Riverfolk Racial Traits
All PC races in this section have the following racial traits in addition to the ones listed in their entry:
Hold Breath: Riverfolk can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Water Native: Riverfolk without a Swim speed gain a +4 racial bonus on Swim checks, can always take 10 while swimming.


Warm and curious creatures, the castorans find even the simplest of things fascinating. This enthrallment in things can lead a castoran away from the comforts of its river-side home, to venture into the vast world beyond. Many races consider the castorans to be naïve and easily- fooled, referring to them with derogatory names such as "buck-teeth" and "flat-tails", but they will always prove their diversity with their surprising strength, colorful imagination and master craftsmanship.

Physical Description: The castorans are most easily described as humanoid beavers, bearing the same large front teeth and strong, flat tails as those of their beaver cousins. They are naturally strong individuals, clearly visible in their arms and back, and are often hired by other races to act as bouncers or bodyguards. Their head is positioned slightly low on their body, and their neck is buried under their shoulder muscles and fur, making them appear to be crouched forward at all times. While their hands appear normal, yet clawed, their feet are webbed, enhancing their swimming. Lastly, their tails hang just above ground level. They appear to be flat and feeble, but they can be swung with great strength.

Society: Due to their beaver ancestry, castorans are profound woodcarvers and carpenters. Castoran settlements, known as lodges, are most often built by rivers and are entirely made of wood carved from the trees in the area. Like beavers, the most infamous and remarkable of Castoran architecture are their dams, which they often build across heavy flowing rivers to control and divert the flowing of water into their lodge. In addition to using their teeth (which is encouraged by their society and thought of the best way to carve wood), Castorans use a variety of other tools including a specialized hamaxe (also known as a splitting maul) that doubles as an effective weapon.

Relations: Castorans are a generous species and love to play host to guests, especially to members of other races. A dinner party at a castoran’s home is considered a splendid evening, known to offer plenty of food, intriguing entertainment, and enthralling conversation. Some find this ambition to be a downfall, however, as castorans can get easily wound up by the lack of quality at another individual’s event and may even take over if it is enabled. It is always assured, however, that if you have a castoran by your side, you need not worry about running low on rations.

Alignment and Religion: Even among the most cantankerous castorans, one can still find unwavering generosity and goodness. While remaining somewhat neutral in the face of law and chaos, they are staunchly against evil and tyranny. Some members, however, are known to be somewhat cowardly and can be coerced towards bad deeds in response to fear.

Adventurers: Castorans, much like humans, are found in just about any class, though classes which require a high intelligence score are not always easy for a castoran to excel at.
Names: Castorans are given names at birth, and often pass names down from older to younger generations. Some castoran families even invent their own names for their children. Their family names are kept throughout life, opting to use double-barreled family names when married to represent their birth family and in-law family.
Male: Ronell, Habier, Boan, Trevor, Jann, Moe, Gustus, Fabien, Lommy, Edgur, Garlend, Rickel, Bolbur, Harris, Alvin, Peter, Wesley, Fidius
Female: Patsy, Tarline, Roslyn, Harley, Jasmin, Kaylin, Daneille, Idris, Wanda, Mysley, Ella, Lorna, Kathelin
Family Names: Heisenberg, Rastley, Ottercop, Harvendown, Dale, Damson, Pettingrew, Warren, Coastley, Fryer


+2 Strength, +2 Charisma, -2 Intelligence: Castorans are very strong with an equal measure of charm, but are not known for their intellect.
Medium or Small: Castorans can either be Medium-sized creatures or Small-sized creatures (with normal bonuses and penalties typical of this size). Size is chosen at character creation and does not change.
Base Speed: Medium-sized castorans have a base speed of 30 feet. Small-sized castorans have a base speed of 20 feet.
Innate Carpenter: Castorans are known for their superior craftsmanship when it comes to woodworking. They receive a +2 racial bonus on all Craft or Profession checks related to wood. In addition, they may use their Wisdom modifier instead of their Intelligence modifier on these related skill checks.
Tail Slap: This is a secondary natural attack that deals 1d4 points of bludgeoning damage (Small-sized) or 1d6 points of bludgeoning damage (Medium-sized). The castoran gains a +2 racial bonus on Acrobatics checks to balance and to their CMD against maneuvers that attempt to move them from their square.
Wood Eater: Castorans gain a vicious natural bite attack, dealing 1d4 damage for Small castorans, and 1d6 if Medium-sized. The bite is a primary attack, or a secondary attack if the castoran is wielding artificial weapons. This bite attack deals double damage to creatures, objects, and structures made of wood.
Weapon Familiarity: Castorans are proficient with all axes (including hamaxes).
Languages: Castorans begin play speaking Common. Castorans with high Intelligence scores can choose from Elven, Goblin, Halbok, and Sylvan.


