The available races and a few notes about them.


Borek are an old race, one of the original inhabitants of Diamova. They are a race steeped in magic, their eyes are not like most races but are webs or veins of bright color. Borek are considered mature in thier late twenties. They live for an average of 150-200 years.

In the past many people had relationships with the Borek. This has led to the Orc, Halfling, and Gnome races.

Ability Score Increase. Your Charisma Increases by 1.
Ability Score Choice. Choose Intelligence or Charisma. Increase that attribute by 2.
Speed. 30 feet.
Size. Medium 4.5 to 5.5 feet tall. Maturity, late teens. Lifepsan 80-100 years.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Magical Vision. You can cast the Detect Magic spell. At 5th level you can cast See Invisibility and at 15th level you can cast Eyebite. You can cast each of these spells once per day, Charisma is your casting ability for these spells.
Steeped in magic. You have proficiency in the Arcana skill.
Languages. You can speak and write Common and Draconic.


Dwarves live primarily in the mountains of Begezachte, however a few can be found living outside the mountain country, working for their clans or choosing a life away from other dwarves. Dwarves only rarely will marry outside their race. Those that do find it even rarer to have children, usually only with humans. Those that do are frequently shunned since they will never continue the family line.

Dwarves usually live 200-250 years.

Example Dwarf clan names.
Rockhammer, Graniteheart, Quartzhand, Jasperclaw, Marblerake, Chertfellow,Flintneck, Tinbeam, Stonegod, Goldclan, Shalehoard


After the war of unification in the distant past the Night (or Dark) elves and the Sun elves learned to live together peacefully. The “common” elves are the children of the other elves. Elves usually live 250-350 years.

Eladrin (Sun) elves – Some eladrin have the curious ability to smell the magical skill of people near them.


The gnome homeland is in the Lowwe Wilds where they usually live in treehouses built among the towering trees. Gnomes usually live 150-250 years.


The halfling homeland is in the Lowwe Wilds where they usually live in houseboats that roam the waterways. Halfings usually live 100-120 years.

Half-Dwarf – Mul

If there is any interest in playing this race let me know.



If there is any interest in playing this race let me know.


Half orcs are fairly well known among human and orcs, the relation among the races has usually been cool but individuals can relate quite well and often find themselves attracted to each other if they can get past the disparate cultures.



The Genasi are children of those that have entreated with the elements to aid them in having children. Those that are unable to do so have entered the elemental planes with their spouses and when they return will have a child in due time. These children have the elements steeped in their blood. While the basic appearances are undeniably that of their parents they sport hair that flows like water or flickers with flames and their skin also reflects the element that they were conceived under. No Genasi have lived long enough to die of old age. They mature in roughly 20 years.


The goliath are usually found living in the harsh lands of the High Wilds or atop towering Mount Crown. Occasionally they will be found elsewhere in Diamova.


Orcs are a semi-nomadic people, they will move around established territories migrating to follow the seasons and needs of the clan. Typical tribes will have a conclave of elders representing each of the craftmasters. These include the metalworkers, tanners, shaman, hunters, and warband. Each of these elders will have 2-3 adult learning the trade under them. The rest of the adults in the tribe are assigned to where there is need, usually hunting or fighting.
When an orc reaches their early teens and seeks to be considered an adult they are given a quest. This is typically to hunt and kill enough tenkos to make a necklace of their teeth. When this quest is completed the aspiring orc youngling is ready to earn his/her name. This name is provided by the adults of the clan and may take years to earn. Whenever someone thinks that some-orc has done something particularly praise-worthy they will suggest a name for the orc in front of the conclave. If a majority of the conclave or most of the tribe agree to this name then it is granted to the orc to accept.

Child Names – Frequently use harsh consonants.
Svena, Vesh, Zorak, Tzoka
Warrior Names- Usually have softer sounds.
Dhara, Bakama, Jageth,

Ability Score Increase. Your Constitution Increases by 1 and your Strength increases by 1.
Ability Score Choice. Choose Strength, Constitution or Charisma. Increase that attribute by 1.
Speed. 30 feet.
Size. Medium 6 to 7 feet tall. Maturity, early teens. Lifepsan 60-70 years.
Dominating Physique. Proficient in Intimidation
Brutal Combatants. When dealing damage you may reroll 1’s on your damage dice. You must use the new result.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bloodlust. As a reaction to taking damage you can enter a bloodrage. This last for 1 minute. You have resistance to bludgeoning, piercing and slashing damage for the duration of the bloodlust. In addition while raging your attacks crit range increases by 1 (You will crit on a roll of 19 or 20, if you have a feature that lets you crit on a 19 or 20 you also crit on a 18 etc.). You must finish an extended rest before you can Bloodlust again. If you have access to the Barbarian Rage feature you instead gain +1 rages per day.
Languages. You can speak and write Common and Orcish.

Non-playable races


The centaur are a militant and proud race that many would describe as half horse and half man. They are creatures of passion and power,not taken to much of the subtlety that other races will take for granted.
The centaur live in the plateaus and plains north of Galsconey. They share a long animosity with the orcs and have warred with Galsconey for longer than anyone can remember. They have limited technological skills, only crafting special stone weapons on their own. However they do raid and trade for metal to make themselves metal gear.


The origin of the goblins is not definitively known. Stories say that they were created by one of the elven factions during the Unification War as saboteurs and raiders. The goblins own natural cunning and proclivity for mayhem does lend some strength to this story. Since being conned by the powerful bloodmage Kionna the goblins have struggled to make themselves a more “civilized” people in their dealing with others. They now do trade with the town of Milvania and have a small temple of wind that they maintain on the fringe of the Lowwe Wilds.


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