Races in the Mortal Plane

The Five Mortal Races

Four of the five mortal races were given life by Eliwyn, the World Tree. The last was given life by the div. The five mortal races are secure in the confidence that their lives are part of the Lords of Heaven's plans.
  The mortal races cost no points.  
by Jana Schirmer & Johannes Voss
 

Dwarf

Born of the first fruit plucked by Zheenkeef from Eliwyn reborn, the dwarves first awakened near Korak, who had been knocked unconscious by their fruit. Their first homes were in his head, and when he awoke he taught them all he knew of the smithy and other works of the hand. For this reason, Korak has always been dear to them. They are one of the five mortal races and Maal judges their souls upon their death.

Dwarves are known for their great skill and craftsmanship, though they are solitary and seldom venture out into the societies of other races. They have few merchants that they trust to sell their wares, and only individuals on important business are granted access to the great underground dwarven cities - the dwarven cities sit above the Underdark, but it is not a far leap.

Elf

The forefathers of the elves were members of the third tribe of the div, the Shee, who chose to give up their immortality and become one of the new races of the earth. Zheenkeef awakened them by playing with their sleeping forms. She hurled the elves across the world, but some of them bit her hand, causing her to hurl them into the sea and the earth. They are one of the five mortal races and Maal judges their souls upon their death.   The elves are considered special even amongst the mortal races for their everlasting life and connection to the divine. But at times their long perspective makes it difficult for them to focus on the more present problems that afflict the less long-lived races and it puts them in conflict with the other mortal races. They are great lovers of nature, art, beauty, and especially ingenuity. Almost every elf collects one thing or the other.
 

Gnome

The race from the second fruit of Eliwyn reborn, the gnomes were touched by the blood, tongue, and breath of Zheenkeef and therefore share in her inspiration. Their fruit was hurled to the hills, and this is where they made their first home. They are one of the five mortal races and Maal judges their souls upon their death.   Gnomes are ingenious creatures, and their homes reflect that. Always there are arcane experiments, mechanical monstrosities, or great works of writing in the laboratories of the gnomish home. Gnomes will live amongst any of the races and are generally a happy, amicable (if absent minded) lot.
 

Halfling

The race from the third fruit of Eliwyn reborn, the halflings were supposed to be tallest of the races, willow- wand thin. However, Zheenkeef kicked their fruit across the world and it bounced from the cliffs to the plains, squashing them to half their original size. They are one of the five mortal races, and Maal judges their souls upon their death.   Halflings are not extraordinarily gifted with tools, magic, or with nature. Instead they are the quietest and most oft overlooked of the mortal races. They are crafty, clever, and good with words in a way that even the most skilled dwarven smith would admire. Like the gnomes and humans, halflings are generally community minded and enjoy the company of all.
 

Human

The race from the fourth fruit of Eliwyn reborn, no one knows what humans were supposed to be like, because Zheenkeef ate the fruit that contained them. All the gods had to put the humans back together, and each god made them in an image pleasing to him or her, which is why humans are more varied in appearance than any other race. Zheenkeef digested some of the race’s essence, however, so humans are the shortest-lived of the five races. They are one of the five mortal races and Maal judges their souls upon their death.   Humans are the most varied and hard to pin down when it comes to the mortal races. They can be clever, stupid, creative, dull, heroic and cowardly in equal measure. But they try incredibly hard. Humans in general can get along with all of the mortal races, and are some of the most well-known to form friendships with the races not born of the World Tree as well.
 