Kawauso, or smotters (smart otters), enjoy temperate rivers and lakes, and will occasionally venture to the sea coast. Their fondness for mischief is unmatched in the realm, and they will go through great lengths to set up elaborate pranks. Their ability to blend in with the native wildlife, and their naturally stealthy nature allows them to pull off these pranks completely undetected.

Physical Description: A kawauso's body is slender, streamlined and serpentine. Dark, grayish-brown fur covers most of the dorsal surface with a lighter cream coloration on the ventral surface, especially on the face and neck. The fur is fine, dense and velvety. Kawauso have flattened heads and short, thick necks; eyes are located toward the front of the head. The ears are small and rounded and have a valve-like structure that enables them to be closed when swimming underwater. Similar to other otters, kawauso have relatively short legs with very narrow, partially webbed feet. The kawauso's tail is long, about one-third of its total body length. The tail is thick at the base, muscular, flexible, and tapers to a point. The tail is used for propulsion when swimming at high speed, to steer when swimming slowly and for balance when standing upright on hind legs. In short, aside from slightly more articulate “hands,” the kawauso is virtually identical to most river otters.

Society: Kawauso are also staunch conservationists. They will defend their natural waterways, along with the flora and fauna of the area, with unyielding passion. Sometimes this takes the form of unceasing and often lethal pranks or traps set for the offending invaders.
A kawauso’s demeanor is often regarded as irritable, but they are actually quite jovial at their core. A deadpan, dry sense of humor is a hallmark of this race. Although they do have a penchant for foolishness, they are actually a very cooperative and thoughtful people. They are able to execute long-term plans and work together with a multitude of people, so long as they deem the task important enough.

Kawauso society is rather loose and unstructured. They do not have a formal hierarchy or organized leadership, instead relying on their natural instincts and cooperation to achieve common goals. Despite this lack of formal structure, the kawauso are a tight-knit community who fiercely protect their natural habitats and will come together to defend against any threat to their waterways. The kawauso value their independence and individualism, but they are also incredibly supportive of each other and will band together when needed. This balance between freedom and cooperation makes the kawauso a unique and dynamic society.

Relations: Few know the river wilds better than the kawauso. They can easily disappear in their natural habitat, making any pursuit of these creatures futile. Many, particularly desperate individuals have tried hiring a kawauso as a guide. This seldom works as expected unless the basis for the journey is congruent with the kawauso’s ideals. Since they do not value gold or gems, payment is usually in the form of some sort of service, food, or intoxicating beverages.

Alignment and Religion: While kawauso can be cruel pranksters, very few are actually evil. Most are simply chaotic, with a strong leaning towards good. Kawauso clerics are not uncommon, and typically worship Nature or Magic.
Adventurers: Kawauso enjoy being clerics, rogues and rangers, but also find magic and sorcery fascinating. Kawauso often adventure just for the thrill of it. Good company is certainly another motivation. Occasionally a quest will arise to right some great wrong, and kawauso are not hesitant to volunteer.
Male Names: Haidan, Haishi, Manyu, Nijiling, Shayu, Shuilaohu
Female Names: Haidai, Haicao, Hehua, Lianhua, Luwei, Shanhu


