Humans.
Humans are not native to Narnia, and invariably arrive there from some other place. The descendants of Narnia's first king established a kingdom south of Narnia, in Archenland and Calormen. The humans that remained in Narnia were presumably eliminated by Jadis, the White Witch.
In the time following Narnia's Golden Age, a group of humans known as Telmarines began to appear in Narnia and eventually they conquered Narnia.
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common.
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Dwarves (Black)
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Black Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common.
- Favored Class: Fighter. A multiclass black dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Dwarves (Red)
- +2 Constitution, -2 Strength.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Red Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Low-Light Vision: A Red Dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +1 racial bonus on all saving throws.
- +1 racial bonus on attack rolls with thrown weapons, slings, and bows.
- Automatic Languages: Common.
- Favored Class: Rogue. A multiclass red dwarf’s rogue class does not count when determining whether he takes an experience point penalty.
Fawn
- -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma.
- Medium: As Medium creatures, fawn have no special bonuses or penalties due to their size.
- Fawn base land speed is 30 feet.
- Low-Light Vision: A fawn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Natural Weapons: Head butt (1d6).
- Fawn can play a variety of magical tunes on their pan pipes. When it plays, all creatures within a 60-foot spread (except fawn or satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level equal to character's hit dice; the fawn chooses the tune and its effect).
- Automatic Languages: Common.
- Favored Class: Bard. A multiclass fawn’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.
Marsh-Wiggle
- +2 Constitution, -2 Dexterity, -2 Wisdom, -4 Charisma.
- Medium: As Medium creatures, marsh-wiggles have no special bonuses or penalties due to their size.
- Marsh-wiggle base land speed is 30 feet.
- Powerful Build: The physical stature of marsh-wiggles lets them function in many ways as if they were one size category larger.
Whenever a marsh-wiggle is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the marsh-wiggle is treated as one size larger if doing so is advantageous to him.
A marsh-wiggle is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A marsh-wiggle can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. - +2 natural Armor bonus.
- A marsh-wiggle can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
- Because of their webbed feet and hands, marsh-wiggles have a +4 racial bonus on Swim checks.
- Automatic Languages: Common.
- Favored Class: Barbarian. A multiclass marsh-wiggle’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.