Races and Planar Attributes
I don't have everything typed up yet, but I have everything done. It's a slow process. 

 I'll post some stuff that I have as of now here, but if you want information about something in specific, simply ask.
The Races of HRH
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Humans: As PHB.
Humans are very forlorn and hardy in nature. They establish small, fiercely defended villages complete with palisaides and legions capable of defeating the undead horders, or they do not last for long. Most larger strongholds are ruled over by vampiric lords, either knowingly or unknowingly, yet this is a lesser of two evils situation, for there are darker horrors on the prowl. Their relationship with Elves is strained at best, as the cultural memory of their great Betrayal is fresh in the minds of the Sylvan folk. Human armies march on the Gnomish and Dwarven lands on a regular basis, however, to keep these evil races isolated in their own lands. Elves and Halflings serve as irregulars in Human armies.
Dwarves: +2 Str, -2 Cha; Medium-Sized; Base Speed: 20ft.; Darkvision 60ft.; Stonecunning; +2 vs. Poison saves; +2 on saves vs. Spells and Spell-Like Effects;
	+1 on Attacks vs. Goblinoids and Orcs; +4 Dodge bonus vs. Humans; +2 on Appraise checks for insidious items; +2 on Craft checks dealing with stone
	 and metal; Languages as PHB.
Dwarves are a barbaric, conniving, evil race. Living underground, they make deals with the horrors below to grant them dark powers at terrible costs. They build grand, arrogant halls, as displays of their power which grows daily. They live closely with Gnomes, in fact, seemingly these are two off-shoots of the same race so close is their contact. Gnome serve as the minds behind Dwarves, with Dwarvenkind filling the role of brute force in the relationship. They hate all races, with this hate being only slightly diminished toward Gnomes. Dwarves are enslavers of Orcishkind, and use them as willing, and sometimes unwilling, troops in their armies.
Elves: +2 Dex, -2 Con, +2 Cha, -2 Str; Medium-Sized; Base Speed: 30ft.; Magic Immunities as PHB; Darkvision 60ft.; Proficient with Whips and Bows; Skill Bonuses           as PHB; Languages as PHB.
Elves are a very elusive and severe race. Being driven to the forests by the great Betrayal of Human and Halflingkind, Elves have honed their skills in all things to perfection. Indeed, every Elf is a prefectionist in his profession of choice. Elves typically keep to the dark bowers of the forest, emerging only to have brief dealings with Humankind. As such, Halflings have also retreated to the forests with the Elves, and are their absolute servants, in pennace for the great Betrayal. Elves tend to paint their faces dark blue, and all have a swath of dark blue on their person, to represent their tears and rememberance of the Betrayal. Halflings also follow this custom.
Gnomes: +2 Con, -2 Str; Small-Sized; Base Speed: 20ft.; Darkvision 60ft.; +2 on saves vs. Illusions; +1 on attacks vs. Goblinoids; +4 Dodge bonus vs. Humans;
	+2 on Listen checks; +2 on Alchemy checks; Languages as PHB; Gnomes with an Int of 10+ may cast Darkness 1/day as a Sorcerer of their character 	level.
Gnomes are the masterminds behind Dwarven culture. They are all at least to a certain degree, innately magical, using their talents for misdirection and trickery. They are very gifted in the mehanical arts, but use these skills to create insidious, wicked devices. Many cruel torture devices are accredited to them, as well as revolutionary seige engines.
Half-Elves: Darkvision 60ft.; As PHB.
Half-Elves are only accepted in Human culture, and are treated as ordinary humans, albiet with a useful ability. They typically rise to high ranks in Human armies. Elves see them as a further spit in the face after the great Betrayal.
Half-Orcs: As PHB.
Half-Orcs fill slave roles in Dwarven lands. They are treated as dirt or worse, but are at times allowed to lead Orcish batallions.
Halflings: Darkvision 60ft.; As PHB.
Halflings spend their entire lives in servitude to the Elves, in pennace for the great Betrayal. They do this willingly, however. At birth, each Halfling is assigned to an Elf, who then raises them. At times, the Halfling is paired with another newborn Elf, and the two are raised together. In either case, Halflings do not speak. They wear clothing similar to that of an Elf, including the trademark dark blue. Halflings also wear facial coverings, and spend their lives in servitude to their Elf. Should their Elf fall, they return to their home for a reassignment, or to work in the Elven community until the end of their days.
	
