Elsir Minor Races

Last 3 Edits

Sept 21st, 2023

  • Added tiendarri Heritage.
Table of Contents
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BRAYHAN

Isolationist goat-folk of the Golden Plains, bordering the Elsir Vale..

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

Golden Plains.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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BUGBEAR

Being associated with other goblinoids, this puts all bugbears at the top of the enemy list in the Elsir Vale and nearby regions.

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

Elsir Vale

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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CENTAUR

Centaur are fey that combine the features of horse and humanoid. They are considered one of the the old races by the Shentulkans and kin to the shifters. They love open spaces and roam the Endless Plains, mainly the western half, form the edges of the Elsir Vale to the edges of The West, The Sunken lands and into Shentulka. Centaur love to run and dislike having their freedom and movement restricted.

The Old Ways

The centaur live close to the land. They celebrate life and growth and venerate thousands of spirits. Their animistic religion recognises that every part of nature has a protective spirit. They also honor ancestral spirits and some greater spirits that reside over concepts dear to centaur life, like freedom, warfare and family life. Taking the life of other animals and reaping the rewards of the earth are all undertaken in ritualistic manner by the centaur. Their primal religion and way of life is shared by many elves, shifters and Shentulkan humans. There are no known clerics in centaur society; druids and the martial Medicine Men/Women (monks with the Path of Mercy) hold a sacred place in the clans.

Nature's Cavalry

As written in chapter 1, Guildmaster's Guide to Ravnica.

Clans & Kinship

The clan everything to a centaur. Their loyalty is to the clan and then to the centaur community as a whole. Tribes rarely fight each other and share a shared sense of pride. if something or someone threatens the centaurs' homelands the clans are quick to unite. There are many different tribes of centaur, but their culture remains very constant across the groups. Each tribe has a ruling council that votes on decisions. Members of the council come from the various groups that make up a tribe, such as the huntmaster, the chief warrior, the highest ranking druid, the head medicine man/woman, an elder, and a domestic representative. It is important to the clan that every way of life is represented in their leadership.


Common Traits

Age & Appearance

Age. Centaurs age at around the same rate as humans, though are considered mature a little earlier.
Height & Weight. As on the table in chapter 1, Guildmaster's Guide to Ravnica.

Allies & Enemies

Allies. Elves, Shentulkans.
Enemies. Gnolls, kobolds.

Alignment & Outlook

Alignment. Centaur tend toward neutrality in an unaligned kind of way, where they just see themselves as part of the natural order and the cycle of life. Many young centaur also have chaotic tendencies and are encouraged to be free spirits.

Classes & Concepts

Druids of Land of Beasts. These priests of the clan appease the many minor spirits of the land and the beasts that dwell there. They perform the rituals to honor the spirits when the clan takes from the land and hunts. They consecrate new lands the tribe travels into. This group is made up of druids that follow the Circle of the Land or the Circle of Birds & Beasts.
Hunters. Like warriors, these are mostly ranger-types (and do not adhere to any particular archetype).
Medicine Men/Woman. There is usually only one main centaur with this title in a clan but they always have from one to three apprentices learning the trade, should they die. They are healsers, but unlike the druidic priests, Medicine Men/Women are expected to lead the warriors into battle. This role is actually represented as a monastic tradition and members are monks with the Path of Mercy subclass.
Spirit Talkers. These are the standard priests that perform the rituals that connect the clan to their ancestors and greater spirits. They are druids of the Spirit Circle.
Warriors. Most warriors are ranger-based, though there are also barbarians represented. There is no standard archetype for the rangers and many are present in the clans. Barbarians are from the following paths: the Ancestral Guardian (who are also considered members of the Spirit Talkers), the Beast (but replace claws with spurred hooves), the Rider (consider the centaur 'mounted'), and the Swift.

Language & Names

As in chapter 1, Guildmaster's Guide to Ravnica.

Realms & Regions

Endless Plains

Religion & Deities

Spirit Worship. Nature spirits, ancestor spirits and greater (concept) spirits.


