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Races

in Character Creation

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.

  Humans
Humans were not the first race to claim lands in the world of Etharis but they are the most dominant. They emerged from the temperate forests in the centre of the continent now known as the Bürach. Nowadays they inhabit everywhere from the frozen tundra to the North, all the way to the scorched plains of the South. They did this by entering what is known as either the Era of Expansion, or The Great Purge depending how favourably you look upon it as a part of history. The Era only ended as a result of the infighting as various warlords turned against each other trying to claim the High Throne that would later become the Imperial Throne of Altenheim. This second Era was known as the Era of Descent and weakened the kingdoms of the humans enough for the other races to emerge from hiding and re-establish some principalities in the lands they once ruled.

Things 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.
  Elves
The Elves were among the first people to dwell among the forests of Etharis. Their long history is lost in distant eons and even the elves themselves do not fully know their true origins. The Elves have created a long lasting tradition of rangers to protect their kingdoms from outside threats. Their deadly and silent armies, paired with their deep knowledge of the woodlands made them a force to be reckoned with. Until they became arrogant and isolated themselves from other races, looking down on the humans especially who they considered primitive and barbaric. Not recognising them as a plausible threat would cost them dearly during the Era of Expansion. They were unable to defend themselves and lived for decades as nomads, trying to hide in the few remaining forests on the outskirts of human civilisation. Over time they turned to arts, empowering their sorrow and grief to recreate the lost beauty of home. Heart-breaking songs of their lost paradises would echo among the trees in the night. Most importantly though, they turned to magic. The forest spirits that guided them were not vanquished and bestowed the elves with their magic. The power to restore their lands to their ancient beauty was once again theirs.

  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.
  Dwarves
Ancient and dauntless as the mountains they call home, the dwarves stepped onto the land of Etharis alongside the elves. They built their kingdoms deep within the mountains of what is now the Bürach Empire. Adept with metalworking and jewel crafting, the dwarves created countless cities in the hills and two impressive, impenetrable capitals in the oldest mountains of the continent. The Rock Teeth and the Grey Spine. The veins of Mithral and gold were reach beneath these mountains and dwarven crafters quickly became famous across the continent of Etharis. During the Era of Expansion, they barricaded themselves within the fortresses of their two greatest cities: the tiered city of Stehlenwald and the now ruined city of Grebenstein. The warlords of the Bürach Empire uprooted their thanedom and claimed the rich mines there. The second kingdom of Stehlenwald endured the siege. They dug deeper into the heart of the mountain and discovered adamantine. With this new impenetrable metal they managed to push the invaders back, but not without great cost. Half their population had been exterminated, either by the war or famine. When they emerged from their mountains after isolating to survive, the dwarven emperor realised he had to make an allegiance for the sake of his race. He surrendered his lands to the Bürach Empire but retained his right to govern them independently.

  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.
  Dragonborn
Children of the dragons, as their name states, dragonborn walk with pride through a world that greets them with either fear or admiration. Some claim this race to be the most ancient among all races. In the Era of Expansion, they were settled in a small kingdom caught amidst the bloody conflicts between humans and elves. This conflict led to the destruction of the only place they truly belonged to, the city of Ember Cairn. However, this noble race managed to survive. Eons passed as the dragonborn prayed to the dragon gods to restore their kingdom but they did not answer. The Sacred Flame, their religion, was abandoned. The dragonborn were pious and spiritual by nature and needed something to believe in. This was offered to them by Castinellan missionaries who were spreading their new religion, that of the Divine Seraphs. Finding it close to their ideals of virtue and determinatino, the dragonborn quickly embraced the new religion and became its most zealous followers. They were quickly incorporated to the empire, becoming subjects of the Castinellan theocracy. Castinella awarded the dragonborn a small region of their ancestral land to call their own. Dragonborn rebuilt the ancient city of Ember Cairn, a city made entirely of granite. This city became a site of religious pilgrimage for dragonborn across the continent. With their ancient prayers finally answered, the dragonborn were drawn to the paths of clerics, missionaries, and inquisitors, to spread their new beliefs with burning passion and burning fire when necessary. The land of Etharis will hear the dragons roar once again.

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.
  Halflings
At one time humankind, being an unstoppable force in Etharis, earned the enmity of most races. All who tried to oppose them were met with destruction. One races however, chose not to contest the humans' ascendancy, but instead decided to cling to their backs for survival. The Era of Expansion did not affect the population of halflings like it did other races. Even though the halflings did not agree with the violent ways of the humans, they fell silent, deciding that being subservient to the stronger and better armed human armies would guarantee their survival. After the division of the humans into different empires and kingdoms, halflings fit in perfectly, many acquired positions as librarians, bookkeepers, teachers or scholars. Shorter and weaker in stature than the dwarves, halflings are a peaceful race. What most of these tiny folk seek in life is a place to settle in peace and quiet, far away from the atrocities of war. They enjoy good music, fine food and a good laugh when they can. This does not mean that this race shuns adventuring. Tales of halfling rogues or scholars seeking ancient and hidden knowledge are some of the most famous there are. Unlike gnomes they care little for jewels of inventions. Halflings use the lore they gather to build impressive libraries on specific subjects. Within the countless volumes of these libraries lie generations of knowledge pertaining to the halflings' passions, from cooking to brewing, bee keeping and so much more.

