Daggerford and the North
There are other races – many partially human – that are not as common as elves, dwarves, and the others. Here follows a few.
Aasimars: Creatures blessed with a celestial bloodline, aasimars seem human except for some exotic quality that betrays their otherworldly origin. While aasimars are nearly always beautiful, something simultaneously a part of and apart from humanity, not all of them are good, though very few are evil. Aasimars can be found just about anywhere in Faerûn, but are unusually common in and around Mulhorand.
Catfolk: A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers. Catfolk of Faerûn are found on the plains of the Shaar.
Dhampirs: The accursed spawn of vampires, dhampirs are living creatures tainted with the curse of undeath, which causes them to take damage from positive energy and gain healing from negative energy. While many members of this race embrace their dark sides, others are powerfully driven to rebel against their taint and hunt down and destroy vampires and their ilk. Dhampirs can potentially be found just about anywhere in Faerûn, but seem to be most common in Vaasa and around the city of Westgate.
Felids: While many folks think that felids are the result of crossbreeding between catfolk and humans or elves, it is a much more ancient bloodline than that. Felids are members of another race, such as human or elf, that displays distinctly feline features. This may result from an ancestor that was a catfolk, weretiger, rakshasa, or even sphinx, and the felids siblings and parents may be a normal member of their race as far as appearances go.
Fetchlings: Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane’s persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings — who call themselves kayal — often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane. Fetchlings in Faerûn are most common in the southern regions of Anauroch, in Mulhorand, and in Calimshan.
Feykissed: Feykissed are not a race unto themselves, but are members of other races, such as halflings or elves, that have a touch of fey blood in their veins. Feykissed have an ancestor that was a fey creature, and their siblings and parents may not display any fey qualities at all.
Goatmen: Goatmen (sometimes called “goatfolk” or “goatpeople”) are often confused by other races for satyrs. However, goatmen are mortal humanoids and not at all related to those fey creatures. They live simple lives, with some goatfolk building small villages and others living a semi-nomadic life. Goatmen in Faerûn are found in The Ride and regions north, and in the mountains of the northeastern regions of the Savage Frontier.
Goblins: Crazy pyromaniacs with a tendency to commit unspeakable violence, goblins are the smallest of the goblinoid races. While they are a fun-loving race, their humor is often cruel and hurtful. Adventuring goblins constantly wrestle with their darkly mischievous side in order to get along with others. Few are truly successful. Goblins are found throughout most of Faerûn.
Half-dwarves: Rare in the Realms, half-dwarves are the result of crossbreeding between humans and dwarves. The low birth rate among dwarves has led some clans to seek out humans willing to intermarry for the purposes of continuing their bloodlines.
Half-halflings: Half-halflings are not as rare as half-dwarves, but much rarer than half-elves and half-orcs. They are the result of interbreeding between halflings and other, larger races, usually humans, elves, or half-elves, but occasionally other races as well.
Hobgoblins: These creatures are the most disciplined and militaristic of the goblinoid races. Tall, tough as nails, and strongly built, hobgoblins would be a boon to any adventuring group, were it not for the fact that they tend to be cruel and malicious, and often keep slaves. Hobgoblins are common from Tethyr to the Savage Frontier and in the regions north of the Sea of Fallen Stars.
Ifrits: Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race. Ifrits of Faerûn are almost always from Calimshan or Tethyr.
Kobolds: Considering themselves the scions of dragons, kobolds have diminutive statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful sorcerers, canny alchemists, and cunning rogues. Kobolds can be found throughout most of the warmer regions of Faerûn.
Orcs: Savage, brutish, and hard to kill, orcs are often the scourge of far-flung wildernesses and cavern deeps. Many orcs become fearsome barbarians, as they are muscular and prone to bloody rages. Those few who can control their bloodlust make excellent adventurers. Orcs are found throughout northern Faerûn, from the Sword Coast to Thay.
Oreads: Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth. Most Oreads of Faerûn hail from Mulhorand and Unther, with some hailing from Calimshan.
Otso: Otso are generally peaceful, nature-loving race that resemble humanoid bears. They stand about six to seven feet tall, are usually muscular, and covered with brown, black or white fur. Otso are extremely rare, and most hail from the regions north of the The Ride, as well as Vaasa and Damara.
Ratfolk: These small, ratlike humanoids are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin. Most ratfolk are found in and around Mulhorand.
Sulis: Also called suli-jann, these humanoids are the descendants of mortals and jann. These strong and charismatic individuals manifest mastery over elemental power in their adolescence, giving them the ability to manipulate earth, fire, ice, or electricity. This elemental power tends to be reflected in the suli’s personality as well. Sulis in Faerûn are most common in and around Calimshan and Mulhorand.
Sylphs: Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping. Sylphs in Faerûn are most often from Calimshan, Tethyr, and the Savage North.
Tengus: These crowlike humanoid scavengers excel in mimicry and swordplay. Flocking into densely populated cities, tengus occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them. Most tengus in Faerûn are found in the lands north of The Ride and the regions that border the Hordelands.
Tieflings: Diverse and often despised by humanoid society, tieflings are mortals stained with the blood of fiends. Other races rarely trust them, and this lack of empathy usually causes tieflings to embrace the evil, depravity, and rage that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand heroism. Tieflings are found throughout Faerûn, but are most common in the Moonsea, the North, and the areas that were once part of ancient Narfell.
Undines: Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic. Undines are most often found in and around Mulhorand and the lands around the Lake of Steam.
(SOURCES: The Pathfinder Roleplaying Game Reference Document; Tome of Monsters; Player’s Options: Dwarves; Player’s Options: Halflings; original material)