• Available Subraces
    The following races/subraces are allowed. Any bonuses that vary from the standard race are adjusted upon first logging in to Narfell as long as your Subrace field matches what is found in the script.

    Races and subraces other than those which appear here require a Special Race Application submitted to the DM team at You may under no circumstances play such a character without prior approval.

    **Standard Races
    Dwarf, aka Shield Dwarf, shield
    Elf, aka Moon Elf, moon, silver, gray, grey, teu-tel
    Gnome, aka Rock Gnome, rock
    Half-elf, aka Half-elf
    Half-orc, aka Half-orc
    Halfling, aka Lightfoot Halfling
    Human, aka Human

    **Additional Subraces and Properties


    Gold Dwarf aka gold
    Gold dwarves get +2 Con, -2 Dex instead of the standard +2 Con, -2 Cha.
    In game this shows up as -2 dexterity, +2 charisma
    Gold dwarves get +1 attack against aberrations instead of against orcs and goblinoids.


    Sun Elf aka, sun, gold, ar-tel
    Sun elves get +2 Int, -2 Con instead of the standard +2 Dex, -2 Con.
    In game this shows up as +2 Intelligence, -2 Dexterity.

    Wild Elf aka wild, savage, sy-tel
    Wild elves get +2 Dex, -2 Int instead of the standard +2 Dex, -2 Con.
    In game this shows up as +2 Constitution, -2 Intelligence.

    Wood Elf aka wood, green, forest
    Wood elves get +2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha instead of the standard +2 Dex, -2 Con.
    In game this shows up as +2 Strength, -2 Intelligence, -2 Charisma.


    Ghostwise Halfling aka ghost
    Ghostwise halflings do not receive the standard Halfling +1 racial bonus on all saving throws.
    Speak without Sound (Su); the ability to communicate telepathically with any (one) creature within 20' just as if speaking with him or her. They must share a common language.

    Strongheart Halfling aka strong
    Strongheart halflings do not receive the standard Halfling +1 racial bonus on all saving throws.

    The Narfell Subrace System makes Hard adjustments to attributes when you first log in a subrace character. This means that on level-ups such characters will always receive the correct skill points and be able to pick the correct feats. It also means that they'll have the correct number of spells available.

    However, this is only applied upon first log in. In the character creation screen it is not in effect, with the following results:

    Skill Points
    Gold Dwarves, Wood and Wild Elves are required to invest four skill points in Craft Trap.
    Sun Elves may pick two "free" languages in lieu of their 4 missing skill points.


    Irrespective of intents or pettiness or policing issues, you need to be "13 intelligence worth of smarts" to know how to fight in the style known as expertise. A wood elf who puts 13 points into INT and then has it drop to 11 because of racial characteristics has only "11 intelligence worth of smarts".

    This applies to any feat with an attribute requirement; if you would not be able to select the feat after subrace changes are applied, then you are not allowed to select it at character creation.

    If your PC has feats which they don't fulfill the prerequisites for please contact a DM so you can work out a solution. A DM noticing the exploit may give a forced rebuild to boost the ability score or remove the feats as they think appropriate.


    All other subraces are not permitted on narfell without express permission from the dm team. This also includes playing children pc's below the age of seventeen.

    Permission in each case will be required.

    Special requests can be sent to where we will address each one individually. A c-token is required to play a special race or have a special character.********