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.
  Gnomes
Ingenious and full of energy, gnomes are considered to be distant cousins of the dwarven race. Even shorter than the dwarves and not equally bulky, this small-framed race compensates for the lack of muscle with ever working brains and a great aptitude for invention. Their cheerful attitude, curiosity and humour puts the gnomes among the most likely to have a good feast or a carefree dance. Apart from their joyful time, they have created some of the most impressive mechanical wonders of Etharis. Cannons, automatons, flintlocks, and explosives are all reputed to be results of gnomish brilliance. If you are looking for a gnome in a populated city, you just have to wait for the explosion to guide your steps. During the Era of Expansion, gnome settlements outside the shelter of mountains were annihilated and forced them to seek shelter in the neighbouring dwarven city of Stehlenwald. Whilst the dwarves were gazing on adamantine, the gnomes were staring at other veins of the mountain, their ingenious minds hatching a plan to win the war. They came up with a new weapon: explosives. As the dwarves charged in with their shiny new impenetrable armour, they were backed up by the sound of explosions as gnomes hurled cannonballs and dynamite at the enemy. They followed the dwarves into their centuries-long isolation. When the dwarven king voluntarily joined the Burach Empire, the gnomes followed. Now with trade reaching all across the empire, the gnomes can lay hands on even more exotic and volatile materials, pushing (or blowing) their science to new heights each passing day.

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.
  Firbolgs
The Firbolgs of Etharis gather in small tribes in remote forest dwellings, preferring to spend their days in quiet harmony with the woods. Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world. They live off the land whilst striving to remain in balance with nature. They have common sense and resourcefulness, stockpiling during the bountiful spring and summer months, and scattering their collection in the winter time to ensure animals survive. Firbolgs hate greed and believe the world remains its healthiest when each creatures takes only what it needs. During the Era of Expansion, any humans coming across Firbolg tribes were met with surprising resistance and ferocity as they defended the woods with their lives. Often they decided to just avoid them. Firbolgs have a talent for druidic magic and use them to mask their presence and ensure that nature prospers according to its own laws. Firbolgs are rare to see outside their forests, unless they are outcasts or sole survivors. Outcasts can never return home. The Firbolgs are perhaps one of the eldest races on Etharis, when the Dwarves and Elves arrived, they never found out if the Firbolgs were here before them, or appeared later.

  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.
  Centaurs
Centaurs lived in the forests now belonging to the Charneault Kingdom long before the elves did. When the elves moved in they found the Centaur to share their affinity for nature and proudness of their ancestry. Centaur's have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are pointed but their faces are wider and squarer than those of elves. Below the waist they have the bodies of small horses with a similar range of colouration. Centaurs have an affinity and deep connection to the natural world. Centaurs celebrate life and the birth of a foal is always cause for festivities. At the same time they revere the traditions of the past, they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, and delight in the feeling of running alongside herds and packs of others beasts. Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. They are fiercely loyal to their family and community as a whole, in fact foals are usually named after the most recently deceased family member as a way to carry on their legacy. Their love of history and tradition means that they are likely to do the same things their parents did. Many Centaurs are gifted in the arts of medicine, in fact the most famous doctor to ever exist was a Centaur named Chiron. In the early days, the elves learnt much from these wise creatures, and now they maintain these strong connections as the Centaurs seem able to see the Spirits that the Charneault Kingdom places such importance on.

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.
  Loxodon
The Loxodon are an old race who have remained an oases of calm in the war stricken Castinellan Provinces. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their allies. Loxodon tower above most other humanoids, ,standing over 7 feet tall. They have heads, trunks, tusks, ears and faces of elephants, and hulking bipedal bodies covered by thick leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval shaped feet of elephants. A Loxodon's trunk is a useful appendage, it can provide a keen sense of smell, be used to lift and carry even heavy objects, carry both food and liquid to the mouth, and even act as a snorkel. Loxodon are tireless patient artisans with an unrivalled intuition about their craft. Although their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Loxodon believe that the members of a group have a responsibility to look out for each other. Once they have joined a community or bonded with other individuals in any capacity, Loxodon devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed. The Loxodon inhabited the deserts and plains of the Castinellan Provinces before Humans made their way there, forming bonds with the Dragonborn of Ember Cairn. Now they find themselves respected allies, usually in high diplomatic positions. Loxodon envoys are also renowned.

