Players may choose from the standard races in LL or AEC. Note that the Dwarf, Elf, and Halfling in LL are the setting default and all NPCs will be drawn from these rules, with but rare exception. Players on the other hand may choose for example, a Dwarf thief by using the rules given in AEC.
DWARVES: Dwarves prefer the company of humans and together, these two races flourish in the great cites of the world. In addition to the “traditional” Tolkien-esque dwarves of the PHB, there exists throughout Averlorn two dwarven subtypes, unique to the setting which are described below. Those are the Guild dwarves of Grand Oryx and the Bhakshanni who dwell in the remote mountain ranges of the world.
Guild dwarves are among the most skilled engineers, inventors, and craftsman in all the land. They guard their secrets jealously and are responsible for the odd mix of technology levels found throughout Thebos where they are most numerous. There are 2 sub-races of dwarves. Guild Dwarves do not use the ability modifiers of their more rural cousins, but are of a more urban, educated and refined nature. They possess INT +1, CHA -1 as ability modifiers and may rise to 9th level in either Magic User or Illusionist classes. They may of course choose to useone of these in tandem as a mutliclass character along with the allowed races on p. 7 of the AEC. Players who wish to play some strange combination of classes for their dwarf, say Cleric/Assassin or similar, should choose to be a Guild Dwarf.
The Bhakshanni are primitive race of dwarves, regarded as barbaric savages by the more civilized peoples of Averlorn. As such, there is a considerable roleplaying penalty (-2) associated with playing a Bhakshanni, but to reflect their barbaric nature, they may (and often do) choose the Ranger class. Bhakshanni are immensely strong for their size and may ignore the first 25 pounds of any load they are carrying. Additionally, upon gaining a new level, Bhakshanni characters may re-roll their STR ability and adopt the new roll if it is higher than their current stat.
ELVES: Elves are quite numerous in Averlorn and though most other races struggle to identify the various sub-races and castes, these differences have an impact on characters within the setting. Elves frequently intermingle with the other races in the cities of Averlorn, drawn to the great repositories of learning and diversity of experience so often found therein. Most will eventually return to their forest homes after a time and on the whole, elves lead somewhat isolated existences. Elves are well-liked among most races since they are generally congenial and kind, the aggressive and warlike Mountain elves being a notable exception. However, the enmity that exists between elves and the Thugee (the Northmen of Averlorn) is long standing and encounters are usually a “no quarters asked, none given” sort of affair.
No other race is as attuned to the flow of magical energies as the elven people. It defines them and as such, those arcane spell casters within eleven communities occupy the highest order of their society. These beings are known as High elves or Star elves and are fearsome masters of all of the elements. All characters created using the basic LL rules for an elf are considered Star elves as are those using the Magic User rules from AEC (even as multiclass characters). Upon gaining a new spell level, Star elves automatically gain a spell of their choosing from the new level without rolling to learn it. These may be chosen from either LL or AEC. Star elves are adept at learning rare magics and may add a 15% bonus to their chance to learn a spell from sources such as Unearthed Arcana, etc.
Another sub-race among Eleven society is that of the priests and clerics who are known as Moon Elves. Moon Elves are great healers and may reroll any 1s or 2s when casting healing spells (though they must accept the subsequent roll of the die). Moon Elves are a very handsome race, gregarious and entertaining. They possess fine voices, play a number of musical instruments and know at least 2 additional languages. Their knowledge of folklore, legends, and history are the envy of most human scholars and they are often sought for advise in matters of obscure and forgotten lore.
Yet another order of Elven society are Sun Elves which account for all other types of characters, Fighters, Thieves, etc. Unlike the Star and Moon castes, Sun Elves are noticeably different even to outsiders. Sun Elf swordsmen are rightly feared and throughout the land exceptional individuals are highly desirable as mentors for the sons of the wealthy and privileged. To reflect this skill, Sun Elves get +1 to hit with either bows or swords as chosen by the player upon creation. When wielding the slender Elven long sword, those Sun Elves who are specialized in long sword, and any Sun Elf of 7th level or higher, gain a +1 on individual initiative rolls. Sun Elves are paragons of Elven fitness and reroll their STR and DEX (+1 as per the standard AEC rules) stats at every new level, adopting the new roll if it is higher than their current stat.
Three other variants of the elves of Averlorn live in communities all to themselves and bear decidedly different appearances to other elves. The common Wood Elf, the Sea Elf, and the aloof, sky-fairing Mountain Elf have darker complexions and are considerably more muscular. Scholars assert that these three sub-races are in fact an offshoot of a fourth, the vile and wicked Drow, but the issue has never been settled.
Wood Elves make fantastic archers (+2/+1), among the most gifted in the know world in fact. Wood Elf players may play Rangers (without a level limit of any sort), speak an additional humanoid tongue and have uncanny range with a bow (50’ added to every range increment). Wood elves are also unlimited in their advancement in the fighter class.
Sea Elves live in small villages near the Great Banks and in small kingdoms in the Archipelago. They are occasionally seen in other lands since they have a tradition for wandering and travel within their culture. They are very hardy folk and may re-roll their CON ability at each level (and ignore the -1 CON modifier after 2nd level), increasing this ability should a higher number result. Like Moon elves, they possess a gift for languages and know at least 2 additional languages. They possess expansive knowledge of geography and all nautical matters and are unlimited in their advancement of the thief class. Sea Elves enjoy a unique relationship with dragons and even evil dragons may negotiate with them rather than attack.
Mountain elves enjoy a well-earned reputation for violence. Given their raiding nature, they are often known as Sky Devils, and this reputation for pillage and plunder results in a -2 penalty in any and all social skills, apart from those with other elves. Mountain Elves are closely related to Sea Elves and enjoy the same increasing CON rule, the same knowledge of geography and the 2 additional languages. Mountain elves make fine fighters and assassins and enjoy unlimited advancement in those classes. Skilled warriors, they are +1/+1 with all weapons. Mountain Elves have a great deal of experience with griffons and hippogriffs and are adept in their interactions with such beasts whether they're already tame or found in the wild.