Nelwyn
Small-sized Humanoid (Nelwyn)
Hit Dice	1d8 (7 hp’s)	
Initiative	-2 (Dex)	
Speed	20 ft	
AC	9 (-2 Dex, +1 size)	
Attacks	By weapon +3 melee or 
-1 ranged	
Damage	By weapon +2 (melee only)	
Face/Reach	5 x 5ft/ 5ft	
Special Attacks	None	
Special Qualities	Save bonus, Skills, Low-light vision/ Darkvision (60 ft)	
Saves	Fort +4, Ref –2, Will +0	
Abilities	Str 14, Dex 6, Con 10,   Int 10, Wis 10, Cha 10	
Skills	Craft (metalworking) +3/+4, Craft (stoneworking) +4, Handle Animal +1, Hide +4, Knowledge (agriculture) +3/+4	
Feats	Toughness	
Climate/Terrain	Temperate woodlands or plains and underground.	
Organization	Villages of 10 to 50 members led by a “High Aldwin” or “Forgemaster” (4th level sorcerer)	
Challenge Rating	½	
Treasure	Standard	
Alignment	Usually Neutral Good	
Advancement Range	By character class	

Nelwyns are a species of humanoids known for their kind hearts.
	Nelwyns stand around three and a half feet tall at their tallest.  They have powerful, broad chests, but small, stumpy legs.  They seem to be rather clumsy, and their small size can lead larger races to think nelwyns are weak, a mistake only made once.  Their hair, eye, and skin color vary as much as humans.  Nelwyns are simple folk and dress as such in simple cloth and leather clothing.
	There are two different races of nelwyn: forest and rock.  The forest nelwyn live in villages made of simple stone homes and farm small fields made out of clearings in the wood.  They are mostly simple farmers with only a handful of warriors (of the NPC class) and led by a sorcerer called a High Aldwin.  While the rock nelwyns live in deep caves in the bowels of the earth mining ore to make beautiful items.  Rock nelwyn villages are made from the earth, homes carved out of the sides of caves and are also lead by a sorcerer instead called the Forgemaster.
	Nelwyns speak common as well as their own language.  While nelwyns are friendly and helpful to those in need, they prefer to be left to their own devices and therefore rarely learn any other languages.

Combat:
Nelwyns are not a warlike species.  They are peaceful, and though their strength lends them to being excellent fighters, very few ever take to the profession.  This is not to say that nelwyns live unprotected, each village has at least 5 warriors led by a fighter of at least 2nd level, not to mention the sorcerer that leads the village.  Though a High Aldwin or Forgemaster may have apprentices, they rarely do.  Nelwyn warriors tend to fight with spears and other simple weapons, but some rock nelwyn villages may outfit their warriors with swords and armor.

Saves: Both forest and rock nelwyns have a +2 racial bonus to Fort saves against diseases and poisons.

Skills: Forest nelwyns gain a +2 racial bonus to Knowledge (agriculture) checks, while rock nelwyns get a +2 racial bonus to Craft (metalworking) checks.

Sight: Forest nelwyns have Low-light vision, while rock nelwyns have Darkvision (60 ft).

Society:
As stated above, both races of nelwyn are peaceful.  Forest nelwyns farm their fields and raise their livestock (usually pigs that they use to pull plows and miniature ponies to use as mounts).  Rock nelwyns work on mining ore and creating beautiful works of art that they sell to dwarves, humans, and even elves, but they save the truly magnificent works for their own homes and villages.  Rock nelwyns rarely make weapons.  They see the practicality of doing so, but feel that ore is not violent and therefore is a shame to make a tool of violence from it.  
	Nelwyns live apart from the world of the large people, or “daikini” in their own tongue.  They know their place in the grand scheme of things and prefer not to “rock the boat.”  They are a suspicisious lot that sees signs and portents in everything from eclipses to visitors.  They will help those in need, but are glad when the one in need has moved on and has been gone for months.  Only then do they feel safe.

Characters:
Nelwyns are content in never leaving their villages, but some do wander off to live life as a part of the world rather than apart from it.  Those that travel on can be of any class, but fighters tend to be the most widely chosen.  Sorcerers, druids, and rangers are all common with very few nelwyns becoming wizards or clerics.  (They hate the thought of doing nothing but studying dusty tomes all day, and for all their superstitions nelwyns don’t tend to follow any one god.)