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
  Dreamers
History repeats itself. Even before the humans became the dominant race, other races had built empires on Etharis. The Elves and the Dwarves both had their time, and other, older races did too. Where the Dwarves of Stehlenwald live today was once the seat of an ancient empire that surpassed any that have come since. The name of this empire has been lost, but what can be gleaned from the history of the elves and dwarves is that at one point a horrible calamity befell the land, wiping clean any trace of this ancient empire. The disaster came suddenly and without warning, it was believed that nothing survived, but something did. When the humans rose to power, the Stehlenwald dwarves were forced to dig deeper into their mountain strongholds in order to withstand the siege. Deep in the dark, even blow the adamantine that proved to be their salvation, the dwarves found sealed chambers dating back to before the cataclysm. With the seal broken, an ancient spell was lifted and the chambers' inhabitants began to stir from their millennia-long-slumber. In the days before the calamity wiped out their civilisation, a group of these "dreamers" foresaw danger and came up with a plan to enter the dream plane and exist between reality and dreams, and exist in a state of perpetual slumber for as long as necessary and outlast the disaster that would wipe out the rest of their kind. The plan worked, but upon waking up they found they could no longer differentiate between dreams and memories, with both fading quickly from their minds. The result was the emergence of a race with no knowledge of their own history, only half-formed images and dream-like impressions of a place and time that may or may not have existed. Now they struggle to adapt in a world that seems like a waking nightmare. Whatever their history, they have proven to be quick-witted and strong, able to learn new tasks and execute them well. Their long slumber has left them strangely energised and able to work even beyond the legendary endurance of the dwarves. Even so, sleep is where The Dreamers still feel most at home, and they have a habit of quickly dozing off whenever no immediate task presents itself.

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
Deep beneath the waves lies the Llana'Shi Empire. An ancient race, the Laneshi straddle the line between life and death, communing with spirits for guidance and unafraid to meet death on the battlefield. Pale humanoids with kelp-like-hair, they seek the underlying duality of everything they encounter. A Laneshi is more than likely to view matters in absolutes and reacet accordingly, Friend or Foe, Day or Night, acceptance or rejection. All things must have their place, and to this end they have developed a rigid caste system. The mythic caste comprises of all those Laneshi who are born as twins, a very common occurence. when this happens the first-born is inducted into the mystic caste, whilst the other twin is consecrated as their sibling's spirit guide. Using a powerful necromantic ritual the second twin is sacrificed and their soul is bound within the body of their elder twin. Each member of the mystic caste is therefore possessed of two souls: one living and one dead. This grants them vision into the spirit world and heightens necromantic abilities. The second caste, the warrior caste, is in charge of all things related to the living. This includes not only warfare, but also ruling, diplomacy, farming, the raising and educating of children, and so forth. It is roughly double the size of the mystic caste and is structured as a meritocracy, with great deeds leading to greater status.

  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-Orcs
Orcs in the world of Etharis exist only as villains in fairy tales to scare naughty children. They were described as violent brutes who lived only to inflict mayhem on others. Nevertheless, orcs roamed Etharis even before the dwarves and the elves, and their description in these fairy tales preserves a sinister truth. No one knows why the orcs disappeared from Etharis en masse, except that the last of them were seen in Valika. However, all know the ominous reminder of their dark and violent past. The half-orcs of Etharis are tall, daunting and fierce warriors. Some say they are the result of breeding between early human tribes and the last of the orcs. Others that they are the creation of a lost war god who wanted to immortalise his own image. Half-orcs combine the best out of their two parts: the formidable resilience of orcs, and the adaptability of humans.

  Things 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.
  Half-Elves
Half-Elves are among the later races to walk the land of Etharis. Before the Era of Expansion, humans and elves occasionally crossed paths. Some humans could appreciate the beautiful songs and poems of the elves, as the elves could appreciate the adventurous side of humanity. The results of these bonds were the ever-wandering half-elves. They are easily noticed by their less pronounced pointed elfin ears, combined with a bulkier but still elegant human frame. As with half-orcs they seem to have taken the best of their progenitors. Taller than the average man, elegant and graceful, they seem to possess the aptitude for fine arts from their elven side as well as the lust for adventure from their human side. What life could be better for them than that of wanderers, traveling artists and merchants? However, as their ancestors turned to war the half-elves were outcast as a taboo by the two sides. Whilst initially the wandering lifestyle suited them, their talent in music and theatre making half-elf troupes among the most famous to exist. Eventually they grew discontent with a lack of home, unable to do much about it most half-elves keep the burdens of their souls well hidden. They learnt to wear the mask of happiness, often dressing with bright colours and dazzling jewellery, accompanying their stylistic choices with an outwardly flamboyant, optimistic attitude. But if one is lucky enough to gain the trust of a half-elf, they will often see that the heart of a half-elf is full of sorrow.

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.
  Tieflings
Like the half-elves, this race of colourful beings with infernal heritage are no strangers to being shunned wanderers. Wherever tieflings wander outside of the Ostoyan Empire, they are treated with suspicion, the subtle grabbing of one's coin purse or backpack when on walks past, the shift of a bouncer's stance when one approaches, these are all common sights in Etharis. Even where tieflings have been living for years, they are never treated as though they fully belong. Originating as a slave race in the Ostoyan Empire where they still are today, it is believed the first tieflings were granted as a gift from Sitri, then just an Arch Daemon. Since then however, they have expanded, whether through purchase or escape, to cover most of Etharis, dotting its landscape with small minorities in various settlements. Often times growing up as oppressed as their ancestors, they exist in the roughest quarters of those settlements, struggling to get by and often turning to the life of a criminal or swindler where they excel. However, even in the bleak land of Etharis, kindness does exist, and those that are shown kindness as they grow are able to go on to do just about anything they want. Tieflings are strong, strong enough to survive in a world that does not want them, but they are spurred on by a strange phenomenon dating back to the original tieflings. Each tiefling has a dream in their life, this dream is said to be prophetic and guide the tiefling down their path in life. Tieflings are not quick to trust, but when a tiefling's companions demonstrate that they trust them, the tiefling learns to extend the same to them. And once a tiefling gives someone loyalty, they are a firm friend or ally for life.