Forsaken Races

The title may be a misnomer, as some of the races not considered to be part of the five mortal races are considered to be blessed by the gods. However, none of the races considered "forsaken" will be judged by Maal after their deaths and as such occupy a strange grey area in the greater Lorannis philosophy. In some more fanatical or legalistic language, the forsaken races are considered completely irredeemable and are no better than beasts. Most choose to interpret the forsaken races as still accepted into service by the gods and a welcome addition to a community (with some exceptions) that simply will go to a different afterlife than the one the mortal races will go to.   The forsaken races cost 1 point.
by Johannes Voss
 

Aarokocra

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.   From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.   The aarokocra are said to be descended from the servants of Urian, or even sculpted by him to be his guardians. But upon seeing their free spirits and their wonder at the world about them, he couldn't bear to keep them chained to him and instead loosed them to explore the Plane of Air as they saw fit. Some eventually found their way to the mortal plane and have a close relationship with the Eyries of Urian - most followers of the Wind Lord jump at the chance to help their god's creations.

Aasimar

The aasimar have a difficult lot in life. They are born to serve the gods - or at least, that's what The Great Church would tell you. They often scour the earth for the children with halos or angelic wings to bring them into the safety of the church. This is part altruism and partially self serving. Asmodeus hates the reminders of the gods' influences on the mortal plane and will send his followers to take these children and corrupt them to his own ends as well.   Normally, aasimar look like their mortal parent (or parents) but may hold some differences in appearance which must be rolled on this table. If they are simply touched by a celestial being, this would be the last of their character traits. If they are the child of a mortal parent and a deity, spend an extra point and roll on the aasimar special effects table. You will also gain a cantrip associated with your divine parent.

Bugbear

The bugbear is the middle sibling of the goblinoid family. Not as weak or numerous as the goblin, but not as intelligent or organized as the hobgoblin, the bugbear is left without a place in the world. Their numbers have dwindled as well, and they are by far the least populous of the three goblinoid races.  

Changeling

Changelings are whispered about, but none are sure how many there are. Most of them come from Vespmar, it is said, but when you can change your name, race, and appearance without a second thought, who knows who is and isn't a shape changer?   Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander.   The changelings breed distrust by their very nature, and it does not help that they choose to employ their skills in less-than-honest endeavors. They make good spies and thieves, mostly. But others use personas (sometimes they share these with other changelings in the area to keep them all safe) to get by - they might be Jes, the apostle of Zheenkeef, and simply swap places whenever one may need to leave the city for one reason or the other. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.   In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.

Dragonborn

Dragonborn are part of a bloodline that once lay with a dragon in humanoid form. But unlike the aasimar and tiefling bloodlines, who are defined by their parentage, most dragonborn are not bothered with questions about their lineage. Oh, there are still assumptions made based on the general hue of their scales (a white dragonborn may find that many assume they are unintelligent and barbaric), but they are less likely to be pigeonholed than their other hybrid counterparts.   Dragons stay apart from the rest of the world - high in mountains and deep in caves - and dragonborn prefer the same as well. They isolate themselves in clans that do not care which kingdom the petty, legalistic mortals deem their land. It is the land of the dragon and the dragonkin, and no king would dare try to tell them what to do.  

Genasi

The genasi are descended from the denizens of the different elemental planes and/or shaped by their parents' close contact to a rift with the planes. Often this means that their parents were druids, clerics, or paladins devoted to one of the gods of the planes (Urian, Shalimyr, Rontra, or Asmodeus). The genasi are viewed as gifts and venerated by the churches of their parents' deities, but the few times they are born to families unaware of their close proximity to the tears in the mortal plane's fabric, the parents are often ill prepared for protecting their children.   Asmodeus seeks out these children alongside the tiefling and aasimar children, as they have a connection to the different elemental planes he seeks to conquer. However, since the genasi share no blood with him it is often easier for them to resist his call than the aasimar or tiefling acolytes.

Goblin

Goblins are considered pests at best and marauders at worst. Hardly any race that chooses to make its homes in the walls of a city (that being the five mortal races, aasimar, changelings, genasi, kalashtar, shifters, tieflings, and warforged) could say anything pleasant about the goblins. They are chaotic, murderous little creatures. But that does not mean that all races find them abhorrent.   The dragonborn find them annoying, but because the goblins enter cities (albeit to raid them) and bring items to trade with them, they tolerate the goblin clans. Hobgoblins enjoy the free labor and goliaths find them amusing. The kobolds and the goblins squabble from time to time, but for the most part they leave each other alone (kobolds preferring burrows and caves whilst the goblins prefer plains and forests).  

