Embers are a unique race to the world of Dromaria. Until recently they were rarely seen and thought to be a mostly nomadic culture. A few adventurers would stumble upon small civilizations in the mountains and hills, but otherwise they mostly went unnoticed. The recently discovered Stonehome, their single major city, is located amongst the underground tunnels of Dromaria in the Eastlands. They claim to originate from the stone used to create the world, spit from the lava itself. A peaceful race, Embers are extremely adept at working with stone and metals, specifically creating protective elements such as armor.
Physical Description: A mixture of lizard folk and Halflings, Embers are among the smallest of the common races, generally standing just over 3 feet in height. They typically have pale reddish skin.
Society: Embers are a close knit society, stemming from the various tribes throughout the world. Their only large settlement is Stonehome, found beneath the surface of the Darkstone Clan. They tend to have a peaceful society, and for the most part stay out of the affairs of surface dwellers. The nomadic tribes of the surface tend to stay near mountains or hills, building their dwellings into the earth itself.
Relations: Embers are friendly with most of the basic races. They are often in friendly competition with the Dwarves and Gnomes over who can work best with metals and armor. Humans tend to view them as strange and easy to manipulate, while Halflings see them as a kindred brethren.
Alignment and Religion: Embers typically believe in fair play and treating others with respect. Their faith in Mighty God stems from the protection Stonehome has always provided. As a whole Embers follow the philosophy of treating others as if they were family; with a combination of respect and forgiveness. The majority of Embers are lawful-good.
Adventurers: Embers curiosity for the outside world is a natural fit for the adventuring life. The desire to see people from every land, as well as the great creations of both mortals and the gods, is often why they are found adventuring. Embers devote faith and desire for peace makes them natural clerics and monks.
+2 Dexterity, +2 Wisdom, -2 Strength: Embers are physically weak but surprisingly quick, and their penchant for peace and life has granted them worldly wisdom.
Small: Embers are small creatures and gain a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Embers have a base speed of 20 feet.
Darkvision: Embers can see in the dark up to 60 feet.
Familiar Stone: Once per day, Embers can cause a touched piece of stone to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Stonehide: Embers receive a +1 Natural Armor bonus due to their thick skin.
Stone Manipulation: Embers are incredibly adept at using the stone around them. As a standard action, Embers are able to manipulate up to 5 feet of stone as if using the Stoneshape spell. This stone must not be occupied by a living creature and must be natural stone (cannot be worked, as in a road or building).
Languages: Embers begin play speaking Common and Undercommon. Embers with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling and Orc.