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?
  Aarakocra
The Aarakocra do not hail from Etharis, they originally came from the Elemental Plane of Air. Servants of Lady Ilhara, Queen of Air and Shadow, they were sent forth as messengers and spies to observe Etharis from up close. If Aarakocra settle, it is usually somewhere up high where they could soar above the strong winds and reminisce on their home. Nowadays there are a large number of Aarakocra settlements in the Grey Spines, including their capital of sorts Rescht (meaning Roost), here Aarakocra are free to live as they please. However, many have integrated well into societies around Etharis, particularly the Bürach Empire where their ability to fly helped the empire deliver messages around its lands. Whilst newer generations have never walked Ilhara's hall, they are all passively spying for her due to her ability to learn anything they learn, passively absorbing information from them to further her schemes. Many Aarakocra are unaware they are spies, only a select few are chosen to actively carry out assignments for the Queen of Air.

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.
  Goliaths
Originating from the cold wastelands of the Valikan Clans, and believed to be descendants of giants. The nomadic lifestyle of the goliath has lead them to wander far from their roots. Nowadays they can be found in their homeland of Valika, or the highest peaks across Etharis where their incredible strength lends them the power to survive in the harshest conditions. Endurance is a goliath's greatest skill, tribes wander from peak to peak, place to place and each goliath has the responsibility to earn a place in the tribe or die trying. Goliaths place a premium on self-sufficiency and individual skill, after all a single mistake can bring doom to an entire tribe, whilst an individual's heroic effort can ensure the entire group's survival. They have a compulsion to keep score, always tallying their accomplishments to compare to others. They love to win but see defeat as a prod to improve themselves. This has consequences though, goliaths will always seek out a harder challenge. If a goliath slays a dragon, they might seek out a larger, more powerful wyrm to battle. For this reason, it is rare to see an elderly goliath as most die attempting to survive their own accomplishments. Goliaths believe strongly in fair play and even stronger in survival of the fittest. Any adult who can't contribute is exiled.

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.
  Goblins
Goblins have lived in Etharis for a long time and now, after pairings with gnomes and halflings predominantly, they have created Half-Goblins as well that find it easier than full-blooded goblins to integrate into socieites. Halflings were often able to see the immense knowledge goblins had in their fields of animal handling and trapping. Whereas gnomes were able to see the intellect and ingenuity behind the traps goblins manufactured. A half-goblin constantly struggles with urges from both their ancestors. Whether it be sticky fingers, or a thirst for knowledge, a half-goblin that can't control their urges often finds themselves falling down a slippery slope until they have committed all kinds of crimes. Half-Goblins still have a strong love of their family and can be surprisingly loyal if treated right. They focus intently on their purpose and pursue their career to the best of their ability. Goblins have a love of shiny jewellery, always displaying it proudly and as openly as they can. It is a sign of prosperity and status. Half-and-full goblins can be found in many places, residing within half-orc tribes as servants and trappers, integrated into society or even going it alone.

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.
  Aasimar
Aasimar serve as champions of the gods and seraphs, their births are often hailed as blessed events although there is a large amount of suffering that comes from being an Aasimar in Etharis. With the gods dead and arch seraphs the closest things they have to gods, the people of Etharis are quick to put Aasimar on a pedestal, expecting one lone Aasimar to revive the gods and end plagues. To raise their loved ones and end corruption. Many Aasimar find themselves crumbling under the gargantuan expectations of a world that grossly overestimates their power and importance. Each Aasimar has a celestial guide, this being can take many forms however all are connected to the Aasimar and offer visions and guidance in the form of dreams, gifting these heavenly wanderers with a sense of destiny and purpose. Many Aasimar find themselves struggling with these guides however, as they are often very estranged from the civilisations the Aasimar walks among. To them, mortal beings have no intrinsic worth among each other and decisions are often made prioritising number over any sense of importance. An Aasimar often finds themselves balancing on a tightrope between following their ordained path, and discarding it to do what good they want.

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.
  Kobolds
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. Kobolds are often bullied and enslaved by larger creatures, particularly the dragonborn. In Ember Cairn, Kobolds are second class citizens with few rights of their own, whatever their masters say goes. Out in the wilds in their tribes, Kobolds are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens. Kobolds are naturally skilled at tunneling and creating secure homes in places where other creatures wouldn't feel safe. They often line their bases with traps to anything that isn't a kobold, such as rickety bridges that collapse under weight heavier than a kobold, or safety railings that are good for kobolds, but nothing more than a trip hazard for taller folk. Kobolds are also adept at identifying broken, misplaced, discarded or leftover crafted items from other creatures that can still be put to use. Preferring to scavenge objects that have clearly been lost or thrown away. Kobolds willingly serve chromatic dragons and worship them as demigods, might beings of divine descent. They fall over themselves to carry out orders form dragons and whilst they don't usually worship Tiamat directly, they recognise her as the dragon-goddess of all chromatic dragons. Kobolds have a highly specialised society, where each kobold is perfectly suited to their role. The strongest becoming warriors and hunters, the smartest becoming crafters and strategist and so on. Every kobold is given a job, no matter how simple and they all understand their actions contribute to the survival of the tribe. Kobolds have a communal attitude to mating and raising eggs, a lack of emotional bonding means they have no concept of marriage, and eggs are all placed in a hatchery with no effort to keep track of who they belong to. Another interesting phenomenon is that Kobold can actually slowly change sex. If most males or females in a tribe are killed, some survivors change over several months until the tribe is balanced again. This helps them quickly repopulate with just a few survivors.

