Elsir Major Races

Last 3 Edits

Sept 21st, 2024

  • Added Turathi human info.

Table of Contents

Major races are those that are prevalent in the area of Elsir Vale and north into Shetulka (both of which were part of the old empire established by humans from the West).

In other regions, the major races would be different, but they appear under Minor Races, as they are rare or have little influence in the Elsir region. Even races found in the Elsir region are considered minor, as they have little influence on how the area is governed and do not for a central part to the civilisation - or they simply do not exist in significant numbers.

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DWARF

Originally from the West, dwarves have been in the region of Elsir Vale for a very long time and helped the humans from the West settle these parts. Dwarves of the Elsir Vale are hill and mountain dwarves as outlined in the 5E D&D Player's Handbook chapter 2. Lore from 5E D&D Mordenkainen's tome of Foes also applies, but there are no duergar.

Early Explorers

The dwarves were the first to emerge from The West and settle the Elsir Vale. They built the early settlements and the main road named after them that connects The West to the eastern realms. Humans that later settled the Vale relied upon the dwarves to construct their settlements.


Common Traits

Age & Appearance

As in the 5E D&D Player's Handbook chapter 2.

Allies & Enemies

Enemies: Goblinoids, ogres, dragonspawn.
Allies: Humans, Minotaurs (in The West).

Alignment & Outlook

As in the 5E D&D Player's Handbook chapter 2.

Classes & Concepts

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Common classes and subclasses among the dwarves.
Martial. Dwarves are a very martial-geared race and there are many fighters in their clans. Classic dwarven defenders typically take the warmain subclass. There are also many battle masters and the odd warlord or champion.
Divine. Dwarves are quite religious and have their own pantheon of deities. As such paladins and clerics are common. Obviously the deity worshipped determines the domains, but these domains are over-represented among the dwarven clerics: authority, community, forge, protection, racial champion, stone, travel, war and zeal. It is quite possible the very first paladins were dwarves. This mix of martial and divine power is an ideal many dwarves respect. The oath of conquest was once the most common oath in days past, but dwarves are more likely to swear the following oaths these days: angelic avatar, courage, devotion, stone, and of the unyielding.

Language & Names

As in the 5E D&D Player's Handbook chapter 2.

Realms & Regions

Elsir Vale, The West.

Religion & Deities

Dwarves worship their own pantheon of gods led by Moradin. As Moradin is widely recognised in the standard Dawn War Pantheon, many dwarves also worship deities from the Dawn War Pantheon. See the Elsir Religion page for details on both pantheons.


GAME MECHANICS

Dungeons & Dragons 5E

As in the 5E D&D Player's Handbook chapter 2 with the following adjustments:

Altered Dwarf Traits

  • Dwarven Combat Training. If using weapon groups, replace the weapon proficiencies listed with: Axes & Picks (Simple + battleaxe) and Hammers & Maces (Simple + warhammer).

Hill Dwarf Drawbacks

  • Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
  • Honorable (Minor). Hill dwarves have a lot of racial pride to uphold.

Bonus Proficiencies. For each minor drawback assigned to a hill dwarf, you select one of the following: Endurance, Crossbows (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools or one relevant language.


Mountain Dwarf Drawbacks

  • Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
  • Honorable (Minor). Mountain dwarves have a lot of racial pride to uphold.

Bonus Proficiencies. For each minor drawback assigned to a mountain dwarf, you select one of the following: Endurance, History, Crossbows (Simple + Martial), Shields (Simple + Martial), Siege Weapons (Simple + Martial), smith's tools, brewer's supplies, or mason's tools or one relevant language.


DWARF RACIAL FEATS

Race Feat & Source
Dwarf Dwarven Fortitude (Xanathar's Guide to Everything)
Dwarf Giant Fighting (House Feats Page)
Dwarf Squat Nimbleness (Xanathar's Guide to Everything)
Dwarf Steadfast (House Feats Page)
Dwarf Stone Forge Mystic (House Feats)
Dwarf Sturdy (House Feats Page)
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ELF (WILD)

Elves have mostly remained a disengaged race that like to keep to themselves. This has changed significantly of late, especially in Elsir Vale where the elves (many mounted on giant owls) played a major role in turning back the Red Hand of Doom horde. In that region they have always been on good terms with the Shentulka and the two live very similar lives.