GAME MECHANICS

Dungeons & Dragons 5E

As centaur in Guildmaster's guide to Ravnica, with the following adjustments:

Altered Centaur Traits

  • Hooves. If using weapon groups, you are considered proficient with Natural Weapons (Simple + Martial).

Centaur Drawbacks

  • Clumsy (Minor) OR Dullard (Minor). Due to their bulk some centaur make easier targets and several lack formal learning.
  • Ungainly (Minor). Hooves do not help with silent movement and a centaur's body shape does not suit them to acrobatic endeavours.
  • Loyal (Minor). Centaur typically have a strong clan identity and this often transfers over to other close companions.
  • Outsider (Minor). Centaur are usually people of the wilds.

Bonus Proficiencies. For each minor drawback assigned to a centaur, you select one of the following: Animal Handling, Athletics, Endurance, History, Intimidation, Medicine, Nature, Perception, Survival, Bows (Simple + Martial), Clubs & Staffs (Simple + Martial), Spears (Simple + Martial) or one relevant language.


CENTAUR RACIAL FEATS

Race Feat & Source
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DRAGONBORN

Dragonborn once united under the huge empire of Arkhosia. Today, that land is run by feuding shoguns vying for control. Very few dragonborn are found in the Vale, but members of a merchant caravan or a lone wanderer (likely a ronin) may venture into these lands.

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

Arkhosia, Golden Plains, Gyrian City-States.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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DROW

These dark-skinned elf-like beings have recently appeared in the ancient ruins of the dragonborn in northern Arkhosia. To now, they are unknown outside there.

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

Arkhosia

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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ELADRIN

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

Gyrian City-States.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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GNOLL

The aggressive gnolls have quite an influence on the Vale and travel to and from it, for they are one of the dominant races of the Endless Plains. Gnolls rove widely over the plains. They are also a menace in western Arkhosia.

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

Arkhosia, Endless Plains.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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GOBLIN

A constant menace and enemy to the people.

Tribal Trouble

Goblins are very tribal people. They tend to be loyal to members in their tribe but regard all others, including other goblin tribes, as outsiders. It takes a strong presence to unite goblin tribes. Without this strong leader tribes remain isolated and tend to be local nuisances at worst. United, they form a horde of nasty raiders that will stop at nothing to destroy and pillage the settled lands. The goblins that make up the tribes of the Elsir Vale area are easily distinguished by their bright coloured skin. Goblins belonging to a particular tribe share a skin tone that might be green, yellow, blue or red, or any other colour.


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

Elsir Vale

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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HALF-ELF

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

Elsir Vale, Endless Plains, Gyrian City-States

Religion & Deities

As half-elves are likely to worship the same beings as their parents, half-elves typically follow the standard pantheon, the elven pantheon, the spirits of the land, or all three at once.


GAME MECHANICS

Dungeons & Dragons 5E

As half-elf in the Player's Handbook with the following adjustments:

Typical Half-Elf Drawbacks

  • Ability Score Decreases (Minor). You reduce one ability score by 2, or any two ability scores by 1. You may choose Charisma here, off-setting the bonus gained, to represent the non-diplomatic/outcast half-elf. If you do lower Charisma, you must also choose one of the following flaws:

Bonus Proficiencies. For each minor drawback assigned to a half-elf, you select any one skill, weapon group or tool sets/kits. (If the Short Blades weapon group is chosen, you gain Simple + Martial. For all other weapon groups it is Simple only) or one relevant language.


HALF-ELF RACIAL FEATS

Race Feat & Source
Half-elf Elven Accuracy (Xanathar's Guide to Everything)
Half-elf Prodigy (Xanathar's Guide to Everything)
Half-elf
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HOBGOBLIN

Given it was a hobgoblin that led the last wave of destruction out of the mountains, nobody in the Elsir Vale likes these militants. They are regarded as enemies wherever they go in the central realms.