	
	
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Harnstaide Romuten Harracht or, Death Is Not The End
PLANAR QUALITIES: (Demiplane)
-Normal Gravity
-Flowing Time (1 Day = 1 Material Plane Year)
-Finite Size (Planar boundries formed by great, infinitely tall glaciers commonly refered to as The End. These sit in the sea surrounding the islands.)
-Sentient (The original creator's essence is one with the plane, although for the most part it is simply an observer.)
-Minor Negative-Dominant (Residents of the Demiplane are immune to it's effects.)
-Mildly Neutral-Aligned
-Wild Magic (DC 15 + Spell Level)
	01	Wall of force appears in front of caster
	02	Caster smells like the grave for spell duration
	03	Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
	04	Caster’s clothes itch (+2 penalty to initiative)
	05	Caster glows as per a light spell
	06	Spell effect has 60ft. radius centered on caster
	07	Next phrase spoken by caster becomes true, lasting for 1 turn
	08	Caster’s hair grows one foot in length
	09	Caster pivots 180 degrees
	10	Caster’s face is blackened by a small explosion
	11	Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)
	12	Caster’s head enlarges for 1d3 turns
	13	Caster reduces (reversed enlarge) for 1d3 turns
	14	Caster falls madly in love with target until a remove curse is cast
	15	Spell cannot be canceled at will by the caster
	16	Caster polymorphs randomly
	17	Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot 		be cast for 1 turn
	18	Reversed tongues affects all within 60 feet of caster
	19	Wall of fire encircles the caster
	20	Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns
	21	Caster suffers same spell effect as target
	22	Caster levitates 20 feet for 1d4 turns
	23	Cause fear within a 60ft. radius centered on the caster; all in radius except caster must make saving throw
	24	Caster speaks in a raspy voice for 1d6 days
	25	Caster gains True Sight for 1d6 rounds
	26	Caster ages 10 years
	27	Silence, 15ft. radius centers on caster
	28	10ft by 10ft pit appears immediately in front of the caster, 5 feet deep per level of the caster
	29	Reverse gravity beneath caster’s feet for 1 round
	30	Colored streamers pour from caster’s fingertips
	31	Spell effect rebounds on caster
	32	Caster becomes invisible
	33	Color spray from caster’s fingertips
	34	Stream of butterflies pours from caster’s mouth
	35	Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
	36	3-30 gems shoot from the caster’s fingertips; each is worth 1d6 X 10 gp
	37	Music fills the air
	38	Create food and water
	39	All normal fires within 60 feet of caster are extinguished
	40	One magical item within 30 feet of caster (randomly chosen) is permanently drained
	41	One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
	42	All magical weapons within 30 feet of caster are increased by +2 for 1 turn
	43	Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
	44	Dancing lights
	45	All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, -1 to Attack Rolls)
	46	All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
	47	Caster and target exchange places
	48	Spell affects random target within 60 feet of caster
	49	Spell fails but is not wiped from caster’s mind
	50	Monster summoning II
	51	Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
	52	Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds
	53	Caster and target exchange voices until a remove curse is cast
	54	Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear	
	55	Spell functions, but shrieks like a shrieker
	56	Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
	57	Spell reversed, if reverse is possible
	58	Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its 		touch causes the spell effect (THAC0 equal to caster’s)
	59	All weapons within 60 feet of the caster glow for 1d4 round
	60	Spell functions; any applicable saving throw is not allowed
	61	Spell appears to fail when cast, but occurs 1-4 rounds later
	62	All magical items within 60 feet of caster glow for 2d8 days
	63	Caster and target switch personalities for 2d10 rounds
	66	Slow spell centered on target
	65	Target deluded
	66	Lightning bolt shoots toward target
	67	Target enlarged
	68	Darkness centered on target
	69	Plant growth centered on target
	70	1,000 lbs. of nonliving matter within 10 feet of target vanishes
	71	Fireball centers on target
	72	Target turns to stone
	73	Spell is cast; material components and memory of spell are retained
	74	Every within 10 feet of caster receives the benefit of a heal
	75	Target becomes dizzy  for 2d4 rounds (-4 AC and THAC0, cannot cast spells)
	76	Wall of fire encircles target
	77	Target levitates 20 feet for 1d3 turns
	78	Target suffers blindness
	79	Target is charmed as per charm monster
	80	Target forgets
	81	Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns
	82	Rust monster appears in front of target
	83	Target polymorphs randomly
	84	Target falls madly in love with caster until a remove curse is cast
	85	Target changes sex
	86	Small, black raincloud forms over target
	87	Stinking cloud centers on target
	88	Heavy object (boulder, anvil, safe, etc.) appears  over target and falls for 2d20 points of damage
	89	Target begins sneezing and is unable to cast spells for 1d6 rounds
	90	Spell effect has 60(FM) radius centered on target (all within suffer the effect)
	91	Target’s clothes itch (+2 penalty to initiative for 1d10 rounds)
	92	Target’s race randomly changes until canceled by a dispel magic
	93	Target turns ethereal of 2d4 rounds
	94	Target hastened
	95	All cloth on target crumbles to dust
	96	Target sprouts leaves (no damage caused, can be pruned without harm)
	97	Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
	98	Target changes color (canceled by dispel magic)
	99	Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, 		possibly rebounding, for 1 turn, etc.)
	100	Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%
	
	
	
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The Wild Magic table is a little iffy, but will so be polished. It's left over from 2E.