All of the following races are available as player characters. They’re also the most common NPC races.
Proud, honorable warriors, born from
the blood of an ancient dragon god
Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.
Dragonborn resemble humanoid dragons. They’recovered in scaly hide, but they don’t have tails. They
are tall and strongly built, often standing close to 6½ feet in height and weighing 300 pounds or more.
Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonborn’s
head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow,
a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
A typical dragonborn’s scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s
scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type
of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving
their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders,
and thighs.
Young dragonborn grow faster than human children do. They walk hours after hatching, reach the
size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live
about as long as humans do.
Driven, honor-bound, noble, perfectionist, proud, reliable, reserved, rooted in ancient history
Male Names:
Arjhan, Balasar, Bharash, Donaar,
Ghesh, Heskan, Kriv, Medrash, Nadarr,
Patrin, Rhogar, Shamash, Shedinn, Torinn
Female Names:
Akra, Biri, Bakara, Daar, Harann, Kava,
Korinn, Mishann, Nala, Perra, Raiann,
Sora, Surina, Thava, Urrea, Zairana
To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield
conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution
and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing. The drive
to behave honorably extends into the rest of a dragonborn’s life: Breaking an oath is the height of dishonor,
and attention to honesty extends to every word. A commitment made must be carried out. Ultimately,
a dragonborn takes responsibility for his or her actions and their consequences.
A continual drive for self-improvement reveals an additional aspect of dragonborn honor. Dragonborn
value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts
before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members
of other races who share the same commitment find it easy to earn the respect of a dragonborn.
The dragonborn dedication to honor and excellence sometimes leads others to view dragonborn as arrogant
and proud. Most dragonborn share a great pride in their race’s past and present accomplishments, but
they are also quick to admire the accomplishments of others.
Even though the tiefling empire of Bael Turath was the enemy of the ancient dragonborn empire of
Arkhosia, dragonborn recognize tieflings as worthy companions or opponents, admiring their strength
and tenacity as friends or enemies. Dragonborn seek adventure for the chance to prove their worth,
win renown, and perhaps become champions about whom stories will be told for generations.
To win everlasting glory through mighty deeds, daring exploits, and supreme skill—that is the dragonborn dream.
Play a dragonborn if you want …
✦ to look like a dragon.
✦ to be the proud heir of an ancient, fallen empire.
✦ to breathe acid, cold, fire, lightning, or poison.
✦ to be a member of a race that favors the warlord, fighter, and paladin classes.
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Graceful and deadly, at home
in the depth of darkness
Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all to often tained in evil. The vast majority of dark elves base their behavior and attitudes on worship of the chaotic evil goddess Lolth, also known as the Spider Queen.
Drow society is organized into houses. The heads of the most powerful houses occupy leadership positions in various cities of the Underdark, the subterranean realm beneath Faerun that the dark elves call home.
Play a drow if you want …
✦ to be good at skulking, striking quickly, and employing a variety of dirty tactics.
✦ to play a hero in search of redemption, or one who struggles to rise above the wickedness of her people.
✦ to be a member of a race that favors the ranger, rogue, and warlock classes.
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Masters of stone and iron, dauntless
and unyielding in the face of adversity
Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.
Dwarves do not possess any Racial Powers.
Dwarves average about 4½ feet in height and are very broad, weighing as much
as an adult human. Dwarves have the same variety of skin, eye, and hair colors as
humans, although dwarf skin is sometimes gray or sandstone red and red hair is
more common among them. Male dwarves are often bald and braid their long beards
into elaborate patterns. Female dwarves braid their hair to show clan and ancestry.
Dwarven attire and equipment, including weapons and shields, are decorated with
bold geometric shapes, natural gems, and ancestral faces.
Although they reach physical maturity at roughly the same age as humans, dwarves
age more slowly and remain vigorous well past 150 years of age, often living to see 200.
