warrior, minesight, mountaineer, saltbeard, xenophobic. All dwarven racial archetypes in the Advanced Race Guide are available.

Elves originally hail from the extraplanar realm of Faerie. PC elves in Asasor may be high elves or wild elves. The gray elves of Radavalion and wood elves of Allasimar are rarely seen in Asasor. Most elves worship the Faerie Sovereigns (see Gods and Religions), follow the ways of the druids, or both.

High Elf: High elves are native to the Forest of Fendorlis, but many have been driven out of their homeland by the kobolds and dragons of the Zolothi Compact. This recent diaspora has seen the high elves take refuge with other elven kingdoms as well as the Sword Islands and The Shield. High elves tend to be pale-skinned and dark-haired with bright green eyes, but individuals can diverge widely from this coloring. This subrace has all of the standard elf racial traits. They replace the elf's normal bonus languages with Celestial, Draconic, Gnoll, Gnome, Orc, and Sylvan [deleting only Goblin].

Wild Elf: Wild elves are native to the jungles of Carkador. They have hair ranging from black to light brown, that frequently turns silver as the elf ages. Wild elves have the silent hunter racial trait instead of the elven magic racial trait. They replace the elf's normal bonus languages with Celestial, Draconic, Goblin, Halfling, and Sylvan.

Other rules: The elemental resistance, eternal grudge, and spirit of the waters alternate racial traits are not available. All elven racial archetypes in the Advanced Race Guide are available except for spell dancer (magus).

Ever since the gnomes arrived in this world, their homeland has been the peninsula known as the Dragon's Head (or simply the Head), and their greatest stronghold is The Eye. Whether they live in hills or forest, surface gnomes form a single race.

The gnomes of Hemut have far less contact with goblinoids and giants than standard Pathfinder gnomes do, so all gnomes replace defensive training and hatred with one of the following alternate racial traits: bond to the land, eternal hope, or gift of tongues. They replace the gnome's normal bonus languages with Draconic, Elven, Giant, and Terran.

Other rules: All alternate racial traits are available except for darkvision, fell magic, and knack with poison. The prankster (bard) and saboteur (alchemist) archetypes from the Advanced Race Guide are available.

Half-elves can be found among any elven nation as well as scattered throughout the wider world. Most have the standard half-elf racial traits, but may opt to take one or more of the alternate half-elf racial traits in the Advanced Race Guide.

House Rule: Half-elves with the multi-talented racial trait do not need to choose their second favored class at 1st level. This can be done when the character decides to multiclass.

Other rules: Water child is the only alternate racial trait not allowed in "Lands of the Sun." All half-elven racial archetypes from the Advanced Race Guide are available.

Half-orcs dwell among the orc tribes of the Underdark, Changir (in southern Fendorlis), the Dragonspine Mountains (from the Heart to the Darkrift), and the deserts of Amargon and Lokoran. They can also be found living among other races throughout most of eastern Hemut, and in much smaller numbers further afield. Most tribes use the standard half-orc traits, including languages.

Orc tribes in the Amargon and Lokoran deserts have adapted to their harsh, sun-drenched environment. Half-orcs descended from these tribes often have the bestial and shaman's apprentice racial traits instead of intimidating and orc ferocity. (The shaman's apprentice trait may represent surviving the unforgiving desert rather than a cruel shaman.)

Other rules: All alternate racial traits are available except cavewight. The redeemer (paladin) and skulking slayer (rogue) archetypes from the Advanced Race Guide are available.

Halflings originated in Javanis, a continent to the far south, but fled north to Hemut when their homeland was devastated by vile magic. They are now one of the dominant races of the southeastern plains and islands of Hemut. Most halflings still worship the old Javanian gods of sun, moon, and twilight.

Due to their tropical origins, all halflings are dark-skinned, ranging from a medium wood-brown to ebony black. Their hair is a similar or darker shade, changing to gray or white late in life, though reddish-brown is not unknown. Eye color is as varied as humans. 

Halflings in Asasor and Khaldoon have all the normal halfling racial traits, though many of the common folk exchange fearless and sure-footed for the practicality racial trait. Replace the normal halfling's bonus languages with Elven, Goblin, and Orc. 

The nomadic halfling tribes who dwell in the southern edge of the Lokoran desert rely on their riding dogs and ponies in order to travel swiftly and safely. They replace sure-footed with the outrider alternate racial trait. Some desert halflings take the polyglot alternate racial trait, which replaces keen senses and alters the halfling languages racial trait (polyglots still use the altered bonus language list above).

Other rules: All alternate racial traits and racial archetypes from the Advanced Race Guide are available.

Humans first appeared on the continent of Prothonia, far across the western sea, but now can be found in nearly every part of Iath-Hemut. Skin color varies widely, but tends to be fair in temperate Iath, dark throughout subtropical Hemut, and tan or olive in the Bronze Sea island nations and Castarna. Humans may have nearly any of the alternate human racial traits from the Advanced Race Guide.

Many humans in Asasor, especially those living in or near the desert, replace the skilled racial trait with the heart of the sun alternate racial trait (Advanced Race Guide).

Other rules: The heart of the sea, heart of the snows, and heroic alternate racial traits are not available in "Lands of the Sun." The feral child (druid) and wanderer (monk) racial archetypes from the Advanced Race Guide are available.