CHARACTER RACES
Player characters may choose to be of the following races: hill dwarf, mountain dwarf, high elf, wood elf, forest gnome, rock gnome, half-elf, half-orc, halfling, or human.
The descriptions for each race are given below, as are campaign specific variations. Human characters should choose a culture that they belong to and region that they hail from in order to add depth to their character background. In addition, human characters may choose to be the bear the blood of godlings, fey creatures or humanoid monsters.
Regional descriptions, and detailed characteristics of the humans of these regions, are in found in The Lands of Estegalle section of this campaign setting.
DWARF
Dwarves are stocky and broad-shouldered. Their skin tends to be ruddy and their eyes are usually black, grey or blue. They tend to have large noses and feet for their size. Hair coloration is usually shades of brown, with black or reddish blond being rare. Men often wear braided beards. All dwarves tend to have wavy, coarse hair that goes grey once adulthood is reached, though northern clans tend to have lighter, straighter hair that turns white with age.
They favor warm woolen garments in solid colors or tartan patterns, with leather bracers and girdles being common. Deep shades of blue or grey are common colors used, with black and red also used at times. Kilts or hooded cloaks are often the garb of choice. Their homes are usually beneath mountainous or hilly lands, with access to the surface for farming and raising livestock. Not as fertile as humans, they have few children. Less than a third of their people are women, who are guarded jealously within their cavernous halls.
Dwarves are a hearty people; lovers of salted or smoked meat (goat and roast pig being popular), song and stout ale. They are suspicious of outsiders and tend to be pugnacious, possessive, stubborn and moody. Their blood is thick and their oaths are honored until death. Once trusted and befriended, dwarves can be the greatest of allies. Likewise they make fearsome, tenacious enemies; their wars against goblinoids, orcs and giantkind are legendary.
The dwarves are superior craftsmen who love to mine the earth for precious gems and metals, which they forge into weapons of strength and artifacts of beauty and power. Dwarf merchants and artisans frequently enter human cities to trade, staying briefly above ground before returning to their people. Dwarven trade caravans are well guarded and take well-patrolled, major trade routes whenever possible.
DWARVEN SUBRACES
Dwarves have nine clanholds beneath the major mountain ranges and hilly regions of Estegalle that are united as a confederacy. The clans elect their king, who acts as High King over all of the clans until his death, at which time a new king is elected. Most of the nine clanholds of are considered to be hill dwarves. Only the Ironshield clan of Suttegarde and Heimgard clan of Yssgelund are mountain dwarf clans. The duergar of the Angreddin clan are not recognized as a legitimate clanhold and are considered vile enemies of the “true” dwarven people. Dwarves worship the gods of The Defiant but have a special reverence for Ord, Lord of the Forge and of Oaths.
Clan Name/Location/Predominant Alignment
Baradsrud/Kashgar/Lawful neutral
Carroc/Caerleon/Lawful good
Greybeard/Suttegarde/Lawful good
Heimgard/Yssgelund/Neutral good
Khadzul/Kashgar/Lawful good
Ironshield/Suttegarde/Lawful good
Morudson/Carmascia/Lawful neutral
Redbeard/Suttegarde/Neutral good
Sturlisson/Yssgelund/Lawful good
Game Rule Information: Dwarves in Estegalle use the standard racial abilities and ability score modifiers listed in The Player’s Handbook.
ELF
As a race, elves are taller and thinner than most humans. Elven men have no facial hair and elves, on the whole, have less body hair than humans. Their clothing tends to be of light, though well made and durable, material and well tailored, with lovingly detailed needlework being seen in all but the cheapest of elven garb.
Elves are fairer and more graceful than Men, having finer features and unmarred skin. At the same time elves are slight of build and frailer than humans. Elves have discerning tastes in foods, favoring light meals of freshly caught fish and game, delicately seasoned and accompanied by well-aged wine or subtly sweet mead. The elven people also enjoy baked goods sweetened and preserved with honey.
