My foray into document QC has yielded all kinds of fun learning for me, but one that's firmly ingrained and often misused is when and where to capitalize races and such. Now, I know that most documents on the website don't do this, because they were written earlier, and while my OCD-self would love to fix them all, it's not a good use of GM time, so I'll content myself with sharing my knowledge instead. Since it's the standard we hold new docs to, not to mention in-game alterations, I figured I'd share with my lovely erithi peoples!
Do not capitalize, unless it's at the front of a sentence. Ditto on erithian when using that instead.
- Erithi are silly.
- I am a silly erithi.
- The robe is obviously crafted by an erithi.
Capitalize when it's the noun, not when it's the adjective (because then it's really the race).
- I speak Erithi.
- I speak the erithi(an) language.
- The book is written in Erithi.
Cultures should be capitalized, and when it makes sense that a particular culture might have a distinctive style of something, that would be capitalized in the alter. [I can't think of a time when erithi cultures would ever be used in an alteration, personally]
- I am Dhe'nar, but I wish I was an erithi of the Eloth Dai or a pretty pretty pink princess of doom and destruction.
- All dark elves want to be erithi, but they have to settle for Dhe'nar, Faendryl, or lack culture entirely.
- The belt of doom was covered in Faendryl and Dhe'nar runes dancing in sweet accord, and a single loop of Ashrim sigils wreathed it in golden goodness.
>>I've always wondered about the proper use of 'Erithi' versus 'Erithian.' Any chance you could help clear that up as well?
I would suggest that most erithi would very rarely use erithian, as it's a derivation from Common and not a native use. However, frequent usage by those speaking Common who for some reason saw the need to make it erithian and not erithi might have influenced even the most staid of erithi, and it could slip in from time to time.
Bear in mind this was written by an elf, but from the official documentation: "The name "Erithi" means, much like the native names most races have given to their own people, basically "the people." "Erithian" is an Elanthian Common derivation of this, which refers to individuals of the race. Erithians will rarely refer to themselves as "Erithian", unless speaking Common and referring to "an individual of this race," but will generally simply refer to themselves as "Erithi" - just as a human would say "I am human", not "I am a Human", an Erithian would say "I am Erithi." In Common, "Erithi" is properly used when speaking of the race, and "Erithian" when referring to the race of one or more individuals, or as an adjective to describe a person or thing."
So, in Common:
- He is erithian.
- We are erithi.
- The erithi clothing -OR- the erithian clothing
My personal interpretation is that strictly speaking, you would always use erithi, as an erithi. Erithian is just not really a word that the erithi ever used until others started using it.
Complete List of Racial Bonuses
... or not so complete, yet.
I'm attempting to compile a complete list of all the racial bonuses and penalties. I have some data, but they may be incomplete, outdated, or plain wrong. I would appreciate any contributions you may have. Here are my notes so far.
Bonuses to character stats and growth indices can be viewed here. http://www.play.net/gs4/info/stats.asp
Hit Points and Spirit
Unfortunately, I've neglected to add to my notes who deserves the credit for this chart. Some of the max hp values do not correspond with the chart on this page. http://www.play.net/gs4/info/skills.asp#physicaltraining I do not know which is correct.
HPF is how many hit points are gained per rank in Physical Fitness. Constitution modifies this a little bit, but I don't know how much. Max is the racial maximum which is modified by the Constitution bonus. TruMax is the racial maximum plus the Constitution bonus that race has when Constitution = 100. The two Spirit values are the rate of SP regeneration on-node (first column) and off-node (second column).
Credit for the chart in this section goes to Drumpy.
- Main article: Trading
The bonus or handicap here refers to the chance to make a "best piece" while forging. Essentially, Dwarves, Elves, and Dark Elves have a slightly increased chance to creating a "best piece", while Sylvans have a slightly reduced chance.
|Dark Elf||bonus||small bonus|
Information on the new races is unknown.
Worn Armor Weight
These values are multiplied by the weight of armor when it is worn to determine the encumbrance of that armor.
Information on the new races is unknown.
Most of this information is outdated or inaccurate, and there's likely a good bit missing.
- Halflings: +40 elemental TD, +30 sorcerer TD, +20 spiritual TD, poison and disease bonuses (exact amount unknown)
- Elves, Sylvans, and Dark Elves: -5 TD across the board (may be incorrect), +100 poison and disease TD (may also be incorrect)
- Dwarves: +30 elemental TD, +15 sorcerer TD and +0 spiritual TD, verified by Virilneus
This section is quite incomplete and mostly based on my memory. I have no notes on this.
- Krolvin: cold resistance. "Half-Krolvin take less damage from cold attacks as if they wore heavy critical padding." 
- Erithians: damage padding? weather resistance? "resistant to damage and extremes in weather" 
- Gnomes: bonus to cocking a crossbow (bonus to what, exactly?), bonus to successfully IMITATE and throw voice
- Sylvans: bonus to IMITATE animals, not as large as the Gnome bonus
- Halflings: bonus to MIU activation, exact amount unknown. do they have a bonus to arcane symbols?
I'm not aware of any bonuses to foraging or hiding, though considering there are professional bonuses to these things, it may be likely that there are also racial bonuses.
New Races - Maneuver Bonus
It was discovered recently that of the new races, only the Erithian Maneuver bonus was implemented, resulting in all of the other new races being treated as "Average". This modifier applies to most non-CMAN maneuvers that creatures use. As of now, the other new races will receive the applicable bonuses.
Straight from the Warden's mouth:
Giantmen - 6' to 6.5', max 7'
Erithian - 5.5' to 6.5', max 7'
Sylvankind/Elves/Dark Elves - 5.5' to 6', max 6.5'
Humans/Half-Elves/Aelotoi - 5' to 6', max 6.5'
Half-Krolvin - 5' to 5.5', 6' max
Dwarf - 4' to 4.5', 4.75' max
Forest Gnome - 3.5' to 4', 4.25' max
Halfling/Burghal Gnome - 3' to 3.25', 3.5' max
Town Racial Bias
Reposting from Drumpy's research, editing his town abbreviations.
Race Bias table:
(In percents. Bold = positive, italics = negative.)