Racial Groups
There are many different sapient creatures that call Luder'ae their home. Some live in the
Prime Material Plane, where humanoids of all types have come to settle; others live beyond in the surrounding planes or even farther. Here below are the different classifications of racial groups that each have their own unique, but related races. All of the racial groups below are identified by a corresponding creature type, although all player characters and all of these racial groups are considered to be
Humanoid they do share many attributes with their corresponding creature types. These Races do not gain the benefits or detriments of these other creatures types, but they do appear on detections for special creature types, such as
Divine Sense or
Detect Evil and Good.
Aberratives are alien-like creatures that have innate magical abilities that are not drawn from the magical forces around them, but instead from their own minds. This sapient racial group can be found across the known world and other planes, but often are very secretive beings hiding their strange physical abnormalities from others. Aberratives have strong, bizarre abilities, ranging from psionics to shapechanging. Although
Aberrations come from the
Far Realm or
Astral Sea, Aberratives can often be found in large societies and prefer the realms of physicality over those of thought.
Claws, jaws, or horns; the Beastwalkers are all born with natural tools that can be used as weapons. Their modified
Humanoids forms is what sets the Beastwalkers apart from the other racial groups of Luder'ae. Native to the
Material Plane, Beastwalkers inhabit the rural areas of the world and yet can still be found in and among bustling cities. Many of them formed by the
New Creator Gods, all Beastwalkers were created as sapient beings taking both appearances and features from creatures that already existed on the
Inner Planes. Beastwalkers are all bipedal and intelligent, now having grown to be found across nearly every area of the
Prime Material Plane.
Those with Celestial Ancestry were born from the creation of only good beings, but not all of them continue to follow their creators values. Some of these humanoids are playfully chaotic or painfully lawful, but many of them can be found upon the
Material Plane due to intervention of deities and the straying acts of their subjugates. This racial group holds the commonality that they hail from the
Upper Planes or the true good planes and also their natural resistance to Radiance or
Radiant damage. Many of those with Celestial Ancestry share a close connection with the good deities or make for fantastic leaders of their own followings.
The only thing that these races share in common with each other is their ability to survive and persevere through the most shifting and changing environments in the known universe. Chaos Brood are races that hail from the
Outer Planes of Chaos, where the only constant is that things will continue to change. Chaos Brood have very unusual societies and very rarely settle on the
Prime Material Plane themselves, but make for wonderful adventurers and travelers. There one commonality as a racial group is their mastery over the one thing that they can control; their minds. Chaos Brood are often very intelligent or wise, often wielding psionic powers or abilities of imagination.
Native to the
Material Plane and the
Elemental Planes of Chaos, Dragonkin can be found in small tribes to large cities. Dragonkin are those created in the images of
Dragons or by
Dragons. They have Draconic magics flowing through their veins and although they share similar scales, each race could not be more different. Their natural affinity towards arcane magics or innate magical abilities make them wonderful candidates for casters or mages, however, they still (mostly) share the physical prowess of their
Dragon creators. Their main differences are their scales, known as the physical embodiment of their heritage and elemental resistances.
The
Fey are known for their connection to natural magics, yearning for life, and search for new experiences or fun. Natives of the
Feywild, Feylings are a reflection of their home plane of life and creation. This sapient race group values their individualism and their happy societies, favoring to think with their own conscience, allowing them to be great at charming others and avoiding being charmed by others. They value the creation of societies along with their freedom and the freedom of the world around them. They are often known as creatures of impulse or extremes, but their curiosity and love of other living things makes them into wonderful adventurers. They can be found across much of the
Prime Material Plane in many areas where the separation between planes in weakened or in many druidic encampments.
Many believe that all Fiend Blood are evil or secretly work to fulfil the desires of an evil entity, but what being a Fiend Blood means is the creation (or curse) that made them was from a place of only Evil influence. Fiend Blood are very common to find on the
Prime Material Plane and often are born there, however they can be found in many others, principally the
Lower Planes. Just like not all of those from the
Celestial Ancestry follow the values of their creators many, if not most, of the Fiend Blood races feel a disconnect from the Evil of their creators. Although many of these races make for great evil characters, they are often only seen as evil or feared by the other sapient races in Luder'ae. Since the Fiend Blood often struggle to find their place in the world, they make for great adventurers, seeking the power to protect themselves, or perhaps break bonds that tie them to a being of greater power.
Forgedfolk are created with the attempt to create sentience within a mechanical construct. This racial group is unique and rare, often being made of metals and heavily crafted to perfection, but can be made of any material or even held together by magic. These races are usually created for the purpose of unpaid work or servitude, but many Forgedfolk gain a level of intelligence and charisma that leaves them yearning to adventure or create lives for themselves. The main shared feature of Forged Folk seems to be their easy integration of body augmentation and their lack of need to sleep. Found across the
Prime Material Plane, often in urban areas, the Forged Folk are usually not found in groups, but can sometimes be found alongside
Gnome helping with the creation of other mechanical
Constructs or machines.