HIGH ELVES
High elves are sturdier, paler of skin and darker haired than wood elves, with silky black or dark brown hair, that runs from straight to wavy, and eyes of grey, brown or hazel. Fair hair is very rarely seen among the high elven people. High elves tend to wear deep blue garments, along with silver, gold, black and pale grey. These elves are the builders and craftsmen of the elven folk, most skilled in the crafting of fine metalwork: armor, weapons and beautiful jewelry.
Many high elves are masters of lore and chroniclers of the ages, contributing to the great libraries of the high elven citadels.
At one time elves were great teachers to the race of man and an ally to the dwarves in the western lands of Estegalle. The growing power of man and the waning of magic from the world have caused them to become increasingly isolationist, dealing with neighboring humans and dwarves mostly for the purpose of trade while maintaining relations through perfunctory diplomatic exchanges.
Most of Estegalle’s high elves live in one of three walled, coastal citadels found along the western shore of Caerleon and Suttegarde. These citadels are ruled by Lord Stewards who act in the name, and according to the wishes, of the high elven queen, Eran Miranduil, who reigns from the great, hidden island of Mir Thanduil or Isle of Resting. This island, situated between the continents of Avandunil and Estegalle, is said to be the final destination of all of Gaile’s elves.
Smaller communities of high elves exist upon islands in Estegalle’s larger lakes, far out in the Western Ocean, or lie hidden within verdant river valleys and depths of ancient forests. High elves worship the gods of The Defiant, particularly Illandea, goddess of inspiration and the arts.
Citadels/Location/Predominant Alignment
Asgiroth/Caerleon/Neutral good
Esgavule/Caerleon/Lawful good
Illandor/Suttegarde/Lawful neutral
WOOD ELVES
Sylvan or wood elves are shorter and slighter of build than their high elven kin. Their skin tends to be ruddier than that of the high elves; their hair is usually blond or light brown and their eyes are green or blue. They prefer clothes of forest green, grey or brown, with emphasis being placed on functionality.
Music and dance are favored pastimes of the sylvan elves, who are masters of the wilds. Sylvan elves are slow to trust outsiders, even other, non-sylvan, elves and, as such, are guarded around strangers. However, this mistrust is often hidden beneath a facade of mirth.
Sylvan elves (who call themselves the Arvecir) isolate themselves deep within forests, living amid the trees or beneath the rolling hills in beautiful natural caverns. They reside within the ancient forests of Caerleon and Suttegarde, the dense, semi-tropical forests of Narahim and the frozen pine forests of Yssgelund. Though each of these four realms has its own King or Queen individual villages are democratic, with village meetings of adult sylvan elves being called to decide on matters of import. Village elders preside over these meetings and provide counsel and settle disputes among their people.
In larger communities, and in dealings with the area’s King or Queen, representatives for groups are sent to these meetings in lieu of all members. Sylvan elves most often worship Caledh, Lord of The Hunt.
Arvecir Realms/Location/Predominant Alignment
Celindale/Caerleon/Neutral good
Spiritwood/Narahim/Neutral good
Silverbirch/Suttegarde/Chaotic good
Rimewood/Yssgelund/Neutral
Game Rule Information; Both high elves and wood elves gain the standard elven racial abilities listed in The Player’s Handbook except that they are ageless, dying only through injury or illness. At the same time all elves are drawn to Mir Thanduil and must make a wisdom saving throw once every 100 years after reaching the age of 500. A success or failure has no effect by itself. On your third failure, however, your character is irrevocably drawn to the Isle of Resting and must depart from the Realms of Men.
The successes and failures don't need to be consecutive; keep track failures until you fail three checks. Once an elf reaches 1,000 years of age, these checks are made with disadvantage.
GNOME
Gnomes, in Gaile, are small humanoids who reside in idyllic forests away from the noise and bustle of human settlements. Their small size and innately magical nature allows them to hide from larger folk and their mastery of illusions keeps their settlements safe from discovery. Gnomes tend to be round bellied and ruddy cheeked. Their bright eyes are of light brown, hazel, blue, green or violet. Like dwarves, gnomes tend to have large noses and feet for their size. Their straight to slightly wavy hair is usually shades of pale gold and red, with white hair being common among adult gnomes. Men often wear well-groomed beards and women wear their hair in braids. They favor warm woolen garments in solid colors. Pale shades of blue or green are common colors used, with yellow and red also used at times. Vests and conical hats of bright colors often compliment these outfits. They make their homes in warm, dry cave complexes, well appointed and masterfully camouflaged. Gnomish crops are grown among the wildflowers of their forest domains. Fish farms are maintained in the streams and ponds near their homes, with apiaries and foraging supplementing their crops.