Most elves are referred to as wild elves, though the wood elf subrace (from the 5E D&D Player's Handbook chapter 2) is used for game mechanics. (There are no standard high elves, though in the Gyrian City-States there are eladrin - see the separate entry for eladrin on the Elsir Minor Races page).

Various Flavour Headings

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.


Common Traits

Age & Appearance

As wood elves in the 5E D&D Player's Handbook chapter 2.

Allies & Enemies

Elves tend to keep to themselves, but can come into conflict with any other group - especially those that defile nature.
Enemies: goblinoids, orcs (who love elf flesh), gnolls.
Allies: Shentulka, shifters.

Alignment & Outlook

As wood elves in the 5E D&D Player's Handbook chapter 2.

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Classes & Concepts

As the elves here live close to nature, classes and subclasses with a wilderness bent are most common.
Primal. This is a very common power source among the elves. Many elf warriors are rangers with a variety of subclasses being represented. Elven religion is free, but there are more druids than clerics. The subclass depends upon which druid circles are present near a particular tribe.
Martial. Some totem barbarians are found in elf tribes, as are some fighters that are typically elite archers with the arcane archer, sharp shooter or weapon master subclasses.
Divine. Clerics are common enough among the elves and function alongside the druids. Paladin orders are rare outside orders of the ancients.
Arcane. The elves of this setting do not have a strong connection to the arcane (that is the eladrin), though it is not unheard of. Elves of the wild rarely study books and are more likely to make a warlock pact with some entity to access this power source.

Language & Names

As wood elves in the 5E D&D Player's Handbook chapter 2.

Realms & Regions

Elsir Vale, Endless Plains, Gyrian City-States, Thornwaste.

Religion & Deities

Like dwarves, the elves have their own small pantheon of deities they worship. This pantheon is led by Correlon Larethian, who is widely known and considered a part of the Dawn War Pantheon. Elves may also worship other deities of the Dawn War Pantheon and many also worship the spirits of the land. Elven worship is open and free.


GAME MECHANICS

Dungeons & Dragons 5E

> As in the 5E D&D Player's Handbook chapter 2 with the following adjustments:

Altered Wood Elf Traits

  • Elf Weapon Training. If using the weapon group proficiencies house rule, this feature grants proficiency with: Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial).

Wood Elf Drawbacks

  • Frail (Minor) OR Shy (Minor). Some wood elves have slighter builds like their high elf brethren, and many are reluctant to engage in social interactions.
  • Outsider (Minor): Wood elves rarely involve themselves with other races.

Bonus Proficiencies. For each minor drawback assigned to a wood elf, you select one of the following: Animal Handling, Athletics, Nature, Stealth, Survival, herbalism kit, or a musical instrument (one musical instrument group for our grouped proficiency house rules) or one relevant language.


ELF RACIAL FEATS

Although they are still considered wood elves for mechanics, elves from the Endless Plains and Thornwaste can take racial feats allowed to desert elves.
Race Feat & Source
Elf Bladedancing Surge (House Feats Page)
Elf Elven Accuracy (Xanathar's Guide to Everything)
Elf (desert) Wasteland Wanderer (House Feats Page)
Elf (wood) Wood Elf Magic (Xanathar's Guide to Everything)
Elf (desert, wood) Wild Survivor (House Feats Page)
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HALFLING

The halflings are very important traders that bring their merchandise into the Vale on their barges that ply the world's rivers. They rarely settle, but some individuals have found the rural life of the Vale too tempting. Halflings in this setting have an elemental origin.

