Species in Ostelliach in Ostelliach | World Anvil

Species in Ostelliach

Ostelliach is a land of every type of creature and person, with diversity as wide as the mind can fathom. It also is a land of blended cultures and mixed cities, as living in hundreds of years of apocalyptic events tends to make people adapt however they can to survive (including many diasporas, immigrations, and banding-together-for-safeties).   Thus, species are generally welcome to go wherever and completely insular communities are typically made up of like-minded people and not a specific species (although of course some species share philosophies or general viewpoints that make them bond together).   That being said, individual people will always hold their own beliefs and there are some things that just make sense for a specific physiology or mindset to gravitate toward (like aquatic species living near water or cold-blooded folks avoiding the cold). Below are some general guidelines for how species are viewed or may behave in Ostelliach, to help guide you in creating a character.  
Note: "Species" is used here to refer to what used to be called "races" due to WoTC's adjustment to terminology for sensitivity. If you see "race" below, please know it's merely an old habit and "species" is the term this campaign will use if at all possible.
 

Human-types

Humans are, well, everywhere, because humans are tenacious and will go nearly anywhere. Some other species, especially older folks or those in places that don't see as much travel, may  

Pointy Ears

 

Smol Folk

 

Toll Folk

Giants, Goliaths, Bugbears, Trolls, and other very large creatures may find some people blanching at their size and perceived brutishness, especially in the more populated cities like the City of Grace (though less so the City of Wrath, where the common folk recognize a good hard worker or fellow doing-their-best fella). Outer settlements such as Red Flagon would value their ability to lend a strong hand. The city of Arnun-Ohx in particular has no ill will toward these distant cousins to the Orc. Really, the more wide-open the spaces are (cavernous caves and mountains, rocky crags and cliffs) the less ill will one would have. The city of Expatria may have some qualms about these creatures, but really that's simply the concern of if someone so big would capsize a vessel they call their home or work and less a prejudice about their abilities or personality.   Orcs specifically will find a specific type of expectation placed upon them based on their species, sometimes a benefit and sometimes a frustration: thanks to the Metalmage reputation of Arnun-Ohx, people across Ostelliach see the species as inherently skilled in artificing and magical smithing. For some, this means feeling pressured to go into this line of work or being frustrated that people keep assuming that's what they do. For others, it's a handy leg-up: most crafting guilds and other professional organizations will take one look at an Orc smith or artificer and assume they know plenty already or are inherently skilled, making it easier for them to snag jobs. (Other, non-Orc competitors in the job market tend to be a bit bitter about this privilege.)  

Animal-types

Furries

In general, animalesque species will likely gravitate toward areas best suited for their animal-aligned counterpart, such as Aarakocra seeking the taller plateaus and mesas of Oakenrock Platforms, Tyrant's Cliff etc. or amphibian Grung enjoying the humid marshes of central Ostelliach near the Sullen Tributary. Similarly, they may gravitate toward specific professions based on their best traits (a helpful prehensile tail, the ability to breathe water etc.).   Politically and culturally, these folks can stay just about anywhere and not worry about discrimination at an institutional level, although some may find themselves ridiculed on an individual level for, say, not having the hand dexterity to wield tools in the city districts that value crafting highly.  

Scalies

The scaled folk of Ostelliach may not be completely cold-blooded in the sense of shutting down entirely in cold weather, but they do tend to gravitate toward warmer climates like the western coastline affected by the Chained Forge or the more temperate Illuvia. Many also feel a curiosity or even an instinctual calling toward the Serpent's Coils. They also don't tend to like the influence of the Eye of Madness on the eastern coast, the cooler climats of the Sphinx's Claw or Eria Nil Aldur.  

Plant-types

(Ents, other tree folk here)     Myconids naturally gravitate toward areas that are dark, damp, and well suited to fungal growth; the fungal jungle of The Netherwell and its corresponding underground region are of course the best examples of this, where myconids reign as the dominant species, but they also are known to enjoy parts of the Ilcarian Jungle or the Tallowwood and Grove of the Cat if the humidity is right. Myconids tend to stray away from primary settlements out of a sense of self-preservation after a fungal vector, the Evo Erosion Plague, killed hundreds of thousands across Ostelliach and left a lingering distrust that some still hold even hundreds of years later (though there is zero evidence the plague was their doing and indeed many myconids died of it the same as any other group).  

Otherworldly Vibes

Mechanical Note: It has been long enough since the loss of contact with the gods that creatures associated with other planes, types of existence, or divine providence may be curiosities or confusing to the general Ostelliach population. For this, origins will have to change to fit into this world, and players should work with their DM if they're unsure how to proceed.   Examples:
  • Celestials and fiends are/were simply species of creature, with a slight tendency towards their respective alignments of good and evil, not emissaries of gods or anything extraplaner. As such, Tiefling or Aasimar are not extraplanar, but instead treated as yet two more species of creatures that are the result of different types of people interbreeding (Human and Celestial, Elf and Fiend etc.)   In the case of an Aasimar or Tiefling created through a pact, instead of it being a pact with a god, it is a tie to a specific school of magic from The Web; for example, an Aasimar aligned to luck would not be tied to a god of luck, but instead the school of divination, once overseen by Unun, as this school is associated with fortune, luck, foresight, and chance.
  • Creatures with a specific tie to a plane, such as the Githyanki, will take some lore adjustments with the DM to reach a backstory that the player is content with and makes sense in the world, as the Astral Plane and others are not necessarily true planes in Ostelliach so much as different ways to dip into contact with The Web.
 

Elementals

Generally, elementals are not seen as any different than others as long as they can safely control their connection to the element, though some people may hold personal trauma around specific elements (such as victims of a forest fire) and give elementals of that stripe a wide berth. Ostelliach is a place rife with natural and arcane destruction, and it's not surprising that some may be wary of people that are walking embodiments of such forces.   Elementals would be inclined to gravitate toward the climates that best suit their specific alignment, and their powers of attunement to specific elements would be highly sought after for different professions, as with water-aligned types being very popular in Expatria and fire-aligned types being courted for smithing positions in Arnun-Ohx.  

Atypically Living

Species that are not living in the traditional sense of being born are not necesarily rare nor particularly common in Ostelliach, so the occasional person (especially in smaller towns that see less travel) may gawk at a Warforged or Shardmind, but they are not outright unwelcome anywhere. In these two examples, Warforged would be technological marvels that any artificer or smith would be interested in and Shardminds would be arcane creations of the highest interest to a scholar or psionic mage.  

Halfsies, Hybrids, and other Mixes

People who identify with two or more cultures, such as a Half-Elf, a Satyr, or a person raised outside of their culture will find Ostelliach to be a remarkably welcoming place overall, as everyone is simply doing their best to survive and someone having two different types of parents is far from the biggest concern they have.   In fact, people like this--people who feel pulled to different ancestries, or detached from them due to displacement or orphaning--can find help from the Desharka Jishiga, an organization dedicated entirely to helping them find community and connection, with dedicated offices in most large settlements and a headquarters in Fractured Separates.

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