Gnomish clans have holdings in the lands beneath the forested hills and vales of Caerleon, Suttegarde and Yssgelund. An elder or, at times, a council of elders guides these communities. There are over 50 separate clans throughout Estegalle, though none owe fealty to a common sovereign. Despite this, gnomish clans are strongly allied with each other: gnomes view others of their kind as brethren or, at least, distant cousins. Community meetings, like those of the sylvan elves, are typical in gnomish clanholds. Occasionally, a particularly ambitious gnome "presides" over the community as mayor. Some major gnomish clans include those of: Cyrwith, Grumbel, Vinniskillen, Binkeldorry, Gimbel and Boggleston.
Gnomes’ alignments tend towards neutral good. Gnomes worship the gods of The Defiant, with shrines to Tyros and Caledh being most commonly found in gnomish communities.
GNOMISH SUBRACES
Most gnomes in Estegalle are forest gnomes. Rock gnomes are found in the forested mountain slopes of Suttegarde, Yssgelund, and Kashgar.
Game Rule Information: Gnomes use the standard racial abilities and ability score modifiers listed in The Player’s Handbook. Gnome characters speak Sylvan rather than Gnome as a starting language.
HALF-ELF
Half-elves are typically the offspring of humans and elves, with few half-elves being born to two half-elven parents. Half-elves tend to exhibit both human and elven traits and physical characteristics, with considerably longer lifespans than humans. The features of half-elves tend to be finer than those of humans and they possess some of the graceful beauty of the elves.
Half-elves of high elven blood hail from Caerleon and Suttegarde, while those of sylvan elven blood come from Caerleon, Narahim, Suttegarde and Yssgelund. Most half-elves are raised in human communities and, quite often, are estranged from their elven roots. It is rare for elves to accept humans into their communities, though half-elves are met with more tolerance and, often, with a small degree of sympathy on account of what elves view as half-elves’ relatively short life spans. Half-elves raised in elven communities tend to revere Caledh or Illandea. Those raised among humans typically worship the gods revered by the local people.
Game Rule Information: Half-elves are played as per The Player’s Handbook.
HALFLING
Halflings range from 3 and 4 feet in height and tend to be plump. Their feet are large and their tops are covered in hair. The thick skin on the bottom of their feet and their "fur" enable halflings to go barefoot most of the time. Lovers of good food and drink, they spend much of their time at friends' houses, eating, and smoking pipeweed. They are an inoffensive people, who prefer the quiet and comfort of home over foolish adventures.
They are able to move very quietly, are nimble fingered, and possessed of a strong will in the face of fear.
Their complexion ranges from ruddy shades to nut brown, and their hair varies from shades of brown to less commonly seen shades of blond and red. They usually have brown or hazel eyes. Halflings have no facial hair and their faces are round and expressive. Clothing consists of comfortable shirts and trousers of all colors, though shades of brown and grey are favored. Bright vests and caps are common.
Halflings do not hold claim to any realm in Estegalle; their farming communities exist within the human realms of Caerleon and Suttegarde. Within their communities, halflings' local politics consists of town meetings presided over by an elected Mayor. Women play an important part in halfling politics, as halflings are patriarchal.
Prominent Caerleonic halfling families include: Appleton, Gladwynne, Lillywhite, Merchant, Mirren, Peregrine, Primrose, and Merriweather.
Prominent halfling families in Suttegarde include: Andrews, Bidwell, Cullen, Smith, Burgess, and Burton.
HALFLING SUBRACES
Both lightfoot and stout halflings are found in Caerleon and Suttegarde, with stout halflings living in the foothills of those lands great mountain ranges. Lightheart halflings live along the rivers, and in the vast prairies and moors of Caerleon and Suttegarde.