Goliath

Goliaths are stoic guardians of the ancient lands. Rumors are that Rontra with the help of Korak carved them out of stone to protect the wildlands. They find little use for cities and permanent homes, instead traveling in tribes and acting as protectors of the sacred wildernesses they inhabit. They often act as defect messengers for the isolated clans such as the goblins, kobolds, and dragonborn as they roam and travel far more than any of the other wanderers.   Goliaths are not always so noble, however. Many tribes have interpreted their sacred duty as marching orders and take great pride in razing towns, cities, and homesteads to the ground. They claim that the Earth Mother has tasked them with returning the land to her care, but Rontra cares for all people, not just those who are her chosen.  

Hobgoblin

Hobgoblins would perhaps get along the most with the mortal races, but they are far too selfish to ever make the sacrifices needed to make those connections. They instead isolate themselves away from the other civilizations and make their living off the backs of slaves and other goblinoids - putting them in direct conflict with the Lords of Heaven and bringing them into conflict with one another.   In the hobgoblin world, might makes right, and many of them worship the Three Brothers in hopes of gaining some edge above their compatriots (particularly Thellos and Naran). The few hobgoblins that do not find themselves invested in the hierarchy and backstabbing of their kindred are often able to make their fortunes in areas of Mercercle, since the country's lawful neutral governance is more similar to the lawful evil society of the hobgoblins than most other countries hold.  

Kalashtar

Kalashtar are sometimes called "empty souls." It's either a compliment or an insult, depending on who you ask. They are most often born around the Well of Dreams, but some are born further afield. Most come from a long bloodline, though others are curious oddities that show up in an otherwise normal family tree. Kalashtar are born with the soul of a quori - a dream spirit. These centuries old spirits are reborn time and time again into new bodies to try and wrest control of the plane of dreams back from the corruptor of the land, but at times their vessels are not so cooperative.   Generally, kalashtar do not begin to realize their dual soul until their teens. They then have a choice to make: surrender to the quori and enter into the battle united, or slowly lose themselves day by day until there remains nothing of the stunted, withering soul that the quori shoved out. The kalashtar are sometimes considered more driven by a "divine purpose" than their cousins the aasimar, but at least the aasimar got a choice in their servitude.

Kenku

Kenku are the cousins of the aarakocra, smaller in number and not so highly favored by Urian. Urian at one point considered them his cleverest creations - able to mimic anything they heard perfectly and they served as his messengers. But they took pity upon the winds Urian kept in captivity and attempted to trick him using their mimicry into letting the winds loose upon the world. Urian discovered their trickery and as punishment, took away their ability to speak. They can still mimic, but that it all they can do.
The kenku wander the Elemental Plane of Air in small family units, and once and a while they make their way to the mortal plane. The followers of Urian do their best to help the kenku, but they have not forgotten the betrayal the kenku inflicted on their lord, and so they are somewhat reluctant to throw in their complete lot with the avians.

Kobold

Once the caretakers of the pseudodragons and their larger kin, the kobolds have lost their noble path and have been discarded by their once-patron, Naryne. All mention of their service to her has been scrubbed out of any legends about the Dark Sister, as she has become ashamed of them. They were once a proud, noble race but have fallen to savagery and in fighting. Most kobolds have forgotten their own history as well.   Yet it is still common to see kobolds collect swan feathers to decorate their clothing and weapons, but they do not remember when the tradition started or whom they honor with the adornments.  

