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The Races of Trakon are diverse and varied.  After the Mage Wars, civilizations were divided as survival became more important than trade.  My campaign is based in the Northeast continent of Trakon.  After the Priests of T'lor implemented the Veil, the oceans became violent and impassable.  Ocean voyages have not been attempted for over 500 years due to strong winds and currents out away from land.  Civilizations have evolved that are far from the normal of the average Dungeons and Dragons campaign world.  I will highlight the races with major deviations from normal or just those whose evolution have drastically effected the campaign world.

RACE AND LANGUAGES

All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.

Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:

Cleric: Abyssal, Celestial, Infernal.
Druid: Sylvan.
Wizard: Draconic.

SMALL CHARACTERS

A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

Note:  Some races have a "Effective Level" penalty.  The Effective Level is added when determining character level.

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