Game Rule Information: Halfling characters in the Gaile campaign use the standard racial abilities and ability score modifiers listed in The Player’s Handbook.
Halfling characters speak the local regional language of humans rather than Halfling.
HALF-ORC
Half-orcs are almost always born out of violence and subjugation, the offspring of orc masters and human slaves or the end result of rape following a goblinoid raid upon a human settlement. In any event, the commingling of orc and human blood is a subject of extreme distaste among most ordinary humans, who view the resulting children of such a union with abhorrence and loathing.
Most half-orcs are raised in orc encampments where they are raised under the whip to a life of servitude or, in those instances where their aptitude is noticed, are trained as scouts and spies to infiltrate human lands. Some rare individuals even rise to positions of authority, hardened by their years of adversity. Those raised in human communities are often isolated, viewed with suspicion and disdain by the humans of their community.
Half-orcs tend to be slightly taller than humans, longer of limb with broader shoulders. Their facial features have a slightly orcish caste to them, with thin-slit eyes and nostrils, broad, jutting jaw-lines and slightly pointed ears being common. Their canine teeth are somewhat larger than those of humans and their coloration tends to be ruddier than usual for men of their lands. They can sometimes pass for human, though there is something disquieting about their appearance that reveals the cruel nature of their orcish heritage.
Half-orcs are usually encountered in the northern lands of Estegalle, particularly near mountainous or coastal areas. Typical homelands for such characters include Carmascia, Suttegarde, Vinnisklad, Voruskai, and Yssgelund. Depending upon their homeland and upbringing, half-orcs may worship the gods of their human communities or the dark gods of The Fallen, particularly Yssghul and Vurael the Slaughterer.
Game Rule Information: Half-orc characters in the Gaile campaign use the standard racial abilities and ability score modifiers listed in The Player’s Handbook.
HUMAN
Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest shades of yellow. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown. See each the regional descriptions in The Lands of Estegalle and The Player’s Handbook for detailed descriptions of human characters.
Game Rule Information: All humans are played as described in The Player’s Handbook and gain the racial abilities listed therein.
HUMAN CULTURAL OPTIONS
There are 11 cultural groups for human characters in Estegalle to choose from, though many humans in Caerleon and Suttegarde are of diverse heritages. Such individuals choose one cultural background as dominant, gaining the benefits of that culture. The following 8 cultures are strongly tied to specific regions of Estegalle:
• Avadain: The people of Caerleon, Mauridia and Suttegarde (as well as the Avadain exiles of Mauridia) gain Adanae as a bonus language.
• Cirhedin: The Children of Wisdom of Mauridia gain Adanae as a bonus language.
• The Free People: The Free People speak Common as their native tongue and, as such, may choose any other regional language as a bonus language at the start of play.
• Kashgari: The Kashgari, descendants of The Mountain Tribe of Kas, gain Khalmiri as a bonus language.
• Narahim: The Narahim gain Daegaru as a bonus language.
• Tribes of Vors: The people of Sarathia, Voruskai, and Carmascia gain Terrilec as a bonus language.
• Vinniskur: The people of Vinnisklad speak Terrilec as a bonus language.
• Yssgelundian: The northmen of Yssgelund and Suttegarde gain Teug as a bonus language.
For detailed descriptions of each of the regions of Estegalle, and to learn more about each of the cultures listed below, read The Lands of Estegalle section that follows. There you will find information on the names, physical characteristics, preferred character class, and preferred weapons for the human inhabitants of each of the 10 regions of Estegalle.
In addition to the 8 regional cultures listed above, there are 3 cultural groups that may be chosen by starting characters that are not directly linked to any of Estegalle’s regions:
• Callandae: The Callandae, or People of the Song, are a race of nomadic humans living throughout Caerleon, Kashgar, Carmascia and Suttegarde. They worship Iddyn, Hespa and Thrym, whom they called The Three Queens, above all others but also revere ancestral heroes and nature itself. A superstitious people, they are known for their many folktales and folk remedies (as well as curses). Their history is passed through oral tradition and their language, Callend, is an archaic form of Common.
