No longer the most plentiful or most advanced, humans still remain a power to be reckoned with, simply for their hardiness and flexibility. They're able to survive and thrive in adversity, are adaptable and reasonably intelligent, but most of their great cities have fallen into ruin. That doesn't mean there aren't notable places of human power, but simply that you're as likely to find a halfling village on the hardscrabble or a kobold trading post in the badlands as you are a human outpost. They no longer hold the lion's share of civilization simply by merit of numbers and ability.

They are completely unchanged from the Pathfinder rulebook.


Elves have all but vanished from the land; retreating into their natural barrows and closing themselves off in an effort to preserve their lives and their history, elves have faded into obscurity. People are very aware they're out there, but the average human isn't going to see one in his life time.  They have woven great protections around their sparse lands, and surrendered most of their kingdoms to scavengers and invaders in an effort to preserve the most important pieces of their culture and their lives.

Due to infertility issues, however, it is not uncommon for elven parties to ride out in search of human and half-elven mates to quicken the wombs of elven women; while they realize they are diluting their own purity and resent their quick-breeding former human allies, they find this a grim necessity as most male elves have been struck infertile. However, half-elven and human pairings seem to quicken without too much problems. Sometimes they extend invitations to ride back to exist, for a time in the lap of luxury and culture in an elven barrow. Sometimes, however, they resort to Suggestion and other trickery to lure a warrior of great skill or rogue of some renown into passing his bloodline on into the elven lands…

They remain unchanged from the Pathfinder rulebook.

Half Elf

Half-elven folk are in decent numbers – between elven issues and their natural longevity, they have cropped up in mixed-race outposts, elven refuges, and of course, among humans. There are no strictly half-elven settlements, though these days they tend to congregate due to their troubles among humans and elves both. However, they are much more likely to be invited back to the elven homelands than a human is. 

They are unchanged from the Pathfinder rulebook.


Much less likely to hide – and far more secure in their mountain homes which remain largely unchange, dwarves provide the backbone of stability and wisdom. Unlike elves, they do not hoard and hide their elders, and have understood the necessity of venturing out from beneath the ground and striking alliances were the elves disdain them. Much more likely to be found adventuring in mixed parties, that dwarven sense of community is unshaken, and has been expanded to encompass a much broader definition. They realize better than most that they're all in this together, and while some racial prejudices are difficult to set aside, the calamity has demanded that they must.

They are unchanged from the Pathfinder rulebook.


Almost as common as humans are, halflings have done surprisingly well; always a hardy people, they've built communities, and don't shy away from alliance – either with kobold and goblinoid communities or human ones. Often hosts for inter-community meets and having innovated new farming techniques, the smallfolk have figured out that the world may have changed but coin still makes it turn on it's axis, and is doing well at setting themselves up as gate ways of trade, providers of supplies, and diplomats and traders to foreign lands, and there's a halfling family or two in any major community, acting as good-faith diplomats and a pace for their small kin to visit between trade missions and work.

They are unchanged from the Pathfinder rulebook.


Nearly driven extinct in the Calamity, the gnomes are as rare as the elves, but for different reasons: severed from the feyworld when the land was rent, their found themselves suffering a plague called The Fade – little by little, their wild colors began to fade, and depression seemed to be a race-wide plague.  While they still breed and survive, the gnomes are a struggling people, and they are a highly uncommon sight outside their own, secretive and sad communities. The young who have not yet succumbed to the Fade often flee their own lands and their ashen-faced kin, searching for cures, magic, or a way to reconnect to their faerie kin and re-establish the pacts between the Wyld and the gnomes.

They are unchanged from the Pathfinder rulebook.


A side affect of the death of the gods – the heavens split and a thousand creature both divine and damned were left without lords, purpose, or place. Some furthered the destruction, others became advisers to mortal agents as the new gods rose, and still others hid themselves. Tieflings are the result – they can be born to nearly any race, though humans breed the fastest and most often, so they are regularly found among them. It's simply an expression of the tainted blood of an unknown ancestor, that the plane-touched walk among the wastes. Tieflings are no more strange than any other race, however, and they stopped getting left out to die on hilltops recently, as their inborn magic can bring boons to the communities that welcome them. Still, they're all a little bit odd, and everybody knows they're not entirely of any world.

+2 Dex, +2 Cha, -2 Wisdom; we have our own personal Tiefling trait and abilities table.


Rising in commonness due to the establishment of goblinoid societies, half-orcs have sprung up, and gained further legitimacy in both goblinoid and human communities. They're as likely to be found as alchemists as they are barbarians, though some still give credence to the orc blood's violent appetites. They can be found in any mixed communities, and even occasionally become leaders within them.
They are unchanged from the Pathfinder rulebook.


A catch all listing for the goblinoids – kobolds, goblins, hobgoblins and more – these races have risen in the aftermath of the world's rending and found themselves inheritors of the earth. Building upon the ruin of those who once oppressed them, goblins and their kin have created new communities and civilizations, and while most of them are built off human models, they still have a distinctly savage, goblinoid flavor. However, they're as likely to trade with humans and dwarves as the are to defend their borders against them. However, damned if any of them will let anyone forget that they have become a major power in the post-calamity world.


Beyond The Calamity MurderOfCrows