The Elder Races
In ages past, the Elder Races spread over Etharis and carved out separate kingdoms for themselves. Then the humans came, and all but annihilated the other races in their relentless drive to multiply and expand. Today, humans are still the most numerous and powerful race in Etharis. The elder races survive either in isolated remnants of their own domains, or incorporated into larger human kingdoms. But it is an age of crisis, and some see the opportunity to claw back what their ancestors lost. Though they are reduced in number, members of the elder races are a common sight anywhere in Etharis. Perhaps because they so often live on the fringes of human civilisation, they also make up a disproportionate number of its adventurers.
HumansThings to Note:
- Humans are the most common race and reside everywhere in Etharis.
- Some people, those of the Elder Races especially, have a disdain or even hatred of Humans because of the Era of Expansion.
Things to Note:
- Elves are found mainly in the Charneult Kingdom, whether coexisting with humanity or continuing to live in isolation.
- Elves are generally well regarded as many of the people that new them as insufferable arrogant people have long since passed.
Things to Note:
- Dwarves are most commonly found in the province of Rauland where they have been for years.
- There is no general feeling toward dwarves, except that Gnomes are staunch allies with them after surviving the Era of Expansion together.
Things to Note:
- Dragonborn can be found most commonly in the Castinellan Provinces, and especially in their home city of Ember Cairn.
- Dragonborn are generally untrusted by magic users across Etharis due to their heavy involvement with The Inquisition.
- In Etharis Dragonborn have Darkvision, their Breath Weapon can be used as a Bonus Action rather than an Action, and they will have a lifespan of up to 600 years.
Things to Note:
- Halflings are found almost all over Etharis excluding the frozen tundra of the Valikan Clans.
- Halflings are generally liked, though some consider them cowards for their stance during the Era of Expansion.
Things to Note:
- Gnomes are most commonly found in Rauland in the Burach Empire, but they have spread pretty far throughout the Empire and even beyond in some cases.
- Gnomes are generally liked, except by those who prefer the traditional ways of living.
Things to Note:
- Firbolgs call any forest their home, usually there will be a firbolg tribe in any forest, working silently and hidden to keep everything alive and thriving.
- Many people don't have any feelings towards a Firbolg, it is unlikely any civilised folk will ever meet one. However, the few that have joined civilisations are often treated as wise hermits, often their consult is requested and whilst passive and peaceful, they are very spirited in debates about things they dislike.
- The only mechanical change to Firbolgs in this campaign is that their lifespan is dramatically increased, in fact few documented Firbolg have ever died of old age, their lifespan is estimated to be somewhere around 2,000 years.
Things to Note:
- Centaurs come from the forests within the Charneault Kingdom where they have lived for centuries before the other races arrived to Etharis. Whilst it is often a slow process, the centaurs have had nothing but time and some centaur tribes have wandered slightly from their homelands. Often small expeditions at a time with each generation travelling a little further because their parents did before them.
- The general view of Centaurs is a positive one, they are generally peaceful wise creatures. No one holds them in higher regard than the citizens of the Charneault Kingdom though. To them a Centaur is a mentor, teacher and guide, lessons can be taken in everything they do.
Things to Note:
- The Loxodon's homeland is the heat of the Castinellan Provinces in the south. They were there before humans, and remain during. However, due to their affinity for politics and playing the part of an envoy. Some have set up roots further away from home.
- The general view of Loxodon's is a positive one. They are a generally peaceful race unless they, their community or their friends are attacked. In which case they have a surprising ferocity. Loxodon are often welcomed with open arms into communi
Things to Note:
- Dreamers are found mainly in Rauland, but some wander far from their Ancestral Homeland.
- There are no general feelings about them, since no one really knows anything about them.
Laneshi
Things to Note:
- The Laneshi are found mainly underwater, though they are coming to the surface more often in recent times. They can never be found far from the sea however.