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.
  Hobgoblins
War is the lifeblood of the hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, because they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblin start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Hobgoblins hold themselves to high standards of military honour. The race has a long history of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When hobgoblins aren't waging war, they farm, they build, and they practice both martial and practice both martial and arcane arts. Hobgoblin society is brutal, Punishments for infractions of the law are swift and merciless. They are blind to the accomplishments of other people and have little appreciation or patience for art. They leave little space for joy or leisure in then lives. Advancement always comes as a result of attaining glory, but for the achievement to mean anything, a hobgoblin must abide by the race's code of honour in doing so.

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.
  Lizardfolk
The Lizardfolk of Etharis are an isolated bunch, they inhabit the marshes of Ostoya and Nordenland predominantly, though scatterings of tribes can be found in the dense forests of the Charneault Kingdom too. Despite their humanoid scaly appearance, they have more in common with iguanas or dragons than they do with humans, dwarves or elves. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, a Lizardfolk isn't scared of an angry troll, they see it as a fearsome being to be avoided if possible, they understand that it is a dangerous creature and react accordingly. Lizardfolk do not become angry in the way others do, though they act with aggression towards creatures they could defeat in a fight and can't be dealt with in some other manner. They are aggressive to prey they want to eat and creatures that want to harm them. They lack emotional ties to the past and assess situations based on their current and future utility. This is obvious in the way they deal with dead. To a lizardfolk, a comrade who dies becomes a source of food. Whatever they were before, they are now just freshly killed meat. This mindset may seem cruel but it helps them survive in the harsh swamps of their homelands. They see little need to plan more than a season or so into the future, this limits their growth. And since they show no interest in developing writing or making long-term plans. It seems they will never develop the methods to progress beyond their simple existence as hunters and gatherers.

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.
  Tortle
What many Tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. It is rare for a baby tortle to be with their parents for longer than a year because the parents are old when they have their offspring. Parents spend what little time they have telling stories to their offspring so that they will learn to survive on their own. A young tortle and its siblings inherit whatever tools, weapons and gifts their parents leave behind and each is expected to fend for itself, finding their own corner of the wilderness in which to hunt. With each year honing its skills and forming friendships with its neighbours. At some point, a tortle feels an overwhelming urge to venture far away from home and see the world. Returning decades, even centuries later with stories of its exploits and new skills. When a tortle nears the end of its lifespan, it seeks out a mate and procreates, raising the eggs in a fortified compound, either found of self-made. Then they guard the compound and share a lifetime of knowledge with their children before they die. Tortles don't have beliefs of their own and often pick up the worship of another culture, though they tend to benevolent beings. Tortles have a saying "We wear our homes on our backs." and for this reason they feel no need to root themselves in one place for too long. Tortles like to see how other creatures live and discover new customs, they embrace a simple view of the world and see beauty in the ordinary. They also like to learn new skills, they craft their own tools and weapons and are good at building structures and fortifications. They marvel at the works of other creatures and can lose themselves for years in a city, studying its architectural wonders. Although they spend a lot of time in isolation, Tortles are incredibly social creatures that like to form meaningful bonds and friendships, especially with non Tortles, seeking them out to learn new customs and points of view.

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.
  Ogresh
The populous races of Etharis all have stories about the ogresh, although few have seen them in person. Stories often describe them as solitary wise people who serve as fonts of informatoin and advice for nearby communities. Adventure tales abound where the protagonist receives consul from an ogresh before setting off on their quest. Though others describe royal advisors with a distinctive set of wide features. Regardless of the veracity of such tales, the ogresh exist across the continent, viewed as something of an exotic oddity. In truth, the scarcity of the race is a result of their particular biology. Young ogresh mature slowly, and during their extended youth, which may last decades, they are driven by a deep wanderlust to search for a suitable area to settle, consisting of ample natural resources, a local population of sentient creatures, and a lack of other ogresh nearby. Once they settle, they enter the second stage of their life which is marked by a drastically increased appetite and a mostly sedentary lifestyle. More than a single ogresh could easily deplete the surplus of a small village, so they must seek pastures away from their own kind as a biological necessity. Given their reliance on other species, it comes as no surprise that the Ogresh are masters of social interaction. Each individual is born with an inherent ability to read body language and vocal cues helpful in discerning the attitude of others. Indeed the vast stores of knowledge often attributed to the Ogresh is a reflection of their uncanny ability to glean information about an individual through subtle clues. Even a casual conversation could end up revealing far more than one would intend, and the ogresh are smart enough to capitalise on such information.