Acquisitive, brave, hardworking, loyal, organized, stern, stubborn, tenacious, vengeful
Male Names:
Adrik, Baern, Berend, Darrak, Eberk,Fargrim,
Gardain, Harbek, Kildrak, Morgran, Orsik,Rangrim,
Thoradin, Thorfin, Tordek, Travok, Vondal, Yargrim
Female Names:
Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis,
Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera
Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they
love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve
through the ages as fiercely as they defend the carved structures of their mountain homes. Dwarves believe
in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan
founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are
polite to elders of any race.
More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine
for strength, hope, and inspiration, or they seek to propitiate cruel or destructive gods. Individual dwarves
might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven
community. Dwarves revere Moradin as their creator, but individual dwarves honor those deities who hold sway
over their vocations; warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra—or even
to Tiamat, if a dwarf is consumed by the dwarven taste for wealth.
Dwarves never forget their enemies, either individuals who have wronged them or entire races of
monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which often inhabit
the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf communities.
Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They
feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves
from the giants’ yoke—azers and galeb duhrs among them.
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest
loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save
their clans or their friends.
Play a Dwarf if you want …
✦ to be tough, gruff, and strong as bedrock.
✦ to bring glory to your ancestors or serve as your God’s right hand.
✦ to be able to take as much punishment as you dish out.
✦ to be a member of a race that favors the paladin, cleric, and fighter classes.
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Graceful warriors and wizards at home
in the eldritch twilight of the Feywild
Creatures of magic with strong ties to nature, eladrin live in cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.
Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than
musclebound.They have the same range of complexions as humans, though they are more often fair
than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose.
Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet,
or green, lacking pupils. Eladrin can’t grow facial hair and have little body hair.
Eladrin children grow much as human children do, but their aging process slows to a crawl when they
reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of
age until the middle of their third century. Most live for over 300 years, and even at the end they suffer
few of the infirmities of old age.
Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive
Male Names:
Aramil, Arannis, Berrian, Dayereth,
Erevan, Galinndan, Hadarai, Immeral,
Mindartis, Paelias, Quarion, Riardon
Female Names:
Althaea, Anastrianna, Andraste, Bethrynna,
Caelynna, Jelenneth, Leshanna, Meriele, Naivara,
Quelenna, Sariel, Shanairra, Theirastra, Valenae
Eladrin society straddles the boundary between the Feywild and the natural world. Eladrin build their
elegant cities and towers in places of striking natural splendor, especially where the veil between the
worlds is thin—isolated mountain vales, green islands along wild and storm-wracked coasts, and the
deepest recesses of ancient forests. Some eladrin realms exist mostly in the Feywild, only rarely
touching the world, while others appear in the world at sunset each day, only to fade back into the
Feywild at dawn. Long-lived and strongly tied to the Feywild, eladrin have a detached view of the world.
Eladrin often have difficulty believing that events in the world have much importance to them, and they
consider courses of action that can last for centuries.
Their general detachment from the world can make eladrin seem distant and intimidating to other races.
Their fey nature also makes them simultaneously alluring and a little frightening. However, eladrin take
friendships and alliances to heart and can react with swift fury when their friends are endangered.
Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected
allies. Eladrin live by an aesthetic philosophy common to the Feywild and personified by Corellon, the god of
beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from
dance and song to swordplay and magic. Their cities are places of stunning beauty that shape and guide
their natural surroundings into elegant forms.
Eladrin are close cousins to the elves and are occasionally called high elves or gray elves. Eladrin favor
the Feywild and arcane magic more than elves do, but the two races hold each other in high regard. They
share a burning hatred for the third branch of their race—the drow.
The Feywild’s most powerful eladrin, called noble eladrin, become so infused with their realm’s inherent
magic that they transform into entirely new creatures. These noble eladrin take on characteristics of the
seasons and other natural phenomena.
Play an Eladrin if you want …
✦ to be otherworldly and mysterious.
✦ to be graceful and intelligent.