The skin tones of the Callandae range from pale to tan; their hair is usually wavy and ranges from light-to-deep brown or black, with grey, blue, hazel and sometimes green eyes. They are of average height and weight, though men tend to be broad-chested and athletic of build.
The Callandae typically inhabit the rivers and lakes of Estegalle, particularly in Caerleon and Suttegarde. Water-born Callandae live nearly exclusively upon barges that hold individual families, while those that travel by land travel in wagon trains. They are often mistrusted by outsiders and are thought of as thieves and worse, though there are a few, rare communities and cities that welcome them.
They have social taboos that are perceived as virtually unbreakable that prohibit such things as marrying outside of their own culture, or teaching their language to non- Callandae. They also have cultural standards that allow them to treat non-Callandae differently from their own people. They can lie, cheat, steal, and deceive outsiders but are harshly punished if bilking their own people.
The clothing of the Callandae is well-made, with dark- colored wools being combined with brightly dyed silks, velvet, and linen. Intricate patterns are often woven into the jackets, vests, skirts and shirts of the Callandae. Shoes and boots of soft leather are commonly worn, and these typically have pointed toes and patches of bright color. Jewelry, particularly earrings, is worn by both men and women. The Callandae share many names with the Carmascian and Voruskaiad people due to their ancestral links to these people.
Common Male Names: Aleksei, Anagast, Ardalion, Arian, Balaban, Baroch, Bedogost, Belimir, Belofost, Bmilosh, Branimir, Chernye, Dalabor, Dalemir, Dargorad, Denogard, Demian, Dmitrii, Domabor, Domarod, Dragon, Dragorad, Elizar, Evagrii, Evangel, Falimir, Falon, Feodor, Garov, Gustov, Hereban, Iurii, Ivan, Kaspar, Kassion, Kazarin, Ladimir, Levent, Mina, Olav, Vanin, Vasilii, Vlad, Vorus
Common Female Names: Adleida, Agna, Anna, Anya, Avanasia, Avda, Balemila, Bolemila, Branislava, Cheslava, Daria, Dinara, Ekaterina, Elena, Faina, Fedia, Garynia, Gerta, Irina, Helga, Katalena, Katya, Kira, Lala, Laila, Milesa, Mileva, Mira, Nadzha, Nastka, Olga, Tanya, Tatyana.
Game Rule Information: The Callandae are speak Callend as a bonus language. They favor the following character classes: Bards, druids, clerics, fighter, rangers, rogues, and wizards (enchanters).
• Ebothi: The Ebothi are from lands far to the south of Estegalle and are thought to be the progenitors of the Kashgari people. They are an insular people, on the whole, but sometimes are found serving aboard sailing ships, living among the Free People of Sanctuary, or serving as slaves in Mauridia and Kashgar. In their own lands, the Ebothi are farmers, herders, hunters, miners, and fishermen. They are an animistic people, who hold great reverence for sacred animals and their ancestors. Village elders hold councils to decide on matters important to their people, while tribal warriors enforce the laws of their people and the decrees of their elders.
Ebothi tend to be tall, with sinewy muscle. Their skin ranges from light brown to an almost ebon hue, and their black hair is wavy to curly. Ebothi often have grey or black eyes, with hazel or brown being rare. Clothes are usually of loose, light materials, such as linen, that are dyed in bright colors or a deep indigo. Clothing usually consists of a long tunic with elaborate patterns sewn about the collar and cuffs or a voluminous, patterned robe of wool or linen. Sandals are commonly worn, though wealthier folk wear high boots decorated with semi-precious stones and fabric patterns. Jewelry and the use of perfumes are common to both men and women, with even the poorest of farmers owning some trinket to adorn themselves with. Headwear is also common, with small, brightly colored, caps being worn by during social occasions and large-brimmed straw hats being worn by those working outdoors, beneath the blazing sun of the Ebothi homelands.
A hard-working people, the Ebothi mistrust strangers, even those of other tribal lands. Wars between tribes are commonplace, as are violent raids into others’ lands in search of plunder. The Ebothi are known to take slaves from opposing tribes, and have taken to selling slaves to foreign slavers in return for goods and gold.
