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.