✦ to teleport around the battlefield, cloaked in the magic of the Feywild.
✦ to be a member of a race that favors the wizard, rogue, and warlord classes.
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Quick, wary archers who freely
roam the forests and wilds
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans,
tending more toward tan or brown hues. A typical elf ’s hair color is dark brown, autumn orange, mossy green,
or deep gold. Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have
little body hair, but they favor a wild and loose look to their hair.
Elves mature at about the same rate as humans, but show few effects of age past adulthood. The first sign
of an elf ’s advancing age is typically a change in hair color—sometimes graying but usually darkening or
taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to
the end.
Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild
Male Names:
Adran, Aelar, Beiro, Carric, Erdan, Gennal,
Heian, Lucan, Peren, Rolen, Theren, Varis
Female Names:
Adrie, Birel, Chaedi, Dara, Enna, Faral, Irann,
Keyleth, Lia, Mialee, Shava, Thia, Valna
Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter,
blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races
sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments.
Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as
other races do, but when genuine threats arise, elves are fierce and reliable allies.Elves revere the natural
world. Their connection to their surroundings enables them to perceive much. They never cut living trees,
and when they create permanent communities, they do so by carefully growing or weaving arbors, tree
houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane
magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it’s not unusual
for individuals or small bands to wander hundreds of miles from their homelands.
Elves are loyal and merry friends. They love simple pleasures—dancing, singing, footraces, and contests
of balance and skill—and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite
how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and
prompt them to take up arms.
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the
world, and passing freely between the two. When the drow rebelled against their kin, under the leadership
of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the
Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races.
Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild.
They love the forests and wilds of the world that they have made their home.
Play an Elf if you want …
✦ to be quick, quiet, and wild.
✦ to lead your companions through the deep woods and pepper your enemies with arrows.
✦ to be a member of a race that favors the ranger, rogue, and cleric classes.
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Born heroes and leaders who combine
the best features of humans and elves
Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear.
Half-elves start with a cross-class At-Will Power and may learn Powers of Feats with "Human" or "Elven" prerequisites.
Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the
same range of complexions as humans and elves, and like elves, half-elves often have eye or hair colors
not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often
sport thin mustaches, goatees, or short beards. Half-elves’ ears are about the size of human ears, but they
are tapered, like the ears of their elven ancestors.
Half-elves usually adopt the dress and hairstyles of the society they spend the most time with; for example,
a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts
the tribe’s style of braids and face paint. However, it would not be unusual for half-elves raised among humans
to seek out articles of elven clothing or jewelry so that they can proudly display signs of their dual heritage.
Half-elves have life spans comparable to humans,
but like elves they remain vigorous well into old age.
Accommodating, adaptable, charming, confident, gregarious, open-minded
Male and Female Names:
Typically elf or human names, though some half-elves have names more typical of other races
Half-elves are more than just a combination of two races—the combination of human and elf blood produces
a unique race with qualities all its own. They share some of the natural grace, athleticism, and keen
perceptiveness of elves, along with the passion and drive of humans. But in their own right, they are charismatic,
confident, and open-minded and are natural diplomats, negotiators, and leaders.
Half-elves like to be around people, the more diverse the better. They gravitate toward population
centers, especially larger settlements where members of many races mingle freely. Half-elves cultivate large
networks of acquaintances, as much out of genuine friendliness as for practical purposes. They like to
establish relationships with humans, elves, and members of other races so they can learn about them, the
way they live, and how they make their way in the world.
Half-elves rarely settle down for any length of time. Their wanderlust makes them natural adventurers,
and they quickly make themselves at home wherever they end up. When their paths take them back to a
place they have visited before, they track down old friends and renew old contacts.
Ultimately, half-elves are survivors, able to adapt to almost any situation. They are generally well liked and
admired by everyone, not just elves and humans. Theyare empathetic, better at putting themselves in others’
shoes than most.
