Races List and Class List
Since I couldn't get the XLS file to attach properly I'll type it out here. Bear with me there are more than thirty "standard" races to list.
Race Name-Description
Aeonian-Odd unicorn like fey from the realm of faerie most are refugees
Aeulum-Little nature worshipping wild people
Bugbear-Northern continent, use almost standard SRD Bugbear leaders of goblinoids
Daurin*-Horse people created as initial prototype of forest giants mechanically an anthropomorphic light warhorse
Dwarves-Mix eberron and PHB dwarves for culture, dwarven cold war, they hate elves because elves interfered with their cold war and nearly made it boil over which their creator god would have never forgiven them for. Mechanically more elemental earth flavored than PHB dwarves also much longer lived than PHB dwarves. See dwarven cold war thread in interim more will be forthcoming here.
Eeeeee-Bat inspired species, live on a far southern continent past the Elven homeland. Well known everywhere as traders and wanderers with commerce spread out over the entire known world and apparently are in contact with unknown lands past their own continent. Their continent is a mysterious place to races of the other known continents because the Sea of Teeth is wracked by storms and treacherous currents so bad that none but Eeeeee airship captains are able to cross it. Mechanically they have seperate wings and arms, and are somewhat like de-rated gargoyles but with a higher fly speed and better maneuverability.
Elves-Civilized but weaponry and tools all wood and chitin as their homeland is very metal poor, biological heavy themes, racial supremicists consider themselves "real people" and everyone else just "outsiders". Are actually one of the younger races but don't admit that. Mechanically really just PHB elves with slight alterations like no secret door a detection bonus to woodland spot and listen checks. Age the same as humans.
Giant, Cloud-Remains of the long vanished giant empires, occupy mountainous regions and alpine slopes. Live in keeps and enclaves. Mechanically standard SRD giants with four less hit dice.
Giant, Fire-Remains of the long vanished giant empire, occupy volcanic regions too hostile for other giants Live in keeps and enclaves. Mechanically standard SRD giants with four less hit dice.
Giant, Forest-Remains of the long vanished giant empire, roam the wilderlands as small family groups. Mechanically standard SRD giants with four less hit dice.
Giant, Frost-Remains of the long vanished giant empire, occupy the most inhospitably cold mountain peaks. Mechanically standard SRD giants with four less hit dice.
Giant, Hill-Remains of the long vanished giant empire, roam the wilderlands as small family groups. Mechanically one less point of int and cha penalty and like all the Siluria giants 4 less HD.
Giant, Storm-Remains of the long vanished giant empires, occupy mountainous regions and alpine slopes others occupy the sea. Live in keeps and enclaves. Mechanically standard SRD giants with four less hit dice.
Gnomes-Northern continent, inventors and mages, vital part of the human defenses and co-habitants.
Goblin-Northern continent, trampled masses of slaves and cannon-fodder of goblinoids. Mechanically standard SRD goblins.
Hbomakim-They live in the Himaat desert and Sea of Sand centered around the most hostile parts of those toxic lands. No two are alike and they have characteristics of many other species. Mechanically, immune to poison due to environment, some sort of chimera-kin. They've shown up before as one-off NPCs but since no players ever asked to play one I never built a unified mechanic they're still under construction.
Hobgoblin-Northern continent, the footsoldiers and experts of the goblinoid hordes
Humans-Northern continent, proud militants at constant war, not common anywhere else
Jhellan*-Wolf flavor using standard gnoll mechanics, created by hill giants but heavily assisted by more capable storm giants.
Keitlyn*-Two-tailed fox-like bipeds with fire immunity, created by fire giants to share habitat needed help from forest and cloud giants because of difficulty.
Kekriival*-Eagle like aaracokra using standard mechanics, first prototype of the cloud giants who preferred aerial theme
Krivak-These tauric creatures occupy different regions of the same continent with different cultures. Largely plains dwelling nomadic herders as opposed to city dwelling Eeeee who prefer either wetlands or mountainous regions. Mechanically are tauric gnoll, riding dogs, still medium but at upper end of medium weight range.
Kujaku*-peocock people, not like aracokra have seperate arms like Eeeeee, after Kekriival experience allows cloud giants to do better with the Kujaku. Mechanically similar to Eeee but with faster flight and worse maneuverability.
Muntia*-deer people, gained experience of Daurin allows forest giants to do better with Muntia
Nagai-Reptile folks from continent of Eicude. Default six limbs with number of legs, arms, wings set during character creation. Can trade limbs for other features to create slithering snake-torso type or add poison attack. Start medium but increase in size with age, mechanics still need revision and further playtesting.
Ogre-Degenerate giants who remained in their destroyed empire and were reduced to savagery, hated by “true giants” who go out of their way to kill them whenever encountered
Orcs-nothern continent, proud and ferocious noble savages, driven from racial lands with Humans
Rakasta*-cat people as standard use existing mechanics, second of the created races to be made vast improvement over the earlier prototype Savanites
Savanite*-pre Rakasta failed experiment by storm giants, first of the created races & have become slave race, modify rakasta stats can't speak use sign-language to communicate.
Skeek*-small mouslings, use halflings for basis, unknown attribution a lab accident of the giants, instigated the revolution of gods that toppled the giant empire
Troll-Degenerate giants who remained in their destroyed empire and were reduced to savagery, hated by “true giants” who go out of their way to kill them whenever encountered
Tschevatech-Fuzzy wyverns of unusual intelligence with cold resistance, live high in the mountains of Eicude
Uulaurm-Actually derived from an in-joke. Amphibious sea-living race with varying culture and technology depending on location. They are best described as the unnatural hybrid of an otter and a shark given humanoid characteristics and the ability to use tools. Large size, mechanically based off hybrid form of wereshark with alterations.
Vartan*-anthropomorphic hippogriff, medium size, seperate project of cloud giants simultaneous with Kujaku.
Vykarin-hooved and shelled psuedo-lupines
Xient-They live in the Himaat desert and Sea of Sand on fringe of the desert away from the worst parts. Nomadic herders and scavengers based somewhat on the beduin. Males like armadillo, females like porcupine, small size.
Zelak-Insectiod hive species that lives mostly underground on continent west of Elves though also have hives extending into Elven lands and at western edge of Oldebenp. Isolationist and inward turned, not hostile but poorly known and insectiod nature means tend not to be thought well of. Mechanically similar to MM2 beefolk with several changes and different flavor.
Next are the classes, all are changed from PHB base classes but occupy roughly the same niches and archetypes.
Alchemic-Potion brewing and imbuing spell effects into potions similar to artificer infusions as well as magical device creation to a lesser extent.
Arcanist-already up the arcane magic user.
Bard-name is the same but based on path taken can differ widely from PHB bard.
Berserker-same archetype as the barbarian, but based on path can emphasis different aspects of the archetype at expense of others.
Druid-higher powered than PHB class with more options but pretty much the same old, in Siluria they are animists devoted to nature itself and not gods.
Fighter-powered up with more options but you get the idea.
Mystic-basically psion with flavor changes and different power names may not survive to final revision of setting in favor of something more unique.
Paladins-alignment champions, there is one for each cardinal alignment as well as one for a TN "anti-extremist". LG one is based on Jaerom Darkwind's redesigned paladin.
Priest-cleric archetype higher powered with more options, however in Siluria clerics must have a diety and be of same alignment as that deity.
Ranger-more options, generally higher power, the usual for this setting, but no spell casting.
Scoundrel-rogue equivalent with multiple path systems can create anything from focused assassins to sneak thieves to diplomats.
Next up will be an overview of the central continents of Ieborut and Oldebenp in the next post.