Forged of the Elements

The halfling race is an ancient one. They were created during the Dawn War when primordials decided to create their own race to interact with (deceive more likely) the races created by the gods. So the primoridals created the halflings as vessels for elemental spirits called 'mephits' in the Primordial tongue. This is where the halflings get their mischievousness and strong personality streaks. Many people, halflings included, have forgotten their heritage and ignore the possibility there is an elemental spirit within them whilst others have tapped into their elemental nature. There are a number of ways for a halfling to do this: sorcery is a conduit through which this elemental power can be channeled; a character can combine the racial features of a halfling and a genasi at character creation; and some specific racial feats for these halflings allow them to connect to their mephit almost as if it was another entity.


Common Traits

Age & Appearance

As standard halflings.

Allies & Enemies

As travellers that are little trusted, but valued for their trade, halflings typically have no enemies but no strong allies either.

Alignment & Outlook

As standard halflings.
Halflings likely get their personality traits from the mephit bound within them. All are mischievous. Below are other personality traits associated with each mephit:
Air: whimsical, prone to distraction, drawn to open spaces.
Dust: irritating, persistent, drawn to catacombs, morbid fascination with death.
Earth: plodding, humorless, drawn to the earth and caverns.
Fire: vengeful, quick to anger, constantly moving, drawn to fire.
Ice: cruel, aloof, cold, pitiless, drawn to cold areas.
Lightning: jittery, constantly moving or fidgeting, impatient, drawn to storms.
Magma: slow to comprehend, dim-witted, brutish, drawn to volcanoes.
Mud: slow, unctuous, constantly complaining, attention seeking, disgusting, drawn to wet areas and treasure.
Salt: cruel, aloof, bitter, drawn to salt flats and mines.
Smoke: crude, lazy, liars, mocking, misleading, quick to anger, drawn to fires.
Steam: overconfident, brash, bossy, hypersensitive, self-appointed leaders, drawn to hot springs.
Water: pranksters, jokers, fluid, adaptable, drawn to waterways and the seas.

Classes & Concepts

The halflings of this setting are stereo-typically mischievous, thus rogues are a common character class.
Martial. Many halflings are rogues. Common subclasses: agent, outlaw, scout, sniper, and thief. The fighters among them are typically fortune fighters.
Arcane. Due to their magical, elemental origin, sorcerers are common among the small folk when compared to other races (and halflings of other settings). Sorcerous origins associated with any of the elements are common such as phoenix, sea, stone, storm and water sorcery, but most halfling sorcerers tap into the blood of the primordials origin. (This subclass needs to be expanded/adapted to include all the different types of mephits above).
Primal. It is rare to find halflings that call on the primal power source, though there are some rangers that act as scouts in the travelling tribes.
Divine. Halfling clerics and paladins are next to non-existent. Any halfling that calls on divine powers has not grown up among their own kind.

Language & Names

Halflings speak the Common tongue and Halfling.
Names often relate to their river homes.
First names as standard halflings.
Family Names. Standard for stout halflings. For river folk: Blueripple, Fairstream, Goodbarge, Greenwater, Highbanks, Lowbend, Rapidrider, Reedwhistle, Riverrun, Shimmerstream, Waterford, Willowstream.

Realms & Regions

Arkhosia, Elsir Vale, New Turath, The West.

Religion & Deities

The halflings rarely involve themselves in religion. The halflings of the Elsir Vale region once venerated spirits and before that the primeordials themselves, but they believe the spirits abandoned them. Perhaps that's why halflings do not have a settled home.


GAME MECHANICS

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Dungeons & Dragons 5E

As halflings in the 5E D&D Player's Handbook chapter 2 with the following adjustments:
Although not really subraces, the river halflings tend to be lightfoots and the settled halflings stouts, for the purpose of character generation. (This is not a solid rule and many settled halflings can still be lightfoots for example.)

Lightfoot Drawbacks

  • Weak (Minor). All halflings are small which limits their physical strength.

Bonus Proficiencies. For each minor drawback assigned to a lightfoot halfling, you select one of the following: Acrobatics, Animal handling, Persuasion, Stealth, Thrown & Slings (Simple), any 1 vehicle (or vehicle group if using our grouped proficiency house rule).