Biding Their Time

When there is trouble on a large scale in the Elsir Vale, you can bet hobgoblins are behind it. They tend to attach themselves to any cause that would bring harm to the settled people of the lowlands. They hide away in the mountain fortresses and caves awaiting the next strong leader to give them cause to sweep out of the mountains and attack. Until that day comes again, each tribe fights for survival and living off the land and small-time raiding. The Horde of the Red Hand was the last unification of the evil tribes of the Vale and it was the hobgoblins that formed a majority of the soldiery during that campaign. Many of the leaders were also hobgoblins, including the supreme leader, Azar Kul, the half-blue dragon, hobgoblin. It is only a matter of time before another great leader arises and calls the hobgoblins to arms again.


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

Elsir Vale

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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KOBOLD

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

Endless Plains, Gyrian City-States, Shentulka.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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LIZARD FOLK

A reclusive race found in the swamps and riverlands of the Vale. Some tribes have engaged in trade with the other inhabitants of the Vale.

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

Elsir Vale

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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MINOTAUR

The minotaurs of the West are a conquered people. The dwarves and humans destroyed their savage tribes and integrated the minotaurs into their realm. Minotaurs are widely regarded as elite guards for the noble families and many rise to positions of leadership.

They are large humanoids with cloven feet and the heads resembling bulls with curling horns that range from one to three feet. Shaggy fur covers most of their body. Minotaurs are born with long, tufted tails, but those that wear armor frequently have their tails removed.

Contained Fury

It is a minotaur's nature to be savage and crude, but over the generations the minotaurs living in the civilised lands of the West have been able to temper their outbursts. A minotaur's presence can still be threatening, but it is unusual for them to act on their savage instincts. Most still fight with fury, but they are not openly hostile to all other people (like their brethren still in tribes). They may still vent their outrage through combat, but they are not quick to lose their temper. In fact, many minotaurs are great tacticians in battle.

Passionate & Ambitious

Minotaurs are passionate and value friends and clan mates. Minotaurs are well aware of their position as an underclass in the West, but this does not stop them striving to earn the best position they can, such as head of a noble house guard.


Common Traits

Age & Appearance

Age. Minotaurs come of age quickly and are capable functioning adults around the age of 15. Due to their physical lifestyle they tend to continue to age faster than humans too. Minotaurs rarely live to see the age of 60.
Height & Weight. Minotaurs typically stand 6-7 feet in height. They have stocky builds. Your size is Medium.
Base Height Height Modifier Base Weight Weight Modifier
5' 6" +2d8 175 lb. x (2d6) lb.

Allies & Enemies

List.

Alignment & Outlook

The minotaurs of the West tend towards lawful and neutrality.

Classes & Concepts

Typically martial classes, though already raised to serve, many minotaurs take to serving deities too, making paladins and clerics common enough.

Language & Names

Common and Dwarven. Minotaurs of the West no longer speak their native tongue (which was a form of the Giant tongue), but now only speak the languages of those they live with.

Realms & Regions

New Turath, The West.

Religion & Deities

Minotaurs that have left their clans typically did so because they did not like the way their people worshipped demons and dark entities. A minotaur that has come out of the West typically worships a deity from the standard pantheon or none at all. Minotaurs are more likely than others to focus their attention on one deity over all others.


GAME MECHANICS

Dungeons & Dragons 5E

As minotaurs in the 5E D&D Guildmasters' Guide to Ravnica chapter 1 with the following adjustments:

Minotaur Traits

Head Slam. Whilst you can gore with your horns, you may instead slam with the hard, flattened part of your head. The slam deals 1d4 + Strength modifier bludgeoning damage. You can use your head slam following a Goring Rush in place of your horns if you like.

Minotaur Drawbacks

  • Anti-Social (Minor) OR Clumsy (Minor). Whilst not outright savage, many minotaurs remain aggressive in their demeanor. Their hulking size can also hinder agility.
  • Honor-Bound (Minor). For all their pent-up fury, minotaurs are bound by a powerful sense of honor. Their honor demands that they keep their word once it if given and each minotaur remains faithful to friends and clan above all else.

Bonus Proficiencies. For each minor drawback assigned to a minotaur, you select one of the following: Athletics, Endurance, Intimidation, Persuasion, Axes & Picks (Simple + Martial), Long Blades (Simple + Martial), Natural weapons, Spears (Martial + Simple), or one relevant language.