Orc

Orcs are considered by the mortal races (as a whole) to be in the grey areas of life. Some claim that they are the fifth fruit of Eliwyn, picked too early by Zheenkeef and therefore a sixth mortal race. Others claim there is no relation to the mortal races whatsoever.   The orcs, for their own part, do not bother with discussions of gods and divine right. They believe by and large in spiritual guardians - normally taking animal forms - that guide them throughout their lives. Most choose one specific spirit to be their guardian, while others call on different spirits depending on the situation. Be that as it may, orcs do not care for the cities and towns that build cathedrals and temples to gods that do nothing for their pious (why would you pray to someone who doesn't answer?). They do not care for the strict laws of society (why do you have to dismount before entering a city gate?). Hell, they don't like the idea that little circles of metal is how you trade for your goods and services (why not just give him the deer meat directly?).   This is not to say that they hate the people who live within those cities (though some certainly do), and some orcs even leave their tribes to live in the cities and have children. Half-Orcs are some of the most populous hybrids in recent memory. The orcs also welcome other races to join their tribes, though many are intimidated by their culture and generally aggressive personalities.  

Shifter

Shifters are exclusively born in Vespmar, and are generally regarded with suspicion in the other places they visit beyond its borders. Most other countries only know of lycanthropes and similarly cursed peoples, leading to a misunderstanding of the shifter's savagery and bestial nature.   While it is true that shifters are descended from werewolves and other were-animals, they do not inherit the curse in its entirety from their ancient ancestors. They do, however, loathe civilization and many choose to live as rangers, hunters and scouts away from their hometowns, only coming back once a moon or so. Many worship the moon as a kind of guide, giving it the name Astennu (a gender-neutral god of choice, foresight, and chance) instead of Faro, as followers of Urian call it.  

Tiefling

Tieflings are demonized in the civilized world, not without reason. Somewhere in their bloodline, an ancestor either birthed a child with a devil or made a pact that tainted their descendants. However, that is not to say that tieflings themselves are evil, but some don't fall far from the tree when it comes to making moral choices. The tieflings are perhaps some of the most persecuted people within polite society, and many turn to crime or cults to find a place that they belong. Asmodeus often seeks them out as his grandchildren and greater descendants to help him in his machinations.   Tieflings must roll on this table for their appearance. If they are simply part of an infernal bloodline, this would be the last of their character traits. If they are the child of a mortal parent and a devil, spend an extra point and roll on the tiefling special effects table. You will also gain a cantrip associated with your infernal parent. You may, if you like, choose one of the subrace choices that corresponds with your infernal parent. A tiefling from an infernal bloodline may also choose one of the subraces, but does not roll on the special effects table or gain an additional cantrip.  

Warforged

Hailing exclusively from Northland, the warforged are the creations of the halflings and gnomes that live there. Most are happy with their lots in life as servants and companions, but others choose to move on to bigger and better things - the Northlanders believe that anything that chooses to be something greater than it was intended is blessed by Korak and normally send these creations forth with much rejoicing.   Some warforged are built with different functions and with varying aesthetics, depending on their creator. You may choose to put 1 point, taken from your Constitution bonus, into any other stat you would like provided that the change is justified (for instance, a warforged with a porcelain exterior may get a boost to Charisma, or a warforged created by a librarian may get a boost to Intelligence).  

Forgotten Races

These races are not so much forgotten as they are "unheard of." None of these races are native to Lorannis nor do they visit the continent often.   The forgotten races cost 3 points.    
  • Centaur
  • Firbolg
  • Gith
  • Grung
  • Leonin
  • Lizardfolk
  • Locathah
  • Loxodon
  • Minotaur
  • Satyr
  • Simic Hybrid
  • Tabaxi
  • Triton
  • Tortle
  • Vedalken
  • Verdan
  • Yuan-Ti Pureblood
  •  



    A word on Half-Elves and Half-Orcs

    Any of the hybrid races occupy a strange place within the generally accepted hierarchy. Do you belong with Maal and the Lords of Heaven? Or are you left out on the fringes of society with the other rejected races? Most turn to the teachings of Anwyn and her counsel of acceptance of all peoples and welcome the half-breeds into their homes.   Half-Elves and Half-Orcs cost no points.


    Cover image: by Adam Paquette