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.
  Kalashtar
The Kalashtar are an interesting people, it's unknown if they originally came from somewhere else or naturally developed overtime as a mutation of humans or elves, but they are slightly elvish in appearance with symmetrical angular features but generally a similar height as humans. The main defining feature of a Kalashtar is their Quori. Sometimes referred to as a Kalashtar's soul, these beings are bonded to a Kalashtar from birth, growing up alongside the mortal. They are known to change and adapt forms when the Kalashtar are young, but generally settle on one form that is special to the Kalashtar or suited to their environment by the time their enter adulthood. For example, a sailor's Quori may become a Seagull, or a Dolhpin. Kalashtar can never be too far from their Quori for too long, or the pair will become despondent and depressed. In extreme cases the bond between a Quori and their Kalashtar can snap, and this usually means the pair will die within a week. They have no true homeland, but assimilate well into other soceities, particularly humans.

  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 Gith
The Gith are a mystery to the people of Etharis, many don't even know they exist. They are children of The Beast, the entity that plagues the Bürach Empire. The Gith exist as a hive mind, an army to be deployed by The Beast and used as vanguards or terrorisers. Meanwhile there are some that have managed to break free from the hive mind, this can be done a number of ways, such as intense trauma, gaining the ability to feel emotions, heightening one's psychic abilities enough, or some mages and clerics have found ways to forcibly break the connection from the outside. These Gith are often very strange, suddenly gaining sentience and being thrust into a strange world that regards them as an oddity and with a large amount of suspicion. They tend to take the role of hermits in society, usually gaining a hobby that they enjoy above all else and focusing on that. However, whilst they have lost the ability to connect to Hive Mind, they often feel the presence of The Beast before it arrives, and many are driven to either combat it, or attempt to free more of their race from its clutches. The Gith also rarely dream, though when they do it is more like a vision, making them seers that some have tried to utilise for Etharis' benefit. The way to tell a free Gith from an enslaved one is their skin colour, enslaved will always have a purplish tint to their appearance.

Things 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.
  Genasi
Genasi are children born with ties to two worlds, yet belonging to neither. Either as a result of a romance between genies, rarely elementals and mortals, or more commonly as a result of an elemental surge or planar convergence affecting mortals, genasi are born with inherent magical powers relating to the element that manifests within them. Often inheriting visual traits from the mortal parent(s), such as pointed ears from an elf, they almost never have contact with their elemental parents. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. Genasi rarely lack confidence, seeing themselves as equal to almost any challenged in their path. This can manifest very differently depending on the genasi. However, too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft. Genasi are rare beings and without anywhere to really call home, they typically adopt the cultures of the societies in which they were raised.

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.
  Tabaxi
The Tabaxi do not hail from Etharis, they are travellers by nature and rarely stick around for long before they move on to find more interesting things. However, some decided to settle in Etharis not long before the Godfall. They are the newest race to Etharis and as such not much is known about their culture and homeland, they have integrated perfectly into societies particularly in the south with the Castinellan Provinces and Morencia. They push to leave no secrets uncovered and no treasure or legends lost. Tabaxi treasure knowledge rather than material things. A chest filled with gold might be useful but its certainly not intrinsically interesting. Gathering wealth to a Tabaxi is like packing rations for a long trip. Useful for surviving but not worth getting worked up over. Instead they value knowledge and new experiences. They often tease out stories in busy taverns with offers of food, drink and coin. They have an insatiable desire to find and inspect ancient relics, magical items and other rare objects. Aside from the power, Tabaxi take great joy in unravelling stories behind their creation and the history of their use. Tabaxi trade obsessions and passions on a whim, their desire burns bright but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.

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.
  Warforged
Devised by the gnomes in the Era of Expansion as a way to bolster their offensive capabilities. These hulking automatons were given sentience after a rebel cell of gnomes became attached to their groups assigned warforged and grew to disagree with the treatment of them as merely objects and tools of war. They weaved organic materials into the metal husks, giving them pseudo muscles in the forms of cords infused with powerful alchemical fluids. Warforged can be built from anything a gnome can get their hands on but are commonly built of a mix of strong metals and durable but flexible wood. A stiff warforged is less effective after all. The real crowning achievement of the warforged is their minds. Whilst initially they were nothing more than a way for specially trained gnomes to control the automatons. The rebel cell of Gnomes (calling themselves the Liberators) devised an invention to allow the creation of a synthetic mind, one that felt emotion and knew of free will. Able to use logic to make decisions but at the same time, able to be flawed by the cloud of emotion that hangs over tough decisions. Whilst none could argue it made the warforged less effective as weapons of war. It made them human. Over time, the warforged were built for many purposes outside of the war they were born from, specially suited to carrying out whatever their purpose may be. However, they also love exploring their newfound feelings, freedom and ability to create meaningful relationships with other beings.

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.
  Changelings
Changelings are a race shrouded in mystery. No one knows the reason behind their existence, some mortals just give birth to twins, and one twin is a changeling. Thought scholars have searched and researched for centuries upon centuries, no one can unearth a reason or link behind their appearance. Many treat the birth of a changeling as a joyous occasion, a miracle of sorts. But there are others who see it as a mistake, an unwanted bi-product. Changelings have an inherent link to their twin, they often feel the pain and emotion their twin feels, especially if they are close or the feeling is strong. Their ability to shift forms at will is often used by the changelings as a form of emotional expression, with them developing various personas that are tied to various emotions. Often the form, or one based off of someone in their life who represents that emotion to them. They similarly make personas for certain skills and situations. Changelings are often taken early in life to become spies if their gift is not hidden well enough from prying eyes. Many changelings that are taken feel a draw to seek out their twin and find their place to belong in the world.