- The rumours around Etharis is that these deep dwellers are looking to invade the surface after centuries spent underwater, as such many treat them with curiosity, suspicion, and even aggression.
The Established Races
Established races might not be the oldest on Etharis, but they've been around long enough that they're common knowledge. People have their pre-conceptions about them, and they have developed their own culture, gravitate to a certain area of Etharis, and most importantly, have their place in the continent's ecosystem. Their commonness varies depending on the race, but they aren't the kind of race that makes people point and go "what's that?" Half-OrcsThings to Note:
- Half-orcs are are most often seen in the frozen north among the Valikan Clans.
- Most people regard a half-orc with fear more than anything else.
Things to Note:
- Half-Elves are wanderers and are seen all over Etharis, though perhaps more localised around the Charneault Kingdom and its bordering countries. They have no homeland, but have been around long enough that everyone knows of them and their culture.
- Most people regard them as entertainers but nothing more, you don't make friends with one, you just enjoy their performances and compensate them fairly.
Things to Note:
- Tieflings do not have a home, or rather not one that they accept. The slave race can be found all over Etharis, whether willingly or not.
- Tieflings are largely shunned, it can range from passive ignorance, to full blown attacks. There are many rumours about what tieflings have done to deserve their lot in life. Many are untrue, but who's to know that?
Things to Note:
- Aarakocra are generally well regarded, many are messengers and thus have been all over Etharis causing little trouble.
- Whilst Aarakocra do have a few isolated settlements for their kind alone, many have integrated well into societies, often travelling until they find a place they want to settle, and then spending the rest of their days there. It is unlikely for an Aarakocra to move house, even if they were born there.
Things to Note:
- Goliath call the frozen north their home, but many tribes dot the highest peaks of Etharis. They are generally welcome anywhere, their honour and fair-play principles making them unlikely to break laws, and their strength can certainly be utilised in any community.
- Many people regard Golaiths will a slight fear until they get to know them a little, their overwhelming strength and size dwarfs many civilised races, however when they find that most Goliath are friendly, co-operative and productive. They generally warm up to them.
Things to Note:
- Goblins are usually found out in the wilds of Etharias in tribes or as servants to larger creatures like giants, trolls and half-orcs, but some integrate into society, usually in a criminal outfit.
- Half-Goblins don't exactly have a homeland but many feel as though they belong wherever they are. Their strong loyalty to family and friends means when they set up roots it's usually for generations to come.
- The general opinion on half-goblins is that they're flawed individuals but worthy of investment. They have a lot of strengths and if they can keep their urges under control they can achieve a lot. Plenty feel pity when they see a half-goblin fully submitting to their urges.
- Mechanically they will use the goblin playable race stats from Volo's Guide to Monsters but with a similar lifespan to half-orcs.
Things to Note:
- Aasimar have no distinct homeland as they are born according to a prophecy, any race can give birth to an Aasimar and two Aasimar having a child are not guaranteed an Aasimar child.
- The people of Etharis revere Aasimar and view them as heroes sent to save them from various problems and evil. However, many grossly overestimate the power of an Aasimar and as such put ridiculous expectations on them.
Things to Note:
- Kobolds can be found all over in the wild, though particularly in rocky and mountainous areas, aside from this they can be found in Ember Cairn where they exist as second class citizens, effectively slaves, to the dragonborn.
- Most people view kobolds as weak and cowardly, though some recognise the strength and ingenuity behind the small creatures. Gnomes universally hate them, and vice versa.
Things to Note:
- Hobgoblins can be scattered anywhere, though they have a particularly high population in The Ostoyan Empire and amongst Valikan Clans.
- Whilst the general view of Hobgoblins is a negative one, some can see the structure to their lives and their military prowess can certainly be harnessed by the right minds saying the right things. In Ostoya various Hobgoblins are allied with both sides, joining their armies.
