Dwarves, Teiflings, Halflings, and Gnomes

The Dwarves of meridian descend from an ancient clan of tunnelers who used to live within the northern mountains that border meridian. Their skin tones range from stone grey to mud brown and everything in between. Sturdy and stout, most dwarves never grow more than 4ft tall but are often stronger than the more slender races.

Socially Dwarves enjoy company. They get along with most races, however most have a distrust for “Monster Races” (Minotuars, Lizardfolk, Orcs). Dwarves also hate goblins with a passion, citing the ancient shroom folk who often raided them in centuries past. Dwarves are very honorable, and sport incredible memories. This however has led them to holding lifetime long grudges.

Dwarves have one interesting social construct because of these factors. If one dwarf should dishonor another through any means, he may choose the path of a Slayer to clear his name. Slayers are required to shave themselves clean, leave their armor behind, carry nothing but an axe and set off to find the biggest thing they can kill. The longer they live, the longer their hair grows, they are not allowed to cut it after choosing this path. When a slayer dies, the dishonored is obliged to forgive their grudge. Dying against a worthy foe is the ultimate goal of a slayer.


Teiflings are the unnatural decedents of magicians who became a little too intimate with the forces they manipulated. By twisting their own spirits with magical energies of Dijin, Elementals, Demons, or Outsiders, Teiflings permanently change their physical appearances. No one is truly sure if Teiflings descended from humans, or elves, or another humanoid race, but the most peculiar thing is that their new physiology does not match with any existing race. They are their own race now.

Teiflings come in a variety of colors depending on the forces that are mixed within them. These colors are always bright and well saturated. Reds usually denote demon pacts, Greens and blues for nature spirits, yellow for Outsiders or Dijins, and other colors as well.
Most Teiflings do not care about their linage, seeing their appearance and birth as just part of their Identity. Most Teiflings are artistic and philosophical and somewhat withdrawn and individualistic. This is not to say they don’t enjoy company, and some even become very prominent leaders and bards.


Short, dexterous, and witty, halflings are unusually short humanoid creatures. Resembling a half size human, Halflings are proportional and often well featured. Their similarities to humans end with appearances and Halfings prove far more agile than their larger counterparts and far less self absorbed.

Halflings were once nomadic creatures, utilizing their speed and wit to track herds of animals while also stealing from encampments of other humanoid creatures. This life came to an end when the primary group found Meridian. Halflings now serve as couriers, messengers, and even ship hands.

Halflings are weary of Fennic, but get along with them well enough due to the similar sizes of the races.


Also known as troublemakers and “bug eyed little shits” Gnomes are the most naturally magically inclined race within meridian. Even gnome children find it rather easy to manipulate the forces of magic that flow throughout the city. This often leads any magical accidents to be blamed on the nearest Gnome. thankfully most have a strong diplomatic ability keeping them out of trouble.

Gnomes find work as enchanters, bureaucrats, regulators, and guild hands using their wit and magical inclination to help with these mundane jobs.

All of the above races work as they do out of the 3.5 players handbook, with a slight exception to Teiflings who can change the element of their racial ability depending on the color of their skin.

Dwarves, Teiflings, Halflings, and Gnomes

Meridian City Own3d_U2