Race Feat & Source
Minotaur Bloodied Ferocity (House, 5E D&D Feats)
Minotaur Minotaur Vitality (House, 5E D&D Feats)
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MOJH

Mojh were human. In Arhosia and Shentulka there are many undergoing these rites and physcial changes to be more like their draconic overlords.

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

Arkhosia, Shentulka.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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ORC

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

Endless Plains, Thornwaste.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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RATLING (NEZUMI)

This race of bipedal ratlike folk emerged from a single forest in the Elsir Vale around a century ago. They have fully integrated into Elsir society where they make fine shepherds, scouts, hunters and even farmers. The people have accepted the driven ratlings, but they are regarded as lower class citizens of the Vale. Ratlings refer to themselves as nezumi, but have no qualms about other folk giving their race the nickname ratlings.

Adaptable & Energetic

Ratlings tend to be very pragmatic people. If their home becomes unlivable, they move. If their skills are no longer required, they adapt and try their hand at something else. Ratfolk have easily adapted to life in the Elsir Vale. They can be found in isolated pockets in the wilderness, just as often as they can be found in the settlements, aboard halfling barges or tending to herds. Ratlings always see themselves as being useful. If they do not know how to do a particular job, they will learn.

Fierce Fighters of Evil

Although there may be rare evil individuals, what endeared the ratlings to the people of the Vale when they 'emerged' was their fierce hatred of the goblinoids. Ratlings see goblins in particular as enemies. Perhaps it is because they could have been seen in a similar light by the taller races and they needed to make sure this was never going to be the case. Perhaps the goblins were simply competitors for the same lands when the ratlings lived solely in the wild. Whatever the drive, ratlings despise goblins.

Vivacious

Ratlings enjoy social interaction. They will not say something in 10 words when they have time for 100. Many humans and dwarves can become impatient with ratlings and their constant chatter.


Common Traits

Age & Appearance

Ratlings look very much like bipedal rodents. Some are thin with pointed facial features like rats, others are more rounded in shape with large cheeks. They typically stand 3-4 feet high and weigh about the same as a halfling. All have large ears and pronounced incisors. Their bodies are covered in fur that varies in colour according to clan.

Allies & Enemies

Due to their savvy, streets-mart and exuberant nature, ratlings make both friends and enemies quickly.
Enemies. Goblins.

Alignment & Outlook

Alignment. Ratlings have little sense of property and home and are likely to change their mind from day to day, so they tend to chaotic alignment. Most are neutral, many are good and very few are evil.

Classes & Concepts

Ratlings adapt to all circumstances and take the chances given to them. That means they may be any class, but circumstances often lead to them being rogues, and particularly good rogues at that.

Language & Names

Ratfolk names are long, consisting of a series of sounds made up by consonant-vowel-consonant where the consonants are usually hard sounding. These names have meaning and are added to throughout a ratling's life, especially following great deeds or new skills learnt. Added sounds are separated with an apostrophe. Surnames are simply part of this name and names are the same for females and males.

When a ratling is dealing with others they usually shorten their name to the first sound or two. So Mikmiksal'tolTik, would go by Mikmik or just Mik.

Ratlings are very fond of nicknames too. They give a one word nickname to all those they meet and if those people are kind enough to return the favour, a ratling beams with pride and adopts that nickname when dealing with those people.

Typical Names. Hutnitkin, Jukdinkitzal'met, Jikjikmen'gen, Hidgad'nikmij, Vetkalgin, Maklokfen'lil.

Realms & Regions

Elsir Vale.

Religion & Deities

Nezumi do not understand deities and find no value in worshipping them. They do not venerate ancestors or spirits either. Rather, they believe an individual's kichi ('heart') shapes the universe, making each individual life - as well as the collective life of a pack or the entire race - inherently valuable. (3E D&D Oriental Adventures chapter one).


GAME MECHANICS

Dungeons & Dragons 5E

Ratling Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution by 1.
  • Cheek Pouches. You can store up to 2 light items (or 20 appropriate tiny items) in your cheek pouches. You can disgorge the entire contents of your pouch as a bonus action.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Common, Ratling.
  • Ratling Nimbleness. You can move through the space of any creature that is of a size larger than you.
  • Keen Senses. You have proficiency in the Perception skill. You have sharp eyesight and sensitive hearing. Also, due to your keen smell, you do not take poor vision penalties when tracking.
  • Size. Small.
  • Speed. Base speed is 30 feet.