Half-elves naturally inspire loyalty in others, and they return that feeling with deep friendship and a
keen sense of responsibility for those who place themselves in their care. Half-elf warlords and generals do
not order their followers into danger that they would not face themselves, and they usually lead from the
front, trusting their allies to follow.
Half-elves have no culture of their own and are not a numerous people. They usually bear human or elf
names, sometimes using one name among elves and a different one among humans. Some are anxious about
their place in the world, feeling no kinship with any race, except other half-elves, but most call themselves
citizens of the world and kin to all.
Play a half-elf if you want …
✦ to be an outgoing, enthusiastic leader.
✦ to be a charismatic hero equally at home in two different cultures.
✦ to be a member of a race that favors the warlord, paladin, and warlock classes.
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Quick and resourceful wanderers,
small in stature but great in courage
Although members of this race were originally called “quickling faen,” humans named them “halflings” due to their stature, and the name Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings.
Play a halfling if you want …
✦ to be a plucky hero who is all too easy to underestimate.
✦ to be likable, warm, and friendly.
✦ to be a member of a race that favors the rogue, ranger, and warlock classes.
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Ambitious, driven, pragmatic—a race
of heroes, and also a race of villains
Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly.
Humans start the game with a Bonus At-Will Power, a Bonus Feat, a Bonus Skill and knowledge of one extra Language of Player's choosing.
Humans come in a wide variety of heights, weights, and colors. Some humans
have black or dark brown skin, others are as pale as snow, and they cover the
whole range of tans and browns in between. Their hair is black, brown, or a
range of blonds and reds. Their eyes are most often brown, blue, or hazel.
Human attire varies wildly, depending on the environment and society in which
they live. Their clothing can be simple, ostentatious, or anything in between.
It’s not unusual for several distinct human cultures to live side by side in a
particular area and mingle, so human armor, weaponry, and other items
incorporate a variety of designs and motifs.
Humans average life spans of about 75 years, though some venerable members
of the race live as long as 90 or more years.
Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant
Male Names:
Alain, Alek, Benn, Brandis, Donn,
Drew, Erik, Gregg, Jonn, Kris, Mikal,
Pieter, Regdar, Quinn, Samm, Thom, Wil
Female Names:
Ana, Cassi, Eliza, Gwenn, Jenn, Kat, Keira,
Luusi, Mari, Mika, Miri, Stasi, Shawna, Zanne
Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search
of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They
act first and ponder later, trusting their will to prevail and their native resourcefulness to see them through
perilous situations.
Humans always look to the horizon, seeking to expand their influence and their territory. They chase
power and want to change the world, for good or for ill. Their settlements are among the brightest lights in
a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers.
Their self-reliance and bravery inclines humans toward martial classes such as fighter, warlord, and
rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic
of wizards or clerics.
That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no
god as the creator of the race. Some tales say the gods worked together to create them, infusing them with the
best qualities of each race that had come before. Other tales say that humans were the creation of a god whose
name is no longer known, a god killed in the war against the primordials or perhaps assassinated by another deity
(Asmodeus and Zehir are often accused of the deed).
Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements
are diverse places where different races live together in relative peace. The human empire of Nerath,
the last great world power, united many different peoples. Most of the human towns that have survived
the empire’s fall are fortified bastions against the encroaching darkness. When elven forests are razed
or dwarven mines overrun, the survivors often flee to the nearest human town for protection.
Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people.
Dozens of small kingdoms, fiefdoms, and free cities have arisen from Nerath’s ruins, and many of these
realms are petty, weak, or isolated. Tensions and misunderstandings among them often precipitate skirmishes,
espionage, betrayal, and even open warfare.
Play a human if you want …
✦ to be a decisive, resourceful hero with enough determination to face any challenge.
✦ to have the most versatility and flexibility of any race.
✦ to be able to excel at any class you choose.
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Heirs of a shattered empire who live in
the shadows and do not fear the dark
Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them.
Play a tiefling if you want …
✦ to be a hero who has a dark side to overcome.