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Stout Drawbacks

  • Weak (Minor). All halflings are small which limits their physical strength.

Bonus Proficiencies. For each minor drawback assigned to a stout halfling, you select one of the following: Endurance, Animal Handling, Nature, Short Blades (Simple), Thrown & Slings (Simple).

HALFLING RACIAL FEATS

Race Feat & Source
Halfling Bountiful Luck (Xanathar's Guide to Everything)
Halfling Light Frame (House, House Feats)
Halfling (Elsir Vale/elemental) Mephit Breath (House, House Feats)
Halfling (Elsir Vale/elemental) Mephit Magic (House, House Feats)
Halfling (Elsir Vale/elemental) Mephit Spirit Connection (House, House Feats)
Halfling Second Chance (Xanathar's Guide to Everything)
Halfling Squat Nimbleness (Xanathar's Guide to Everything)
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HUMAN

The original humans of the central lands around the Elsir Vale were the copper-skinned Shentulka that had a connection to the land and spirits. A wave of pale-skinned Nerathi swept out of the West over 800 years ago. In time, they established the Empire of Nerath, the foundation of which the calendar is based upon.

Humans in the central lands often have heritage of both these people, but you choose your 'subrace' based upon the culture you grew up with.

The pale-skinned humans of The West went further east to establish the Gyrian City-States, and from there have spread even further into nearby Arkhosia and New Turath. Thus the Turathi humans are also essentially of Nerathi stock.

Nerathan Overlords

The Nerathans are the humans that came out of the West and settled the central lands over 4,000 years ago (to the north of Elsir Vale). Nerathi tend to be ambitious and driven, even if they are blind to the consequences of their actions. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward.

(In all respects they are the people of the standard D&D game. For more ideas, see the humans of Kaladesh from the Magic the Gathering setting including the Planeshift article on Kaladesh by James Wyatt. They wear armor, forge swords and build castles.)

The Druid Folk

The Shentulka were labelled as 'druid-folk' by their Nerathi conquerors, as the Shentulkans live close to the land, observe and honor natural phenomena, appease the spirits of the land and generally lived off the land without building large centers of civilization. The Shentulkans' traditional lands were those just to the north of the Elsir Vale. This region is still referred to as Shentulka even though the Nerathi Empire started here.

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Shentulkans favour the primal power source and are nomadic. They maintain a tribal culture where honor within the tribe is paramount. Today they have adapted to using swords, but few wear metal armor. Shentulkans often paint their skin. Each tribe has their own colours and designs from swirling blue spirals to faces half white and half black.

(Shentulkans are inspired by plains Native Americans with a touch of the Celts).


Common Traits

Age & Appearance

Nerathi are pale-skinned with light eyes (blue, grey, brown and hazel) and light hair.

Shentulkans tend to be tall and lean with sharp features, dark hair and dark eyes. Feathers, beads and other adornments are often worn in their hair.

Allies & Enemies

List.

Alignment & Outlook

Most humans of the Vale are neutral good, though the Nerathi vary from this baseline more than the Shentulkans.
Turathi humans are likley neutral, with more lawful than chaotic.

Classes & Concepts

Primal. Although called the 'Druid Folk' most Shentulkan religious members of the tribe function as the shaman class. Rangers of any type are also common.
Divine. Nerathi clerics of the Dawn Pantheon are common, especially priests of Erathis and Pelor, making light, authority, community and and protection common domains. Paladins are also common leaders of Nerathi orders.
Martial. The ideal of the knight (fighter subclass) is central to Nerathi culture. Shentulkan warriors are typically fighter champions or barbarian totem warriors.
Arcane. The Shentulka avoid the arcane power source and tend to not trust wielders of this magic. Wizards are common enough in Nerathis society with most settlements having at least one member that has studied the books. War wizards were common in Nerathi armies of bygone eras.

Language & Names

In the Elsir Vale, and almost all surrounding lands, the main language is Common, a trade language that came out of the West.
The humans of Turath speak the main tongue there, Turathi, though some travellers might know Common.

