Races Of Shyrin in Eukrosh | World Anvil
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Races Of Shyrin

Notes on the lore of some major denizens of Shyrin.

Note that only races with specific alterations in their basic lore are listed here.   Aarackocra   One of the younger races of Shyrin, Aarackocra are believed to have entered Shyrin from the Elemental Plane of Air during the Exodus War. Their morphology is extremely diverse, with some having vibrant plumage and exaggerated beaks, while others have dark colourations and jagged claws. Rather than forming a segregated society, they simply joined already existing ones. They do not call any nation, or continent, home (much like Tabaxi), as they tend to migrate over the course of their life.   Bugbears   These goblinoids are violent nomads that subsidize themselves by raiding others and taking what they want. Most biologists beleive they are closely related to Hobgoblins. They rarely associate with other races, except for Goblins (both Civil and Feral alike). Their nomadic lifestyle makes them excellent riders and mercenaries. These nomadic clans hold grudges against those who resist their attacks, which can lead to a blood feud.   Bullywugs & Grungs   The fogfolk of Shyrin have two subraces: the larger and more covetous Bullywugs, and the highly territorial Grungs. These two groups form societies together, with Grungs considered to be lesser than their Bullywug masters. Bullywugs make up the plutocracy, jailors, warriors, and merchants of the society, while the Grungs are the labourers, scouts, and artisans. However, these subraces do occasionally form societies without the other. Both are followers of the Slaan. Most scholars agree that they arose during the Age of Mages.   Centaurs   Historians concur that Centaurs are beings who crossed over to Shyrin from the Feywilds. These omen-readers form herds of ten to thirty members, which roam vast distances across the continents of Shyrin. They tend to view settlements as obstacles to their journeys and scoff at those who live in them. If a Centaur is injured, sick, or too slow to keep up with the herd, they are abandoned. Those who aid these forsaken individuals gain a steadfast ally for life, and a loyal friend.   Doppelgangers & Changelings   It is believed that Doppelgangers were the creation of a mad magician who was toying with dark illusion magic and blood rituals, during the Age of Mages. Doppelgangers are reclusive, even from their own kind; typically operating alone, or in sects of six or fewer members. They act like vultures, feeding on opportunity and preying on the weak or arrogant. Changelings are the offspring of a Doppelganger and a humanoid woman. They are typically cast out once their abilities become apparent. In some cultures, they are killed outright or sacrificed.   Dragonborn   One of the older races of Shyrin, Dragonborn are very proud and faithful people, but they are exceedingly rare (like Tieflings). During the Exodus wars, the Dragonborn clans began to side with either Bahamut or Tiamat, which lead to bitter and bloody conflicts that nearly caused the extinction of the race entirely. Today, there are only a handful of clans, and all of them have retreated from the world to secluded shrines to live away from the chaos of the world. According to scholars, they rose during the Age of Beasts.   Dwarves – Druegar   Also known as the Under-Dwarves, the Druegar are a people of intensity. They live far beneath the earth in great cities carved into the Underdark. These cities are led by a Burgomaster, who controls the city council and justice system. They have been assailed by Mindflayers for eons, and they are quick to destroy any they detect. They tend to view idealism as foolish, and value practicality, utilitarianism, and safety. Their societies reflect their eons of imprisonment by the Mindflayers, in that they have rigid laws, highly militaristic mindsets, and very authoritative governments. They are known to buy slaves from the Dark Elves which share their cities. Their chronicles indicate that they rose during the age of Giants.   Dwarves – Hill & Mountain   The kin of the Druegar is the Over-Dwarves, who dwell on or just below the surface of Shyrin. They are master craftsmen and excellent warriors, like their cousins, but tend to have softer natures and more optimistic outlooks. They mix freely within many societies but do cherish the many ancestral cities their names hail from. Their chronicles indicate that they rose during the age of Giants.   Elves – Drow   The Dark Elves or Drow dwell in the subterranean realm of the Underdark. They mingle in the Druegar cities or establish small towns; more rarely they will form nomadic caravans that travel across their homeland. They are suspicious folk and are rarely trusting of outsiders. Many of these Elves take slaves, including other Drow. However, they are fair people, and mistreatment of one’s slaves is considered barbaric and in many Dark Elf societies is punishable. This subspecies was first noted near the end of the Age of Giants.   Elves – High   The Sylvan Elves are the most common on Shyrin. They mingle with other societies but have a few large ancestral kingdoms that they lord over. They are kind and calm by nature, and it takes much to anger them. However, they are not soft, as they have a martial and strong-willed nature that can come to bear if needed. This group of Elves was thought to have arose during the early days of the Age of Giants.   Elves – Light   The Light Elves are also known as the Twilight Elves and are the longest-lived of all Elves. They are an aloof people, who rarely venture from the Elven kingdoms. They are known to produce sages and wise men who are both haunting and mystifying. Their skin glows a faint ethereal white or gold, and their eyes match this aura. It is believed that the Light Elves were the first people to walk across Shyrin. They can see things that others cannot if they choose to, and are known for there supernatural senses and intuition.  