Common Male Names: Acam, Aduni, Anan, Baako, Barundi, Chinua, Churumbe, Dakar, Ekua, Enobe, Faru, Iwambe, Kayin, Kofe, Kwame, Masanga, Masembe, Nkegi, Omo, Rumbai, Sembo, Tufari, Ukenge
Common Female Names: Adae, Afi, Chiame, Daela, Ebele, Ekua, Eni, Kaya, Lindiwe, Mbala, Nia, Olambe, Sola
Game Rule Information: The Ebothi gain Bothi as a bonus, regional language and favor the following character classes: Barbarians, druids, fighter, rangers, rogues, warlock servants of fiends, and wizards (necromancers).
• Maelnach: The Maelnach are an ancient people, the last remnants of a race who ruled a great empire throughout western Estegalle in the years following the cataclysm.
With the coming of the Avadain, the Maelnach were driven into the forests and mountain passes of western Caerleon and Suttegarde, and south, into the subtropical forests at the foot of The Greatwall Mountains. Those who remained in Avadain-conquered lands gradually lost their cultural identity as they intermarried with the conquering western people.
Today the scattered tribes of the Maelnach remain deep within great forests that stretch from the Ostenberg Mountains, that define the border of Yssgelund and Suttegarde, and The Greatwall Mountains on The Island Federation.
These tribes have formed a loose confederacy, with each being led by a chieftain or prince and a council of judges comprised of druids, bards, wizards, rangers, and elite warriors. Their lineage is traced from mother to son, with each Maelnach holding their relations above all other considerations.
Maelnach youths above the age of twelve are expected to defend their tribe and are trained in wilderness survival from early childhood. Tales are often told of painted, feral Maelnach warrior bands that are made up of men, women and children. Those who hold these lands have held to their ancient customs and religious practices, engaging in animism and nature worship. They are the sworn enemies of the Carmascians and will attack them on sight.
Maelnach warriors are usually hunters or oath-sworn retainers who serve their laird in return for lands. Household warriors of lairds, princes or chieftains are usually close kinsmen to their liege lord and called their “hand.” Thus, the elite warriors of a chieftain name Aonghus would be called Aonghus’s Hand.
Despite their past differences, it is common for Maelnach tribes to assist Caerleonic, Suttegardian, Federation forces as mercenaries. Unfortunately, for these people, it is also common for tribes to raid the frontier settlements of these nations for livestock and supplies. Because of their skill at arms and mastery of their forested realms, these lands maintain an uneasy truce with the Maelnach people.
The Maelnach are slightly shorter than most humans. They are of medium to tanned complexion, with wavy hair of brown or black and blue, green, or grey eyes. Their clothes are similar to those of their Suttegardian neighbors, though of coarser materials and simpler fashion. Knotwork adorns their woolen cloaks and tunics, and signifies their lineage. Rings of are often worn in their braided hair and knotwork patterns are often tattooed onto the arms or torso. Honesty, bravery, and generosity are most-valued, as are celebrations and revelry. The Maelnach are known for their wild revelries and ferocity in battle.
Common Male Names: Aeddan, Aonghus, Branwen, Brian, Cairbren, Cathal, Ceallach, Coeth, Conarn, Conall, Cormac, Dermaid, Guiare, Eoghan, Fearghus, Ian, Liam, Liogach, Loarn, Niall, Oenghus, Oisin, Raeghan, Raon, Seamus, Sean, Tuathal, Ultain
Common Female Names: Aileen, Aillin, Anara, Bragwaine, Brighid, Caer, Cearnait, Caite, Daona, Eadaoin, Eanna, Fiachra, Maire, Nease, Niam, Oona, Rhiannon, Sadhbh, Sinn
Maelnach Clans: Agallamh, Ailech, Cathach, Comhlann, Connacht, Drebhain, Eachlach, Erachlaigh, Gelaidhe, Lochlan, Meath, Ollaibh
Game Rule Information: The Maelnach gain elven, their native tongue, as a bonus language. They favor the following character classes: Barbarians, bards, druids, fighter, rangers, rogues, warlock servants of The Archfey, and wizards (illusionists). Paladins among the Maelnach are usually choose The Oath of the Ancients as their sacred oath.