Ratling Drawbacks

  • Annoying (Minor) OR Weak (Minor or Major). Ratlings can become annoying with their constant chatter and energy and many have small and weak builds.

Bonus Proficiencies. For each minor drawback assigned to a ratling, you select one of the following: Natural weapons (gain a bite attack that deals 1d4 piercing damage and the Finesse property), Acrobatics, Endurance, Stealth, Survival, or one musical instrument group or tool set, or one relevant language.
Bonus Racial Feat. If you take the major drawback for Weak, you select one ratling racial feat.


RATLING RACIAL FEATS

Race Feat & Source
Ratling Exceptional Nimbleness (House, 5E D&D Feats)
Ratling Light Frame (House, 5E D&D Feats)
Ratling Survival Instinct (House, 5E D&D Feats)
Ratling Wild Survivor (House, 5E D&D Feats)
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Sebeccai

SEBECCAI

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

New Turath.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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SHIFTER

(Information for roleplaying this race: D&D 4E Player's Handbook 2 p16; Unearthed Arcana - Races of Eberron.)

Shifters are spiritual humanoids that are able to physically manifest their bestial nature. In the past they lived life in the wilderness, but the shifters of today are more likely to interact with the civilised races and their settlements.

Mysterious Origins

Shifters are not rare individuals with wereblood as may be the case in other settings. They are an ancient race that have a physical and supernatural connection to the animal world. Before civilisation came to the lands around the Elsir Vale, the Shentulka revered the shifters as beings able to channel their totem. To the Shentulka, shifters are often considered spirit-folk. In the same way that elves have an undefinable connection to the forests, shifters have such a connection to the animals of the wild.

Tribal

Shifter society is tribal. Each tribe is made up of several clans. Each clan has a different totem animal that determines their shifting ability. So, your totem animal is determined by which clan you belong to and that totem will manifest in a specific way when shifting. There is no ranking of totems within a tribe; leaders can come from any clan and each tribe has different methods of assigning leaders. Nor are there social classes or specific duties determined by totems, though through their very nature, certain totems often lead individual shifters towards particular roles. For example, clans with the boar totem mean members have the beasthide shifting feature and are typically tougher than other tribe members, so they are typically strong warriors and/or labourers.


Common Traits

Age & Appearance

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

Height & Weight
Base height Height modifier Base weight Weight modifier
5'2" +2d8 120 lb. x (2d4) lb.

Allies & Enemies

Allies. Elves and Shentulkans have always revered shifters as a spirit-like race.
Enemies. Gnolls, nagas, goblinoids.

Alignment & Outlook

Being more focussed on surviving the wilds than concepts of good and evil, shifters tend toward neutrality. Many are also chaotic as shifters value freedom and individuality.

Classes & Concepts

Shifters are often rangers and barbarians or any other class with a marital bent but also with a strong connection to nature or the primal spirits. Religious shifters are typically shamans.
Shifters are also suited to the fighter and rogue classes and more of these are appearing among their ranks, especially where shifters have integrated into other human societies.

Language & Names

Starting languages. Sylvan and either Common, Elven or Shentulkan.
Names. See Unearthed Arcana - Races of Eberron.

Realms & Regions

Traditional shifter tribal homelands: Golden Plains, New Turath, Shentulka. The shifters of the Golden Plains have not been there in great numbers all that long, but are already considered the dominant race, especially in the western grasslands, where they have allied with wemics, some of whom they freed from their naga overlords.

As these lands all border Elsir Vale and recent tribes have worked as guides, it is not unusual to see shifter individuals in the Vale or other adjoining lands.

Religion & Deities

Shifters don't typically worship deities, but they do venerate spirits. The Shentulka often view shifters as a spirit-race and some shifters do believe they are kin with the spirits. Many shifters of the Golden Plains have adopted the 'Gods of Slaughter' that are popular there. To the shifters, these are just powerful spirits and referred to as the 'Gods of the Hunt'. Shifters are accepting of other people's beliefs but are unlikely to ever worship their deities.


