Seeing you are going to be dicussing the racial traits, you may as well dicuss the latest version of them…
Halflings
Racial Abilities: Cerilian halflings have the following racial traits:
• +2 Dexterity, -2 Strength.
• Small-sized (3’6” to 4’ tall), base speed of 20 feet. As Small creatures, halflings gain a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying capacities are three-quarters those of Medium-size characters.
• +2 racial bonus on Listen, Climb, Jump, and Move Silently checks.
• +2 morale bonus on saving throws vs. fear.
• +1 racial attack bonus with thrown weapons and slings.
• Shadow Sense: Halflings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Aebrynis and the Shadow World is thin. Exceptional halflings can take advantage of this ability and learn to enter and exit the shadow world [refer to the Shadow Walker, Shadow Guide, and Improved Shadow Guide Feats].
• [Cerilian halflings do not gain the +1 racial bonus to all saving throw gained by Player’s Handbook Halflings.]
• Automatic Language: Any, based on region. Bonus Languages: Any regional human dialect (Anuirean, Basarji, Low Brecht, High Brecht, Rjuven, or Vos).
• Favoured Class: Rogue.
Half-elves
Racial Abilities: Cerilian half-elves have the following racial traits:
• +2 Dexterity, -2 Constitution.
• Medium-size, base speed of 30 feet.
• Immunity to magic sleep spells and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-light Vision: A half-elf can see twice as far as a human in starlight, torchlight, or other conditions of poor illumination.
• +2 racial saving throw bonus against disease and aging attacks.
• +1 racial bonus on Listen, Search, and Spot checks.
• Infamous reputation: Elves are infamous for pursuing campaigns against entire races, including gnolls, goblins, and even humans in many regions (including most of Anuire). Half-elves receive a -2 racial penalty to Diplomacy, a -2 racial penalty to Gather Information, and a +2 racial bonus to Intimidate in areas where they have an infamous reputation.
• Elven Blood: A half-elf can be considered an elf for many purposes, including the casting of true magic.
• [Cerilian half-elves do not gain the +2 bonus to Diplomacy and Gather Information received by Player’s Handbook half-elves.]
• Automatic Language: Sidhelien or the language of their human parent. Bonus Languages: Sidhelien, or any regional human dialect (Anuirean, Basarji, Low Brecht, High Brecht, Rjuven, or Vos).
• Favored Class: Any.
Elves
Racial Abilities: Cerilian elves have the following racial traits:
• +2 Dexterity, +2 Charisma, -2 Strength, -2 Constitution.
• Medium-size (5’6” to 6” tall); base speed of 30 feet.
• Immunity to magic sleep spells and a +2 racial saving throw bonus against enchantment effects.
• Low-light Vision: An elf can see twice as far as a human in starlight, torchlight, or other conditions of poor illumination.
• +2 racial bonus on Listen, Search, and Spot checks. [Cerilian elves do not gain the automatic search check within 5’ that standard Player’s Handbook elves receive.]
• Infamous reputation: Elves are infamous for pursuing campaigns against entire races, including gnolls, goblins, and even humans in many regions (including most of Anuire). Elves receive a -4 racial penalty to Diplomacy, a -4 racial penalty to Gather Information, and a +4 racial bonus to Intimidate in areas where they have an infamous reputation.
• Weapon Proficiency: Cerilian Elves receive Marital Weapon Proficiency with longsword, shortbow, and longbow.
• Timeless: Gifted with near immortality, elves do not suffer the ravages of time and are thus immune to aging attacks and normal (but not supernatural) disease. An adult elf’s age has no effect on her physical or mental ability scores. Elves do not need sleep, but they can become physically exhausted and must rest quietly for about as long as a human needs to sleep.
• Nature Stride: Elves may move through natural thorns, overgrown areas, heavy snow, soft sand, a treacherous mountain or similar natural terrain at their normal movement rate and without suffering damage or penalty.
• Alignment Restriction: Unpredictable and fey, Cerilian elves must follow a non-lawful alignment.
• Automatic Language: Sidhelien. Bonus Languages: Any.
• Favored Class: Sorcerer or Wizard.
Dwarves
Racial Abilities: Cerilian dwarves have the following racial traits:
• +2 Constitution, -2 Dexterity.