Twilight Elves (aka Light Elves)

Ability Score Increase +1 Wis
Size Medium
Speed 30 ft

Ancestral Wisdom. Your Passive Perception, Perception, and Insight have a +1 bonus.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Ethereal Life. You can live to be 2500 years old.   Eyes of the Sun and Moon. Once every 10 days you can activate this ability, which gives you Truesight out to 30 feet for 1 minute.

Languages. You can speak, read, and write Common and Elvish.

  Elves – Wood   These elves are most notable for their wood-like horns and spines, which can protrude from their brow, shoulders, and forearms. This sect of elves is likely closest to the original elves that rose during the Age of Beasts, as they live predominantly in small clans deep in the vast wildlands of the world. Some have integrated into other societies, but they do not forget their roots as the natural world and its wonders fascinate these elves. They are highly inquisitive people, seeking to unravel the mysteries of the natural world.   Firbolgs   A soft-spoken and soft furred folk, these humble people tend to live alongside Wood Elves in the wildlands. Unlike their companions, they prefer peace and tranquillity over curiosity and adventurousness. Many Firbolgs become druids and aim to protect their homeland and shepherd it. They also have a deep sense of morality, and breaches to this can cause some Firbolgs to be banished by the rest of their tribe. Since this race does not keep physical records, their origins are unknown.   Gnome – Deep   Believed to be escaped Drow or Druegar slaves that established small colonies in the Underdark during the Age of Giants, the Svirfneblin share little of the cheerful nature of their kin. They aggressively defend these settlements from attackers and watch newcomers with great suspicion. They are unrivalled jewellers and masons, crafting extremely intricate creations from stone and gem. Deep Gnomes also have a close relationship with the element of earth and it is not uncommon to see earth elementals guarding their homes.   Gnome – Forest   It is thought that Forest Gnomes crossed over to Shyrin from the Feywild during the Age of Giants. They are natural illusionists and thieves. They are lighthearted and jovial but can hold long grudges. They are also much more in tune with the natural world than their cousins, allowing them to communicate with small beasts.   Gnome – Rock   They are believed to have risen during the Age of Mages, Rock Gnomes are very inventive and extremely robust. They are obsessed with the lore of odd creations and magic items, and most aspire to create something of similar ilk.   Goblins – Civil   When a goblin of greater intellect realizes it is living amongst murderous savages, it strikes out on its own, or with like-minded kin, to seek a better life. These Civil Goblins are still prone to mania and fanaticism but can become respectable mages, scholars, and merchants. People are slow to trust them, but once they do the Goblin will strive to maintain that trust, at times against their own instinct. Some of these goblins stay with their tribe and quickly rise to positions of power, lording over their kin who they believe are lesser than themselves.   Goblins – Feral   Unlike there more mentally acute brethren, Feral Goblins exist in nomadic tribes that raid, pillage, burn, and party. They are agents of chaos incarnate, with little to no method to their madness. That’s not to say they are mindless, as they can formulate battle tactics and carry out loosely coordinated attacks. It is believed that Goblins first appeared on Shyrin during the Age of Beasts.   Goliaths   These beings are believed to be a race spawned of humanoids and giants during the Age of Giants. These beings make small tribal towns high in the mountains of Shyrin, enjoying simple lives, full of family, struggle, sport, and simplicity. They are known to enjoy song and drink, as it reminds them of their quiet homes.   Halflings – Lightfoot & Stout   A diminutive race of happy and deep-rooted folk, Halflings are a humble race that enjoys the comforts of home. They seek peace, gossip, and creature comforts above all else. They rose around the same time as humans, near the end of the Age of Giants. Some Halflings seek more than the simplicity of home life and venture out to find tales of fame or fortune. Scholars are uncertain about their origins.   Hobgoblins   These militaristic people have formed vast empires, that are ruled with an iron grip across the world. Hobgoblins have a rigid social structure in their societies and do not allow other races to gain too much influence within their borders. This race tends to be self-centred, and power-hungry. Several groups of Hobgoblin legions have formed mercenary companies, and travel across the world offering their services to anyone who has enough coin to pay for them. The Age of Giants is cited as the time they began to form a civilization.   