Volcanoes, mountaintops, massive jungles, or cloud cities; Giantkin live among the
Material Plane and the
Elemental Planes of Chaos in the most extreme environments that can be found. Giantkin were created in the image of the
Giants or by their actions in the planes that they roam. They show some of the power and size of their creators, but without the hatred of large civilizations and the other smaller humanoid peoples. Their strength and size is what sets them apart from the other races of Luder'ae and what makes them often times rare to find in large cities of smaller folk. Some see the Giantkin as monsters or, similar to
Dragonkin, as dangerous, but these races are just trying to find a place to live and raise a life for themselves in the world.
Humanoids were created by the
Old Creator Gods and meant to inherit the
Material Plane from the gods after they had retired to their own outer planes. They have rich histories and are known to form large civilizations the rise and fall through the millennium. Regardless of where they are found, they usually have their fates intertwined with many other sapient races and the gods or titans themselves. This racial group is the most common to find in nearly every adventure and will make up much of the explored world. These races will also make for the most diverse, but adaptable races that work with any class combination.
A polar opposite to the
Chaos Brood, these races were created by the epidemy of Law and lawfulness. Coming from the
Planes of Law, all of these races were made by beings and meticulously created. Law Born share the ability to control their surrounding environment to an extent or at least lesson the Chaos that accompanies many adventures. These races can be found in the
Planes of Law, but can also be found sparsely across the rest of the planes and in small pockets upon the
Prime Material Plane. The very uniform forms of the Law Born can only be accentuated by their often times strong ideals for Justice, Honor, and adherence to rules. Some of the best adventurers, however, decide to break the mold and can be found making their lawful roots seem like fictional ideas.
The Littlefolk were created by the
Old Creator Gods, just as the
Humanoids were, however it seems that people rarely remember it. Littlefolk are bound together simply by the fact that they are, well, littler than the other sapient races. They do share the traits of being simpler, better craftsmen, and luckier. These folk tend to live in hidden away valleys, underground caverns, or in small forest glens, often preferring to work in agriculture and building structures much bigger than themselves. They wouldn't and never have had the desire to rule large swaths of land, or to become rulers of mighty empires, but don't let that fool you. The Littlefolk have created and shaped the
Prime Material Plane in ways much larger than anyone would expect.
The Monsters are a group of races that were all created as minions, subservient to other races, or through the twisting of magics to augment a creature. They were meant to have physical adaptations that allowed them to be great defenders or servants. However, over time they have created their societies and most no longer serve under other entities. They are varied and adapt well to many different situations, but many view them as cursed (sometimes even themselves). Most other sapient races are scared of them and shun them, but peoples of these races can also make important allies to have as adventurers. Monsters are found across the
Prime Material Plane and in small amounts across every single other plane or dimension.
Not many creatures are able to harness the natural magics of the world and even fewer know how they even work. Organics were created through the use of these natural magics and in combination with their very unique bodies, this makes them a sight most won't forget after encountering them in a tavern or town square. Organics are much as they sound, plant-like humanoids that resemble to make up of the flora of the natural world mixed with a bit of magic. This racial group is very rare, but can be found more often living among druidic tribes or in the
Feywild. Their sizes and lifespans very greatly, but their understanding of natural magics make them wonderful traveling companions.
Primordials come from the
Elemental Planes of Chaos and were created by the
Titans, whether intentionally or not. They are raised embracing the elements that shape the world around them. They can be found across many different planes, protecting portals to and from their native planes to populated cities on others. Primordials usually are seen as rare in the
Material plane, much as a
Humanoid would be in the elemental planes. Primordials all seem to share a temperance and control of elements through their magical uses.
Shadow Walkers are often mistaken for
Undead because of their unnatural tendencies and their lack of fear in unsettling surroundings. Some may seem undead and others may not be, but what makes Shadow Walkers unique is that they are among the only races to call the
Shadowfeld their home. Although these sapient races can be found in many places among the
Material Plane, they are all usually hidden in places they do live, ensuring no one finds that they are anything other than normal. These races share their resistance to the negative plane of energy and even some to
Necrotic damages. Oh, and their qualities of seeming immortality.
Whether being created in ancient laboratories or by the accidental infusions of
The Magical Weave that gives magics to all of the planes, Slimelings are rare and far between. Most other sapient creatures are unaware of even the existence of Slimelings. They tend to be vastly unique and range from simple creatures to the most unpredictable beings in the known universe. These races have shifting and flowing forms that allow them to exist on any plane and in any environment.
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