+2 Dexterity, +2 Wisdom, -2 Strength: Kawauso are very nimble and crafty, but not very brawny.
Small-sized: Kawauso are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their
CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Kawauso have a base speed of 10 feet while on their hind legs or 20 feet when on all fours. They have a base Swim speed of 30 feet.
Tool Use: Kawauso use tools and weapons with hand-equivalent appendages.
Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Bite: Kawauso gain a vicious natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding artificial weapons.
Grappling Bite: Kawauso gain Improved Grapple as a bonus feat. In addition, when they make a successful bite attack they may also start a grapple which they can maintain and still make attacks with their forearms.
Animal Mimicry: When not wearing any equipment, kawauso can easily pass as a river otter. A
successful Bluff check grants them the ability to blend in with or pass as a natural animal.
Saltwater Adaptation: Kawauso can derive hydration by drinking sea-water.
Bestial Empathy: Kawausos share an affinity with other species of otters. They have the ability to communicate with all otters as if under the effects of a speak with animals spell (caster level equal to 1/2 the kawauso’s character level, rounded up). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever kawausos initiate an exchange, otters begin with a starting attitude of indifferent. This is a supernatural ability.
Languages: Kawauso begin play speaking Common. Kawauso with high Intelligence scores can choose any of the following: Aquan, Elven, Halbok, Pinnipar, Sylvan and Yokai.


The sebek-ka race was created by a human civilization that crumbled millennia ago. In that bygone age, they were bred to be representations of the god Sebek to serve as priests, temple protectors, and servants to a pharaoh. As their kingdom crumbled into dust and ruin, the sebek- ka’s racial memory of this lost culture stood against the passage of time like the monoliths that they helped to raise. Over the centuries, an encroaching desert pushed this crocodilian race further into an isolated river delta where they began to fade into obscurity. Recent river flooding, however, has led to a population resurgence.

Physical Description: Sebek-kas are fundamentally humanoid archosaurs. They have long crocodilian snouts and their bodies are covered in thick scales that range in color from brilliant green to dark brown. They have long, massive tails that help them swim. They are well adapted to aquatic life by having webbed feet, nostrils on top of their snout that can be closed by valves, and eyes with a transparent membrane that closes while underwater.

Society: After over a millennia since the fall of their progenitors, the sebek-ka have resurrected a long dead civilization. While their leader, or pharaoh, is not a human this time around, he is no less venerated. Their population has grown ten-fold, and they have temples dotted throughout the riverbanks of the relams.
Sebek-ka tend to be one of three personality types and this has much to do with which caste one belongs to. The noble caste, or ahbka, tends to be impulsive and quick to anger. The priestly caste or tathba are quick of wit, sly, and subtle in their dealing with others. The last of the three castes, the vrahg or servants, are almost always subservient to those of the upper castes, but their to whom they do not have to show deference.
Relations: Sebek-kas are very diplomatic, but equally haughty. They tend to view other races as younger and more naïve. The exceptions are the taweretti, whom they view with suspicion and quiet reverence. They tend to view the taweretti both as family and as bitter rivals.
Most river races have found the sebek-ka to be trustworthy and great business associates. However, good words seldom go further than that. At best, sebek-ka are viewed as somewhat dangerous, and certainly not a race to anger or show open disrespect. It is well-known that the sebek-ka have very strict laws and even more severe punishments for breaking those laws.
Alignment and Religion: Sebek-kas are typically lawful by nature, a result of their highly structured society. All sebek-ka are expected to worship the god Sebek. Those who do not openly show devotion to their patron deity are labeled outcasts and sent into exile from all sebek-ka cities.
Adventurers: Sebek-ka who tend toward adventuring, often fall outside of their societal structure in some way. They could be outcasts, criminals, or vrahgs whose masters could no longer keep them. Occasionally, they will personally take up a cause that they feel called into by their god, and join adventuring parties with similar goals. Often, their quest is to retrieve ancient relics of their past.
Names: Sebek-ka have complex naming practices that include title, rank, birth order, and so on. A full name can literally take minutes to relate. Shortened versions are acceptable for everything except introductions. Examples of the shortened versions: Hekera Nephera Mawhesk Vyk'sebekenka, Hteru Meseru Ahnk em Aesau- sen Dal'sebekenka, Neperu Heputep Niripi Em Abkuka Tal'sebekenka