✦ to be good at tricking, intimidating, or persuading others to do your will.
✦ to be a member of a race that favors the warlock, warlord, and rogue classes.
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The triumph of magic, the mystery of life,
and the horror of war personified.
Created as soldiers for a war that spelled the end of an age, warforged are artificial beings that display a human level of intelligence and self-awareness. Warforged sentience developed as a side effect of their creators’ desire to have fully functional, adaptive battlefield units. With no great war to fight, no ancient legacy to claim, and only the vestiges of a culture developed within the past century, warforged are an emergent people. Integrated into the societies of peoples more numerous than they, warforged are famed for their endurance and focus, in labor as well as combat.
Warforged are bulky humanoids fashioned of plates of metal and stone. Supported by a skeleton of similar material and a muscular system of leathery, woody fiber bundles, warforged possess an internal system of tubes filled with bloodlike fluid that nourishes
and lubricates their systems. Their powerful arms end in two-fingered, thumbed hands, and their feet each have two broad toes.
Warforged heads have simple humanlike features, and they have heavy brows and hinged jaws with no teeth. None have noses. Their eyes sometimes glow when they experience certain intense emotions, and their foreheads and pates bear runic whorls. Each warforged has a unique rune on its forehead, much like humans have unique fingerprints.
This rune is known as a “ghulra,” a word that means “truth” in Primordial. Warforged have an obviously artificial and sexless shape. They can’t reproduce themselves like other humanoids. However, their sense of pain seems limited to actual injury, allowing them to modify their own bodies more easily. Such physical modifications allow warforged to be as varied in appearance as other races.
Aggressive, alert, brave, curious, forthright, industrious, loyal, methodical, naïve, practical, reserved, simple.
Male & Female Names:
Azm, Book, Bulwark, Cutter, Falchion, Graven,
Hammer, Mark, Morg, Nameless, Pierce, Pious,
Relic, Rune, Steeple, Three, Titan, Unsung, Victor,
Watcher, Zealot.
Often limited in experience, used to being occupied with various duties, and built for killing, a warforged has a straightforward emotional range. It likes working, takes pride in doing its assigned tasks well, and dislikes idleness and falling short of a goal. Pain and the threat of death, which a warforged often sees as the equivalent of oblivion, can motivate it to fear. Attachment to comrades and acquaintances can emerge as a gamut of emotions, not the least of which are joy and loyalty. Like any other being, a warforged can be driven to anger when that which it loves or desires is threatened, and it can come to hate those who are the sources of pain, fear, or other negative experiences. A warforged is often, however, a literal-minded being with simple and reserved feelings, along with reactionary passions.
None of this is meant to suggest that all warforged are naïve, emotionally crippled, or lacking in introspection, although all these can be true. If anything, a warforged can be more curious about the whys and wherefores of life and existence than those born in more “natural” ways. A few warforged develop deeply sophisticated observations and philosophies about what they perceive and learn. Others create an endless list of goals and chores to occupy themselves. Still others fall in with beings of a similar mindset, or become enamored of established creeds or religions.
Some warforged have even lived long enough to develop a deep personality. War and military conditioning color warforged behavior. Many warforged have keen insight when it comes to conflict, chain of command, and other elements of war and soldierly life. Further, most warforged are single-minded and efficient with their undertakings, especially in combat.
Issues of gender are unique among warforged. As sexless beings, many warforged never consider issues of gender, and they find such issues among other races curious or even worrisome. Other warforged adopt habits they find admirable or amusing, without considering gender or disregarding any possible incongruity. A few warforged develop a personality that is decidedly female or male.
Many warforged mull over the subject of the afterlife. Whether warforged have a soul that endures after death is a mystery. Religious leaders have differing opinions on the topic. Can a being created by humans have a soul?
Play a warforged if you want …
✦ to be strong, tough, and built for battle.
✦ to play a nonliving hero with a magical origin.
✦ to be a great defender, particularly a fighter.
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