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.
  The Yuan-Ti
Originally the Yuan-Ti were aborigine people, dwelling on the Isle of Ischyros (meaning isle of strength in Yuan-Ti). They had always worshipped "The Great Serpent." A figure that became a deity to them, blessing them with gifts and prosperity. In actuality this being was the Aether Kindred known as "The Twelve Tongued Serpent." and he was slowly moulding his followers into tools that he could use to further his influence on the world. Transforming the most devout little by little into the Yuan-Ti we know today, a hybrid of snakes and people and commanding those that were able to spread far and wide, and spread his name with them. As such many of the more human Yuan-Ti spread across the Castinellan Province, digging their way into civilisations to spread the influence of The Great Serpent. With time they would come to infiltrate almost every nation of Etharis, with the exception of the Valikan Clans. They became a bogeyman figure of Etharis, rumours have it that the Yuan-Ti infiltrate towns to find suitable children to steal away and bring over to their side. Turning them into Yuan-Ti. Little did they know this was actually a rumour spread by the Yuan-Ti themselves in order to ensure that once they are found to not steal away children, people will trust them. Unaware of their real intentions.

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.
  Satyrs
Satyrs have a well-earned reputation for their good spirits, gregarious personalities and love of revels. Most satyrs are driven by simple desires, to see the world and sample its every pleasure. While their spontaneity and whimsy sometimes puts them at odds with the more stoic people of Etharis, they rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift is to accept it with relish. Satyrs generally look similar to humans, but their goat-like horns, pointed ears and furred lower bodies and hooves sharply distinguish them. Most satyrs believe that the people of Etharis are woefully burdened with the plague of seriousness. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. Originally from the Feywild, Satyr have been unleashed on the Material Plane as the power of Archfey wanes with many of their kind ascending to godhood. Masters of the art of the revel, Satyr's debaucherous parties are a way of life. It's more than just indulgence, its the enjoyment of every little thing, the song of a bird, the warm breeze, the smell of a tasty pie. To revel means to forget the constraints of time, to let go of future and past, and to be wholly in the present moment. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.

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.
  Bugbears
Bugbears have begun to feature in the nightmare tales of many races, great hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you are just one of the superstitions involving these newcomers to Etharis. Many of the tales sprouts from the seeds of truth, though details are exaggerated, who's to say which? Thankfully for the people of Etharis, their aggression and savagery are thankfully offset by their rarity and lethargy. When they're not in battle, bugbears spend much of their time resting. As ambush specialists bugbears are used to long periods of inactivity broken by short bursts of murderous energy, not extended periods of exertion. Bugbears live in small family groups usually consisting of siblings and their mates, potentially some offspring and elders too. With the bugbears being so new to Etharis they currently worship two brothers who still wander Etharis as deities. These brothers are a perfect pair, Hruggek is fearsome and possessed with legendary might and prowess in battle, whereas Grankhul is cunning and gifted in the arts of stealth.

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.
  Kenku
The Kenku as they are now are new to Etharis. In fact, some elderly Kenku will remember when they could fly. Now they are haunted by the crime of their ancestor Kenku, his original name has become their race's, and they can never take such names again. The stigma that follows their race forces them to wander the world as vagabonds and burglars living at the edge of human society. What was the crime? He tried to steal from Ulmyr. Due to this sinister reputation they have gained, kenku are forced to settle wherever they are accepted, usually bleak cities that are overrun with crime and there are plenty of those in Etharis. Above all else, Kenku wish to regain their ability to fly. Every kenku is born with the desire to take to the air. Spellcasters hope to learn spells that allow them to fly, and magic items that enable flight also draw great interest from the Kenku. They tend to dwell in the tallest structures around to be closer to the sky. Kenku are unable to speak in their own voice but can perfectly mimic any sounds they hear. Similarly, they have no ability to invent new ideas or create new things. They can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. Though this ability is often exploited in the underbelly of crime, some Kenku can make more legitimate careers by copying books for libraries, or copying paintings for home decoration. Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare Kenku who has a thirst for adventure stronger than a thirst for crime. These adventurers are likely to seek out a companion to emulate and follow. A Kenku loves to mimic the voice and words of its chosen companion.

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.
  Triton
If the Laneshi are the ancient sea race, then the Triton are the newcomers, it's believed they've been around for about a century but given their similar appearance to Laneshi, it's possible they've been around for a little longer. Some scholars even theorise they may have been Laneshi initially, and splintered off for independence. The Triton themselves claim to be from The Endless Sea, Alondo's Realm, sent forth as aquatic crusaders to protect Etharis from threats that have escaped his domain as he was assuming his godly powers. They have an inflated self-importance, viewing themselves as the world's protectors and assuming they will get all the recognition for that as soon as they meet someone. Despite this however, they are benevolent creatures at heart, convinced that the other races deserve their protection. And whilst their attitudes might grate, few complain when a kraken attacks and the Triton are the first to take up arms. They are ready to sacrifice themselves for the common good through the belief that they owe a debt of honour to the world as the threats they defend from are from their plane. They are prone to underestimate new creatures though and with their strong martial tradition, they can sometimes be too eager to leap into a fight. Most Tritons have been isolated in the sea and have never been to the surface world. As a result they struggle with the concept of not being able to easily move up and down, and seasons mystify them. A typical triton protectorate is tightly regimented, organised, and unified around a common cause. As such they are easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent surface folk from truly unifying.