+2 Strength, +2 Wisdom, -2 Intelligence: Sebek-kas are powerful and highly in- tune with their surroundings. Unfortunately, most individuals tend to shy away from intellectual endeavors.
Medium: Sebek-kas are Medium creatures and have no bonus or penalty due to size.
Base Speed: Sebek-kas have a base speed of 30 feet.
Darkvision 60 feet: Sebek-ka can see with no light source at all, out to a range of 60 feet.
Bite Attack: A sebek-ka has a fierce bite which is natural weapon attack that inflicts 1d8 points of damage (×2 critical) on a hit. This is a primary attack or a secondary attack if the sebek-ka wields any other weapon.
Natural Armor: Sebek-kas have tough scaly skin, granting them a +1 natural armor bonus.
Ferocious Hunger: Sebek-kas receive a +1 bonus on attack rolls against Tiny or smaller sized creatures.
Saltwater Adaptation: Sebek-ka can derive hydration by drinking sea-water.
Reptilian Mind: If a sebek-ka fails a Will saving throw, he may roll again and take the second result.
Languages: Sebek-kas begin play speaking Common and Halbok. Sebek-kas with high Intelligence scores can choose any of the following: Boggart, Draconic, Delatari, and Click-clack.


The taweretti arose from the same ancient culture of the sebek-ka, though they venerated and represented the goddess Taweret. Sebek and Taweret’s influences are essentially the same: protection, family, and tradition. However, while Sebek ties these together with law and order, Taweret emphasizes personal growth. Many believe, aside from the two races ability to thrive in flooded conditions when the other ancient races declined, it was their stubborn rivalry that not only kept their traditions alive, but preserved them as a viable race long after their progenitors faded into ancient history.

Physical Description: The taweretti are large humanoids with thick skin, enormous mouths, and tiny ears. Their faces look similarly to hippos. Similarly, they are quite heavy, but are fairly buoyant, allowing them to float effortlessly in water even while asleep. When young they are a bright blue-green color, though this fades to a verdigris copper color as they age. More and more burnished copper color shines from their skin as they enter old age. Venerably aged taweretti look to be forged from freshly shined metallic copper.

Society: Taweretti are omnivorous and can eat almost anything, though they prefer fresh vegetables. In taweretti culture it is considered impolite to refuse to eat something offered, and taweretti can generally be convinced to eat whatever other races happen to claim is food. Nutrition and health are very important aspect of their culture, and despite their apparent girth (which is quite healthy for their race) they dedicate a lot of thought to diet and exercise.
Taweretti culture centers around self-care and personal growth. Family is also very important and they will protect their young at all costs. Unlike the Sebek-ka, religion is secondary and considered a building block (rather than a foundation) of a healthy mind and outlook. Their protective nature often causes them to seclude themselves from other races, as is evinced in their titanic but extremely remote cities.
It is important to note that just because the taweretti seem more relaxed and forgiving than the sebek-ka, they are every bit as dangerous, if not more-so. If pressed, the taweretti are incredibly fierce. If they are threatened in any way, they take that as a personal affront to their well-being, and that threat will be swiftly and savagely eliminated.
Relations: Taweretti tend to keep to themselves, and can seem quite peaceful and generous from a distance. This has granted them a somewhat more favorable reputation than the sebek-ka. However, those who have seen their darksides will seldom work with them in the future.
Taweretti have a notorious rivalry with the Sebek-ka, even though they share the same language, origins, and a long history of interaction. However, as much as they seem to hate each other, they also have a large amount of respect and admiration for each other.
Alignment: Taweretti are fairly neutral creatures that occasionally gravitate towards selfishness. However their need to be protective and nurturing of others they care about often wins out, and are often more good than evil.
Adventurers: Taweretti adventure to expand their knowledge, experience new things, protect their homeland, and to satisfy their wanderlust. While well-suited for combat, many take up non- martial classes to challenge themselves.
Names: Taweretti naming practices are the same as Sebek-ka naming practices. Names include title, rank, birth order, and so on. A full name can literally take minutes to relate. Shortened versions are acceptable for everything except introductions.


+2 Constitution, +2 Wisdom, -2 Dexterity: Taweretti have iron fortitudes in both mind and body. However, their girth often prevents movement that requires finesse. These statistical adjustments do not include the adjustments for size (listed below).
Large: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a
–1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks.
A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Taweretti have a base speed of 30 feet.
Low-light vision: Taweretti have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Bite Attack: A taweretti has a fierce bite which is natural weapon attack that inflicts 1d10 points of damage (×2 critical) on a hit. This is a primary attack or a secondary attack if the taweretti wields any other weapon.
Natural Armor: Taweretti have thick skin, granting them a +1 natural armor bonus.
Gatecrasher: Taweretti gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Sweat: A taweretti's reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
Languages: Taweretti begin play speaking Common and Halbok. Taweretti with high Intelligence scores can choose any of the following: Boggart, Draconic, Delatari, and Click-clack.


