Languages: Dhampir begin play speaking the language of their native culture and one other Common language from their native Region. Dhampir with high Intelligence scores can choose any languages known by their culture or any other common language native to their region.
Ability Modifiers: +2 Str, +2 Cha, -2 Con
Savagery: Amaran retain the sharp claws and unnatural speed of their fore bearers. Amaran gain two claws that each deal 1d4 points of damage. These attacks are primary natural attacks, or a secondary attack if the Amaran is wielding manufactured weapons.Amaran also gain a +10 foot bonus to their base speed. This racial trait replaces the spell-like ability racial trait.
Dhampir are most often vagabonds and wanderers, their tainted existence often being lonely and perilous. However, in some places in the world, the Dhampir are not only accepted, but venerated.
The Nation of Qal Maliq, located in the northern region of the sun Countries, is ruled almost entirely by families of Dhampir. The their otherworldly abilities and dark powers have given the overall culture a sensibility outsiders find somewhat morbid. It is possible for Dhampirs from outside the culture to be accepted and adopted into a noble family, especially if that individual shows great power or prowess.