GAME MECHANICS

Dungeons & Dragons 5E

As in the Unearthed Arcana - Races of Eberron with the following adjustments:

SHIFTER SUBRACES


BEASTHIDE SHIFTER

Typical Beasthide Shifter Drawbacks

  • Stubborn (Minor). This is a common drawback for the larger beasthides.
  • Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.

Bonus Proficiencies. For each minor drawback assigned to a beasthide shifter, you select one of the following: Endurance, Intimidation, Survival, or Natural weapons (claws can be used for unarmed strikes).


LONGTOOTH SHIFTER

Typical Longtooth Shifter Drawbacks

  • Loyal (Minor). Longtooth shifters typically develop strong bonds with their allies and treat them as a pack to be protected.
  • Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.

Bonus Proficiencies. For each minor drawback assigned to a longtooth shifter, you select one of the following: Athletics, Acrobatics, Endurance, Survival, or Natural weapons.


SWIFTSTRIDE SHIFTER

Typical Swiftstride Shifter Drawbacks

  • Curious (Minor) OR Haughty (Minor). Swiftstrikes often take on the aloofness of a feline or the curiosity of a young feline or rodent.
  • Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.

Bonus Proficiencies. For each minor drawback assigned to a swiftstride shifter, you select one of the following: Athletics, Stealth, Survival, Brawling weapons (Simple), Natural weapons.


WILDHUNT SHIFTER

Typical Wildhunt Shifter Drawbacks

  • Cautiuous (Minor). Wildhunt shifters are constantly alert and looking for threats.
  • Outsider (Minor). The feral appearance and link to were-creatures is off-putting to most races.

Bonus Proficiencies. For each minor drawback assigned to a wildhunt shifter, you select one of the following: Athletics, Endurance, Insight, Nature, Stealth, Natural weapons.


SHIFTER RACIAL FEATS

Race Feat & Source
Shifter (swiftstride or wildhunt) Ambusher (House, 5E D&D Feats)
Shifter (swiftstride or wildhunt) Battle Ready (House, 5E D&D Feats)
Shifter (beasthide) Bear Hug (House, 5E D&D Feats)
Shifter Beast Affinity (1 type based upon heritage/totem) (House, 5E D&D Feats)
Shifter (swiftstride) Cliffwalk Shifting (House, 5E D&D Feats)
Shifter (longtooth or swiftstride) Go For The Throat (House, 5E D&D Feats)
Shifter (longtooth) Howl (House, 5E D&D Feats)
Shifter (longtooth) Pack Instincts (House, 5E D&D Feats)
Shifter (beasthide) Roar (House, 5E D&D Feats)
Shifter Shifting Affinity (House, 5E D&D Feats)
Shifter (beasthide) Thick Hide (House, 5E D&D Feats)
Shifter Wild Survivor (House, 5E D&D Feats)
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THRI KREEN

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

Shentulka.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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TIEFLING

Tieflings are mostly found in the far southeast in their homeland of New Turath. Rare travellers, merchants and seekers of arcane arts may make their way to the lands around the Vale.

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

Arkhosia, Gyrian City-States, New Turath.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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Tiendarri

TIENDARRI

The tiendarri were one of the tiefling clans of Turath that made a pact with some tentacled fiend, possibly even Demogorgon, during the time of the Pact Making. Many of the next generation rejected what their forebears had done and wanted no part of their fiendish heritage and fled Turath. These tieflings settled in the jungles and pampas grasslands of the Emerald Coast, developing their own hunter societies based around small clans and villages, a world away from the cosmopolitan Turath and its wars with Arkhosia.

Hundreds of years have passed and tendarri are their own people, mostly content in their solitude, but many of the young generations seek to see more of the world, especially the cities of New Turath. Given the large tiefling population of New Turath, tiendarri travellers are easily accepted into a society that welcomes anyone willing to prove their worth.