• Medium-size (4’ to 4’6” tall); base speed of 20 feet. However, dwarves can move this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Darkvision: Dwaves can see in the dark up to 60 feet. Although they can function without light, Cerilian dwarves prefer illumination, and require it to perform most fine tasks.
• Stonecunning: +2 racial bonus to notice unusual stonework; automatically attempt to search when within 10 feet of unusual stonework, trapfinding (as rogue) for stonework traps only. A dwarf can also sense their approximate depth underground.
• Stability: Dwarves gains a +4 bonus on ability checks to resist bull rush and trip when standing on firm ground.
• +2 racial bonus on saves vs. poison, spells, and spell-like effects.
• +2 dodge bonus to AC against orogs and ogres.
• +2 racial bonus to appraise and craft checks related to stone and metal objects.
• Increased Density: A dwarf’s dense body provides DR 1/slashing. Dwaves suffer a -4 penalty to swim and tumble checks.
Now changed to DR 1+Con modifier/slashing.
• Automatic Language: Karamhul. Bonus Languages: Sidhelien, Orog, Ogrish, or any regional human dialect (Anuirean, Basarji, Low Brecht, High Brecht, Rjuven, or Vos).
• Favored Class: Fighter.
Humans
Racial Abilities: Cerilian humans have the following racial traits:
• No racial ability adjustments.
• Medium-size; base speed of 30 feet.
• Regional background feat. At first level, human characters receive a bonus feat selected from a list of appropriate background feats that represent the common sorts of talents people from the character’s regional background learn.
• Regional background skill and bonus skill points. Each regional area has an associated list of four skills commonly acquired by people from that regional background. Human characters receive 4 bonus skill points at first level, and an additional 1 bonus skill point at each subsequent level. These bonus skill points can only be spent on the character’s regional background skills, but these skills are always considered class skills when spending these bonus skill points.
• Bonus Languages: Any regional human dialect (Anuirean, Basarji, Low Brecht, High Brecht, Rjuven, or Vos).
• Favored Class: Any (highest level class is favored).
Anuirean
Anuirean cultural traits: The Anuireans are a stubborn, proud, and warlike people who respect social order and take great pains to maintain a demeanor appropriate to their rank and duties. Reserved and formal, Anuireans are sensitive to even slight changes in body language and mannerisms. Furthermore, the dealings and alliances of noble families are favored topics of continuous discussion throughout Anuirean lands.
Background feats: Armor Proficiency (Any), Iron Will, Mounted Combat, Negotiator, Persuasive.
Background skills: Bluff, Diplomacy, Sense Motive, Knowledge (Nobility).
Automatic Language: Anuirean.
Brecht
Brecht cultural traits: The Brecht society revolves around wealth and the sea. The Brecht believe in free enterprise, sharp wits, and nimble fingers. The Brecht are a fiery and quick-witted people and often act before others have had time to consider a matter thoroughly.
Background feats: Acrobatic, Agile, Deft Hands, Negotiator, Nimble Fingers.
Background skills: Balance, Craft (Any one), Diplomacy, Profession (Any one), Sleight of Hand.
Automatic Language: Low Brecht.
Khinasi
Khinasi cultural traits: The Khinasi people are well-educated traders and merchants that know that an individual’s decorum, hospitality, and conduct are far more important than gross wealth. Unlike other cultures, the Khinasi have no fear of magic; to them it is considered the noblest of callings.
Background feats: Deceitful, Diligent, Magical Aptitude, Mounted Combat, Skill Focus.
Background skills: Diplomacy, Knowledge (Any), Ride, Spellcraft.
Automatic Language: Basarji.
Rjuirk
Rjurik cultural traits: The Rjurik are a wild and hardy people. They are taught from an early age a deep reverence and respect for Cerilia’s wilds and are notable foresters.
Background feats: Alertness, Endurance, Self Sufficient, Stealthy, Track.
Background skills: Hide, Move Silently, Spot, Survival.
Automatic Language: Rjuven
Vos
Vos cultural traits: The Vos are a strong and warlike people with a rigid code of face and honor. The Vos know what it means to fight for survival – both against their foes, and the bitter cold of their homeland.
Background feats: Athletic, Endurance, Great Fortitude, Self Sufficient, Toughness.
Background skills: Handle Animal, Intimidate, Spot, Survival.
Automatic Language: Vos.