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.
  Minotaur
The Minotaur of Etharis are strong in body, dedication and courage. They are at home in the battlefield and combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Minotaur are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. Manes of shaggy fur extend down their necks and powerful backs, and their legs end in heavy cloven hooves. Minotaur are born with long tufted tails, though many have their tails docked as part of a coming-of-age ceremony. Minotaur are zealous and love battle, they tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh long and loud at good jokes. Minotaur legends describe a small pantheon of heroes who established the minotaur's place in the world and Every minotaur in Etharis claims descent from one of these heroes. However since each family line has so many members, they don't connect the name to their personal names. The truth is very different though. Minotaur were created by the Augustine Trading Company as super soldiers, stronger and more resilient than any human they were initially sold as mercenaries but have since earnt their freedom through their acts of heroism. Now many have found homes in extreme climates, down in the south in the Castinellan Provinces or in the frozen north of the Valikan Clans. Every Minotaur name is drawn from a list of minor characters of legend. Retainers, allies, lovers, servants, enemies and anyone else who played roles in the lives of the heroes are in that list.

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.
  Wechselkind
Wechselkind are a tragedy, created by the faerie to replace stolen children. They are soon forgotten about by their creators, and when the glamour of the magic fades, the true horror is revealed to the parents. A wechselkind is a construct of wood, clay and ceramic in the form of a small child, animated by faerie magic and concealed in a glamour that makes them appear identical to a stolen mortal babe. Whilst they are often cast out by the family upon the discovery, some families take pity on the poor creature and attempt to raise it. Though these families find out that whilst their minds develop normally, a wechselkind is forever bound in the unchanging form of a childlike doll. Whether nurtured or shunned, they will eventually have to fend for themselves in the world, and with few physical needs they often become wanderers, doing odd jobs and watching people with envious eyes as they try to find a place to fit in. Recently, with the advent of the Weeping Pox, the wechselkind have started to emerge more from hiding and become recognised as a separate race of creatures. With their immunity to disease, many have found purpose offering their services as nurses and doctor's assistants. They are grateful for the praise and recognition, but always remain wary. Well aware that when their usefulness runs out, they may be cast out once more.

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.
  The Downcast
With the end of the Gods' End war, the Arch Seraphs of each deity descended upon the world, each taking upon their own shoulders the burden of imposing order on a world cast into disarray. These Arch Seraphs were the most powerful lieutenants among the angelic hosts, strong enough to retain a semblance of their power following the tragedy. The lesser angels were not so lucky. Many found themselves wholly bereft of their powers, cast down to Etharis to live out theri now mortal lives amidst the lesser races. The downcast, as they have come to be called, are a race who have fallen and taken it a number of ways. Many succumbed to despair and sickness after their fall, others continue to serve the Arch Seraphs hoping to reclaim what they have lost. Others have turned their back on their former comrades to seek their own goals, fully embracing mortal life. And others yet are embittered by their fall and have been gleefully accepted by the Arch Demons as agents to spread fear and destruction. Physically, the downcast still possess the beauty of their angelic forms, although they no longer shine as brightly as before. The mark of the divine still remains as a visible glow within their eyes, and faint markings on their skin mimic Celestial runes. There is also variation among them based upon the deity they served in the past. Over time the downcast have learned to tap into the small shreds of their divine power that lies sleeping within their blood. This ability is as dangerous as it is powerful as there are many that would seek to take this power by force, particularly vampires who seek to drink from the fountain of a tainted divine.

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.
  The Disembodied
To cast one's mind out amongst the outer planes is the dream of many an arcane spellcaster. In recent memory, none have come closer to that dubious honour than the lost city of Ulmyr's Gate. Founded by a group of ambitious wizards, Ulmyr's Gate boasted free study for all mages who sought sanctuary within its walls and its Great College quickly became a lodestone for mages of every stripe from across the empire. However, one night one of the founding mages of Ulmyr's Gate attempted a massive conjuration ritual intended to part the veil and create a permanent portal to the Ethereal Plane. It didn't work, instead their magic caused a massive rift in the very fabric of reality, and in an instant the entire city tipped into the void between worlds. The entire population was presumed dead, the Arcanist Inquisition argued against the hubris of those tampering in things man was not meant to know, and life in the Empire moved on. Years later, stories surfaced of strange people being sighted in the region where Ulmyr's Gate once stood. These people seemed oddly blurred or indistinct, and some reports said they vanished right in front of witnesses' eyes. Gradually it became clear that these poor souls were the survivors of the Ethereal Rift, now trapped between worlds and trying to retain their tenuous grasp on the Material Plane.

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.

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