The tiendarri are not even consiered fiends for creature type, but every now and then there is a throwback to their tiefling lineage. This is easily represented by taking the tiefling race instead, but using the information here for role-playing purposes. (In B&B, this is a simple matter of adding the tiefling Heritage Template).

Pack First

Tiendarri live in tight-nit clans that live in small villages throughout the jungle valleys and pampas plains of the Emerald Coast. They play together, learn together and hunt together. Each member is expected to perform their role and streaks of individuality are rare, though it is those that posess such independence that typically rise to positions of leadership. It is likely early teindarri were wildly chaotic and due to a pact with a demonic figure and they took steps to suppress this inner chaos. Tiendarri elders serve as mentors and educators within their communities, passing down their wisdom and knowledge to the next generation. They emphasize the importance of balance and understanding the past to shape the future.

Nomadic Wanderers

Tiendarri are known for their nomadic way of life. They have adapted to a culture of constant movement and exploration. Their nomadic lifestyle has honed their survival skills. They excel at adapting to new environments, foraging and hunting for resources, and finding creative solutions to challenges they encounter on their journeys.

Value Beauty

Tiendarri are also known for their artistic talents. They create intricate and beautiful works of art, often inspired by the diverse cultures and landscapes they encounter during their travels. This is manifested in the jewelery and clothes each clan wears. They take pride in their appearance. Tiendarri also dow what they can to enhance the beautiful colours of their montals (horns) and lekku (head tails). Their ontals and lekku are usually striped and tiendarri can tell anothers clan by their patterns and colours.


Common Traits

Age & Appearance

As togruta from Star Wars Saga Edition or any lore.

Allies & Enemies

Lizardfolk. The tiendarri recognise the gecko-like lizardfolk that live throughout the region as the original custodians of the land. They willing trade with and intermix with these people. Early tiendarri likely learnt a lot of their survival skills from these people.
Minotaurs. The main enemy of the tiendarri are the savage minotaurs that raid out of the hills and mountains surrounding their homes.
Tako. Coastal tribes have long been intrigued by these octo-folk of the shallow seas. Recently, they have started to trade with their strange species.

Alignment & Outlook

Tiendarri have a very community-minded outlook. As such they are often lawful in alignment. Very few are evil, though now and then the dark dealings of their past taints a child from an early age. These outcasts often become enemies of their own people and are often hunted down.

Classes & Concepts

Most classes and concepts are present within a tiendarri clan, as each has a role to perform, however, arcane magic is very rare in their society as they fear any connection to their fiendish past.

Language & Names

The tiendarri speak their own version of Turathi.
Their names have a very archiac sound to them. Be inspired by angelic names. Common suffixes being 'ael', 'el', 'iel', 'ian', 'ion', 'in', and 'ra' for males, and 'ae', 'ela', 'ina' and 'ria'. Names ending in 'er', 'es' and 'is' are common for all genders. Tiendarri zames use 'v' and 'z' more than most other naming conventions too.
Example male names. Azarael, Azurion, Barel, Favian, Kafian, Minthra, Nirvael, Raziel, Summanra, Tethiel, Thalassiel, Zephyrion
Example female names. Aethera, Auriadae, Carnela, Elysara, Favae, Kafina, Lumineala, Lysandria, Minthela, Nermiah, Thalassa, Verenae
Example gender neutral names. Aetheris, Arionis, Astrillis, Dalapheres, Isolder, Lysander, Malezaris, Mintheles, Pheneles, Selenthar, Solanthar, Verenis

Realms & Regions

Their clans live throughout the Emerald Coast, though many dwell within or travel to New Turath.

Religion & Deities

Tiendarri venerate forces of nature over deities. They have certainly rejected the fiendish beings their ancestors made pacts with.


GAME MECHANICS

Dungeons & Dragons 5E

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VARRAG

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

New Turath.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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VERRIK

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

New Turath.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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WEMIC

Wemics combined the features of a lion and humanoid in much the same way as a centaur combines humnaoid and equine features.

They have come into increasing contact with the settled races (mostly through their shifter allies).

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

Golden Plains

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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Xeph

XEPH

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

New Turath, Thornwaste.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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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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