Human   Rising above being a hunter-gatherer society during the Age of Giants, Humans proved to be a race of inventive, aggressive, and self-advancing individuals. They were quick to conquer much of Shyrin, through both diplomatic and forceful means. In the modern age, human society has many of the other races integrated seamlessly into it, as it became much more tolerant as the civilization aged.   Kenku   Most scholars concur that Kenku are descended from a group of cursed Aarackocra. It is believed that a god they served took their voices, colours and wings after a great betrayal they perpetrated against them. The timing of this is uncertain.   Lizardfolk   A rather reclusive species, they insulate themselves from the rest of the world in their grand empire. They keep to themselves, so not much is known of their histories or origins. What is known is that they consume their dead in a ritualistic manner, that they do not allow outsiders to remain in their cities or nation, and that they are highly religious. They are considered one of the oldest races.   Merfolk   Some historians theorize that Merfolk are actually another species of Elves, which took to the ocean during the Age of Beasts. Their morphology is extremely varied and vibrant and follows regional patterns. They live in small communities in coral reefs, underwater caves and sunken cities. They are peaceful people, who prefer poetry and art over blood and conquest. Each region is ruled by a chieftess, who cares for the needs of her people.   Orcs – Green   The most peaceful subspecies, the Green Orcs have various green-hued skin, and they tend to have fewer tattoos than their cousins. These Orcs have either integrated into other societies or joined a druidic coven (such as a Firbolg or Wood-Elven clan). They are much more attuned to nature than their cousins, and this allows them to talk with the fauna around them. The orcs likely rose during the Age of Giants.   Attuned with Nature. You gain advantage on Nature, Perception, and Survival checks for as long as there are one or more beasts within 20 feet of you. This replaces the “Aggressive” ability.   Orcs – Grey   While their kin retreated to the forests and tundra, the Grey Orcs took to the seas. They are the most common subspecies of Orc. Their skin is thick and greyish, and all adults have intricate tattoos upon it to denote their heritage. These Orcs are masterful sailors, and many live the majority of their lives offshore. Some have formed clans around small island chains, and live a simple life there. Others work for guilds or wealthy merchants, captaining their vessels and leading them across the oceans. The sea also taught them to be aggressive, as pirates and monsters from the deep gave them no cut or quarter. The orcs likely rose during the Age of Giants.   Born Sailor. You are proficient with water vehicles.   Orcs - White   This subspecies of Orc has a light skin tone and is larger on average than the others. They come from the far northern reaches of Shyrin, living in cold tundra and arctic mountains. They have a strong sense of clan loyalty, and all members of the clan are expected to uphold the clan’s creed. They are very closely knit, but blood feuds between clans are common. Typically, a White Orc will only leave their clan if they are banished or the clan is destroyed. The orcs likely rose during the Age of Giants.   Arctic Resilience. You gain resistance to Cold damage. This replaces the “Aggressive” ability.   Tabaxi   Due to their solitary nature, and secretiveness about their origins, not much is known about the Tabaxi or their homeland. This race is extremely nimble and has various pelt patterns and colourations. They are not an uncommon sight, but they do not form clans or settlements outside their homeland, as individuals of the species are very free-spirited, and tend to follow the winds. It is also uncertain as to where this mysterious homeland is, as when questioned about it, Tabaxi either claim to not know or refuse to answer.   Thri-kreen & Tlincalli   Most biologists agree that Thri-Kreen and Tlincalli are the same species, just separate subspecies, differentiated by what their purpose in the society is. Thri-Kreen make up the labourers and gatherers, while the Tlincalli act as the soldiers and guards. There is speculation that there are several other subspecies of this insectoid race, but these are mere rumours. It is thought that these creatures come to exist during the early days of the Age of Beasts, and have not changed much since.   Triton   It is believed that Tritons are closely related to Merfolk and Elves, but their bloodlines have been touched by water spirits from the Elemental Plane of Water. They dwell predominantly in sunken cities, which they have restored through magic, and act as guardians of the seas. They are a prideful (bordering arrogant) and noble race, who aides their cousins in defending their homeland. Triton cities usually form alliances with neighbouring Merfolk clans.

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