Nerathan Names. Use Slavic names to inspire, but for males replace the 'slav' suffix with 'lor' or 'rath' and for females replace 'slava' with 'lora', 'ratha' or 'rathi'. These suffixes mark people as Nerathi and possibly descended from the people of Rhestilor.
Example Nerathan Male Names. Dobrolor, Drago, Kvetolor, Lumir, Malin, Srecko, Stanirath, Vasili, Vecelor, Vladirath, Zbignev, Zivota.
Example Nerathan Female Names. Bogdana, Danica, Elena, Goranka, Jolanda, Katya, Milorathi, Rada, Stanilora, Svetlana, Velina, Zarya.
Shentulkan Names. Use names for Native American plains people for inspiration.
Example Shentulkan Male Names. Akanti, Attakulla, Chaytan, Diwali, Hotah, Kukunnuwi, Matoskah, Otoanakto, Otskai, Tashunka, Tokala, Wanikiya.
Example Shentulkan Female Names. Chumani, Ciqala, Heekoni, Migisi, Nahimana, Namid, Qanah, Sasa, Snana, Tackchawee, Tokala, Wenonah.
Turathi Names. Turathan names sound old. (Use any ancient Mediterranean cultures with a fiendish influence). Male names often end with a hard consonant and females with a vowel, most notably 'a'.
Example Turathi Male Names. Abraxus, Anteros, Asmoros, Balbaddon, Calchus, Cerberon, Corvus, Lezarean, Malazel, Malphus, Theron, Typhon
Example Turathi Female Names. Callista, Hecuba, Isadora, Lilithia, Lysarra, Maphasara, Medea, Nyxara, Talassira, Thalindra, Xanthira, Xanthella
Turathi Surnames. Members of Houses take the House Name as their own. Some example House Names: Ariston, Asteroth, Attalios, Belagora, Calixus, Iadmos, Melinostra, Neriax, Parathos, Salanostra, Verdana, Xanth

Realms & Regions

Arkhosia, Elsir Vale, Endless Plains, Gyrian City-States, New Turath, Shentulka, Sunken Lands, The West.

Religion & Deities

Humans of Nerathan descent worship the Dawn War Pantheon - made up of an assortment of deities - whose beliefs the people brought from the West. Shentulkans worship spirits. Some of these are greater spirits. When other races explain deities to Shentulkans, they typically believe they are describing the great spirits.


GAME MECHANICS

Dungeons & Dragons 5E

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Human traits depend upon which culture the human grew up in. Replace the traits in the D&D 5E Player's Handbook chapter 2 with the following adjustments:

Nerathan Human Traits

  • Ability Score Increase. Two ability scores of your choice increase by 1.
  • Ambitious. You gain proficiency in any one skill, weapon group (Simple), one tool set, or you can speak one language of your choice.
  • Racial Feat. You choose one human racial feat of your choice (see the table below). Or you can forgo one ability score increase, or your bonus proficiency and choose any feat of your choice.

Shentulkan Human Traits

  • Ability Score Increase. Your Wisdom score and two other ability scores of your choice increase by 1.
  • People of the Land. You have proficiency in the Animal Handling and Survival skills.
  • Nature's Balance. You can detect the presence of spirits and other planar creatures. You can cast the detect evil and good spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.
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  • Sure-Footed. Choose one type of terrain (from the ranger list). When in your terrain, you do not have to spend extra speed when the terrain is considered difficult. Overland movement through this terrain is also never reduced for you.

HUMAN RACIAL FEATS

Race Feat & Source
Human Heroic Destiny (House Feats)
Human Prodigy (Xanathar's Guide to Everything)
Human Surging Destiny (House Feats)
Human Unwavering Destiny (House Feats)
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TEMPLATE

RACE NAME

Intro paragraph. Very general statements that summarises the race.

Various Flavour Headings

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.


Common Traits

Age & Appearance

How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

List.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

List lands where they are found in this setting.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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