Primes

A supreme “mutt” people who have the mixed heritage of humans, dwarves, elves, halflings, orcs, nekoti, tieflings, and aasimar. They stole the power of the Gods and retreated to a pocket dimension of their own creation. Not much about their homeland or culture is known, though envoys are known to make their way back to Throne from time to time for various reasons.

Life span: 1000 years

Appearance, all human ranges, as well as any tiefling, aasimar, nekoti, or elven features such as glowing eyes, horns, as well as other features such as elk antlers or glowing golden or silver blood.

D&D 3.5:

Prime Alpha

Level Adjustment: 2

+4 to any attribute, +2 to any other attribute

Movement Speed +10

+2 to any perform and any knowledge skill

+1 spot

+1 listen

Automatically proficient in all simple weapons

+4 Natural Armor

+2 on all saves

+2 to resist disease

Automatic languages: Common, Sylvan, Celestial, Abyssal, one free language of choice

Prime blood: Able to use items normally only usable by elves, dwarves, humans, tieflings, nekoti, or aasimar.

Lung capacity is double that of standard races.

Alphas are capable of a number of templates:

Aquatic: Some of ‘em are from the water.

-Gills, providing an hour of on-land breath for each point of constitution.

-40 foot swim speed

Dark: LA 3, When the planet Obsidian  hangs directly over Throne’s Mount Wildwall, the dark elves’ energy flows into the Primes’ dimension through lingering rifts in the material plane, causing a dark elf-like mutation in Primes conceived during this time.

An additional +2, but it must be in DEX, INT, or CHA.

Can use drow’s spell like abilities: dancing lights, darkness, faerie fire

Additional languages: undercommon, drow sign language

Spell resistance equal to 5 + class levels

D&D 5e:

+1 to each ability score

One elemental resistance of your choice

One physical resistance of your choice

Subraces:

Alpha-

Extra +1 to 2 ability scores, or a feat, or an extra resistance.

Dark-

+1 charisma, and access to drow racial spells.

Aquatic-

+1 constitution, water breathing one hour per constitution bonus, cold resistance.