Things to Note:
- Their homelands are marshes in Ostoya, Nordenland and even the Charneault Kingdom, few Lizardfolk see a reason to leave their homeland but it does sometimes happen. These Lizardfolk find themselves in a strange world with strange people, but a Lizardfolk can develop a protective response towards these Hapless Soft Ones. Lizardfolk see almost any other race as hatchlings, young ones that may prove useful in the future if they receive care and protection.
- The general view of Lizardfolk is that they are cruel, cold and calculating beings. Their society, desires and minds are so alien many find them hard to understand. However, someone putting in the effort to befriend one finds they make faithful and skilled allies.
Things to Note:
- Tortles are found all over, though their homes are always on the coast. Whilst many Tortles return to their home when their time to have children approaches, others find a new place to settle down during their travels.
- The general view of Tortles is that they are friendly skilled people. Adventurous, and whilst passive by nature, fearsome in the defence of themselves and those they care about. A Tortle friend is a strong ally for life.
- In Etharis Tortles have an extended lifespan of up to 350 years.
Things to Note:
- Ogresh are solitary creatures with regard to their own kind, but depend on other people to bring them food and manipulate them into doing so. They are often viewed as something exotic and slightly odd, but prophetic and wise enough to keep around at the expense of extra food.
- They can be found all over Etharis, from small villages to capital cities. In fact whilst Ogresh in capital cities are rare, it is the only place you may find multiple, and they are often coerced by someone who desires their talents to settle there.
Things to Note:
- Kalashtar are most commonly seen within the Burach Empire and the Charneault Kingdom.
- Most people regard them with curiosity but most will never know they're talking to a Kalashtar unless they get close or know about the existence of Quori's. Many mistake a Quori for a regular familiar. Kalashtar are unfortunately hunted in the Castinellan Provinces by the Arcanist Inquisition who believe their Quori's are devils sent to corrupt humanity.
The Emergent Races
These races are the most new to Etharis, haven't had time to really settle anywhere specific in the continent, or they have recently come out from their semi-isolated homeland. They aren't necessarily rare, although many are, they're just uncommon and still a novelty to see walking around. The GithThings to Note:
- Gith don't really have a homeland or any place they are overly accepted. They are wanderers and hermits.
- Most people regard The Gith with suspicion or curiosity, depending on their open-mindedness.
- They have an ability once a week to have a prophetic dream, and have the ability to sense the presence of the beast, often appearing in said dreams.
Things to Note:
- Genasi do not have a homeland and reception of them vastly differs depending on their location. In the Valikan Clans they are revered, in The Castinellan Provinces they are hunted.
- People's opinions of Genasi vary greatly depending on their views of anything exotic, rare and strange. Though those willing to see past their differences can find a lot in common with one, as well as an endearing perseverance and self-confidence.
Things to Note:
- Tabaxi aren't very established in Etharis although they tend to live in The Castinellan Provinces and Morencia, where their curious and adventurous nature is appreciated. And the climates are similar to their jungle homelands.
- People are generally very friendly towards Tabaxi, they haven't shown any disposition towards violence and evil, though some treat their arrival timing with suspicion. After all they showed up, hunted around and then the Godfall happened, it's a coincidence surely... but what if it isn't.
Things to Note:
- Warforged see Rauland as their homeland as it's where they were invented. In general though Warforged find joy in serving even despite their sentience, wherever they are sent to serve they will see it as home.
- Most humans have a fear of warforged due to the horrors they committed in the Era of Expansion against Humanity. Other than that opinions are mixed about them, some see them as unnatural, others see past it.
Things to Note:
- Changelings have no homeland as there is no known cause for their existence, two changelings can have a normal child and two normal people can have a changeling child.
- In general people are suspicious of changelings, it's hard to trust someone when you never know what they could look like. Their tendency to be used as spies doesn't help this reputation either.