Most sages have never made the connection that the slimy bearded salamander creatures known as vodyanoi and the alluring nymphs known as the rusalka are actually part of the same family, with vodyanoi being the male of the species and rusalka the female. The sexual dimorphism and segregation is rather extreme, as the two sexes look nothing alike, nor do they associate with each other except for extremely limited and clandestine mating activity. Even less known is that 10% of the births between these two very different sexes result in a third sex known as a wonichka.

Physical Description: Wonichkas mostly take after their rusalka mothers, and outwardly appear somewhat human and female. Though they have a slight tendency toward some androgynous features, they have the typical curves of a young human woman, and show no visible signs of aging well into their venerable years. They are almost always preternaturally thin and lithe. Their hair, however, is a messy mop of green strands reminiscent of sea grass. While very pale (much like a rusalka), their skin has patches of greenish hue, especially under and around their striking emerald-green eyes. They also have webbed fingers and pointed ears. Despite appearing female, they are physically asexual, and not capable of reproduction.

Society: Much like their parents, wonichkas tend to group together. Since rusulkas will only raise rusalka offspring, wonichka infants are dropped off to their vodyanoi fathers to raise until early adolescence or to wonichka villages if one happens to be nearby. Wonichka favor the edge of small ponds and streams to forge their small villages and communities.

Unlike their parents, a wonichka will mingle peacefully with other races. Wonichka revere nature and magic, and dedicate much of their lives to the study of both.

Relations: Wonichkas both benefit and suffer based on their physical form when dealing with other races. On one hand, their resemblance to young women often incites nurturing and protective behavior from good aligned races. On the other, they are seldom taken seriously and are often treated condescendingly by members of other races. In addition, many elves and humans garner romantic interest in a wonichka, which is almost always not reciprocated as the large majority are aromantic as well as asexual. Regardless, a wonichkas inquisitive but respectful nature and somewhat familiar form often wins over most races.

Alignment: Wonichka excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. Wonichkas often seek balance and harmony in their dealings with others.

Adventurers: Wonichka adventure for a variety of reasons common to most humans, though to expand their knowledge of nature, magic and the world in general seems to be the most paramount. While they tend to avoid martial classes, wonichka rangers and rogues are not uncommon. Most wonichka prefer the sorcerer and druid classes.

Names: Most wonichka have gender neutral names common to the region that they live in. Some common examples include Áda, Jarka, Jára, Jindra, Jirča, Jirka, Kája, Mára, Míla, Mira, Míša, Míťa, Nikola, Péťa, Saša, Stáňa, Sváťa, Štěpa, Vlasta, Zbyňa, and Zdena.


+2 Wisdom, +2 Charisma, -2 Strength: Wonichka are witty and charming but are not known for being brawny.
Medium: Wonichka are Medium-sized creatures.
Base Speed: Wonichka have a base speed of 30 feet.
Enthralling Song: Wonichka gain the following supernatural ability: Once per hour as a standard action, a wonichka can sing a haunting lullaby. Any creature that is not a wonichka, rusalka or vodyanoi must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become fascinated with the singer (as the bard’s fascinate bardic performance) for 1d4 rounds. Creatures that are already fascinated become dazed for 1 round instead. A target that successfully saves cannot be affected by the singer’s enthralling song for 24 hours. This is a sonic, mind-affecting effect.
Drowning Touch: Once per day, a wonichka can flood the lungs of a creature by touching it. If the target cannot breathe water, it immediately begins to drown. At the beginning of every turn that the target is affected, the target can attempt a successful Fortitude saving throw (DC 10 + 1/2 the wonichka’s character level + the wonichka’s Charisma modifier) to cough up this water; otherwise it follows standard drowning rules (falls unconscious after a number of rounds equal to twice its Constitution score). While drowning, the target creature effectively suffers from the nauseated condition.
Water Magic: Wonichka gain +1 to the DC of any saving throws against water spells that they cast. Wonichka with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
3/day—Create Water, 1/day—Hydraulic Push, Wave Shield
The DC is equal to 10 + the spell’s level + the user’s Wisdom modifier.
Languages: Wonichka begin play speaking Common. Wonichka with high Intelligence scores can choose from Aquan, Boggard, Common, Elven, and Sylvan. 

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