- Changelings in Etharis can find themselves greatly affected by their twins emotions, the twin affected by the changeling's. You can do this either with a mood table and a percentage die from time to time to see if you'll be affected by their emotions or just decide when it might be good to. If your twin is in the same place as you then disregard the table and just act with the same emotion they do if its particularly strong. There is no mechanical change this is purely roleplay and flavour.
Things to Note:
- Yuan-Ti are native to the Isle of Ischyros to the east of the Castinellan Provinces, it is covered with dense jungle and is considered uninhabitable by Etharis civilisation. Yet the Yuan-Ti thrive there. However, many Yuan-Ti today have not been to the isle.
- The general view of Yuan-Ti is suspicion, even after they are shown to not steal children, there must be a basis to such a rumour right? However, at this point many Yuan-Ti are so dug into civilisations that some people don't even know they're talking to one.
Things to Note:
- Satyr are new to Etharis, arriving shortly after the Godfall with the waning power of the Archfey that kept them in the Feywild. They do not have a homeland, but they can be found in many forests around the continent, sounds of partying and a strange sense of excitement is usually a sign that satyrs are revelling nearby.
- Most people find Satyrs fun, they are a breath of fresh air to the dismal lands of Etharis and many find themselves captivated by not only the fey-like beauty, but the beauty of their happiness. A satyr is likely to receive little gifts and praises wherever they go, in the hopes the gifter will be invited to the next party.
Things to Note:
- Bugbear are scattered all across Etharis, usually residing in small enclosures such as caves or old bear dens, sometimes groups of bugbears also have secondary places to stay when foraging and hunting for extended periods of time.
- The general opinion of Bugbears is they are evil terrifying creatures, many will run from them, some will attempt to fight on sight. However, some realise that evil can sometimes just be races more desperate to survive, and willing to do more than humanity does to cling to their existence.
Things to Note:
- Kenku hail from The Stillborn Forest originally, in Ostoya. However, they have spread far and wide since, and since their curse many fell back to their homelands whilst others decided to spread even wider in search of a cure for the curse.
- The general opinion of Kenku is that they are vagabonds and thieves by nature, some find their mimicry annoying and many find them strange to interact with due to their limitations. Unfortunately most of the people that accept their flaws do so to exploit them, using them as the perfect minion.
Things to Note:
- Triton's homeland is the sea, deep down and even there they are isolated from other sea races. However in recent times they have started to branch out in the hopes of trading and allying to help with their cause.
- Most people see Triton as rude, but necessary to put up with for the benefits they bring. After all, even the Laneshi bow to their superior combat abilities underwater.
Things to Note:
- A Minotaur's true homeland is the battlefield, failing that though they exist in clans and sometimes larger legions in the Valikan Clans and the Castinellan Provinces. Though many find a cause to leave their clans for extended periods to adventure, usually to take up arms against a specific cause or foe.
- The general reaction to a Minotaur is fear, they are towering powerful and intimidating creatures, and many stories tell of their horrific deeds in battle. However, if one can look past the fearsome exterior they will find Minotaur to be a jolly and passionate folk, good to have as friends and a terrible enemy.
Things to Note:
- Wechselkind are wanderers and outcasts, many are ousted from communities as soon as the truth about them is learned. They have yet to be fully accepted anywhere.
- Most people regard them with a little fear, because of what they represent, and most people will rarely want to interact with one knowingly.
Things to Note:
- The Downcast are generally liked, as former divine beings many, perhaps mistakenly, believe them to be inherently good protectors of mortal kind. They may not have a place to call home, but they are welcome in many places around Etharis except for the Ostoyan Empire, where they know they would be hunted. #
- Most people will be delighted to entertain or care for a downcast, as such they are often given special treatment in hospitality sectors.
Things to Note:
- The Disembodied are so new, most people don't even know of their existence, as such they have no place outside of the ruins of Ulmyr's Gate to live openly.
- It's hard to know what someone's reaction to a Disembodied would be, no doubt curiosity for arcane practitioners. Perhaps fear or suspicion for others.
Comments