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Player Options

Playable races

Below is a list of all races which can be found in Odarinn, and which can be played. However, due to socio-political and lore implications, not all races may be available for all campaigns. Consult your DM for the campaign you are playing.

"Common" races

These are the most common races found in Odarinn, and the ones who make up its largest and most influential civilizations. If your campaign takes place in these civilizations, these are the most likely races for you to play.

Human

Humans are one of the three most common races in Odarinn, and are found by vast majority in the south of the continent. They especially populate the Eastmarsh Peninsula and the land around the Grey Sea.

Elf

Elves, the second of the three most common races in Odarinn, live in forested areas. Most commonly they hail from the famous Arillon and Athiron forests, or from the Willowcrest woods.

Half-elf

Half-elves, close relatives of humans and elves, can be most commonly found in the same places as the aforementioned races. However, their presence is seldom a defining feature of a place, and they tend to be more widespread and adaptive.

Dwarf

Dwarves are the third of the three most common races in Odarinn, and almost exclusively dwell in mountainous, rocky, or otherwise inhospitable areas. Their most common places of dwelling are the Entamer Mountains, the Krakenwall, and the Dormund Tundra.

Goliath

Goliaths, much like dwarves, tend to live in mountainous and inhospitable places, and greatly enjoy the company of their smaller friends. However, they are a very reclusive race, being found almost entirely in the Dormund Tundra, and otherwise sparsely populating mountainous regions.

Gnome

Gnomes are an adaptive and widespread race who are able to adapt to nearly any company. They can be found anywhere in the south of the continent, but not so much in the north - except for the Anead Isles, known to be home to both gnomes and halflings.

Halfling

Like gnomes, halflings are spread far and wide across the southern part of the continent, and greatly enjoy the company of others, thus making their cohabitation with other peoples a merry one. Likewise, they cannot easily be found in the north of the continent, except for of course the Anead Isles.

Tiefling

Tieflings navigate the world of Odarinn cautiously and uncertainly. They hail from no particular place, and have nowhere to call home - they are wanderers, nomads and hitchhikers, rarely stopping in one place for more than a night's sleep and some provisions. People seem to be equally wary of tieflings as they are of others, although there is no particular reason why they should be.

Half-orc

Half-orcs have a complicated relationship to the rest of Odarinn. They can be found anywhere, but are seldom part of any great civilizations due to harsh prejudice and discrimination on the part of other people. However, in the Lowlands, where other monsters dwell, they are a part of society like any other, and for that reason can be most commonly found there beyond the Heathen's Cliffs.

"Monstrous" races

These are races of so-called "monsters," creatures who were originally created by Eramet as beings of destruction during The Schism, but who later gained independent consciousness. However, due to the nature of their creation and history, they face prejudice and are heavily discriminated against by all civil societies. Because of this, they live secluded in the Lowlands, where their own civilizations can thrive. If your campaign is set in the Lowlands, these are the most likely races for you to play.

Orc

Orcs are the most common of the monsters, and somewhat separate from the rest of them, as they hold also their own civilization in the Farl Swamp. They prefer natural, swampy locations, and can also be found outside of the Lowlands, where they tend to be nomads and hunters.

Bugbear

Bugbears are another common monstrous race, and dwell most commonly in the jungles of the Lowlands, where they partake actively in the monstrous society. Outside of the Lowlands, they can be found in forested areas, as nomadic hunters and gatherers.

Firbolg

Firbolgs, sometimes called giant-kin, are the most influential of the monstrous races in their society in the Lowlands. Whereas other monsters may carry an angry and frightful disposition, firbolgs appear kindly and quiet - if not also entirely monstrous. Outside of the Lowlands they live as farmers in remote locations where people seldom come, and enjoy lives relatively free of the prejudiced type.

Goblin

Goblins are a scrawny and dexterous type who tend to live, hunt and fight in packs, like wolves. Even in the Lowlands, they take little part in society and are frowned upon. Everywhere else, they are immediately regarded as crazed, evil runts.

Hobgoblin

As if the bigger brothers to goblins, hobgoblins are tall and well-built, and take more part in society in the Lowlands. They are able to lead goblins and organize them into armies, and as such are seen as extremely valuable in the Lowlands. Outside of their homeland, they may lead small goblin armies to terrorize villages and towns.

Kenku

Kenkus are a corvid-humanoid race, cursed to be unable to fly and only to speak through mimicry. They make little remark on civilization wherever they go, and tend to be wanderers, vagrants and travelers, merely looking for their place in the world. Curiously, they are not as harshly discriminated against outside the Lowlands as other monstrous races, but still face prejudice.

Minotaur

Minotaurs are a tall, strong and scary race found exclusively in the Lowlands. In their civilization, they tend to take the roles of enforcers and protectors, and are characterized by their stoic disposition.

Ethric

"Ethric" is the name given to rare races who are seldom seen among the company of others. They are sometimes called "exotic," and are commonly nomads, wanderers and recluses. These people are rarely even found anywhere in Odarinn, and even rarer yet is for them to be found in civilizations. If your campaign takes place away from civilization, or if you just want to make a "unique" character, these are the most likely races for you to play.

Centaur

Half horse, half human, centaurs are fantastical creatures flowing with magic. They roam forested lands teeming with magical energy, as carefree nomads in the warm bosom of mother nature. If one is lucky - and I mean very, very lucky - one may catch a glimpse of a rag of centaurs galloping through the woods.

Satyr

Another race of people who enjoy nature and magic, satyrs can be found in forests which exhibit magical overflow, just like centaurs. It isn't at all unlikely for the two to meet on occasion, and some satyrs and centaurs even live together. Satyrs can especially be found in the Elderwoods, and they like to trick people into following them deep into the forest and play pranks on them.

Genasi

Also called elementals, genasi are humanoids blessed by genies to possess elemental powers. Elemental magic flows through their veins. They are actually most often born to human parents, and thus are the only ethric race to regularly partake in society. Kingdoms and cities hold genasi in high regard, as if it's some sort of mark of pride and uniqueness that a genasi lives among their kind. Still, they are by far the rarest of the ethric races.

Aarakocra

Aarakocra are humanoid birds who live in places of tremendously high elevation, such as tall mountains and exquisitely high treetops - the highest branches of the Elén Tree, for example, are home to many aarakocra. Lovers of the skies, they seldom have any reason to come down to the ground, and therefore don't particularly mingle with others.

Tortle

Tortles - huge, resilient, kind and wise turtles who live orderly and ritualistic lives. They enjoy areas with plenty of rivers and lakes to swim in, as well as swamps and marshlands. When approached by others, they will commonly hide in lakes and retreat into their shells, making them appear as large boulders in the water.

Dragonkin

Finally, "dragonkin" is a name given to creatures of draconic ancestry by Skagerrach, the Conqueror. However, this name is not taken by all those who it was designated for, as the point of the name is to distinguish draconic people as separate in Skagerrach's ideology of "draconic supremacy." The name has caused a cultural divide in the people it refers to, as those who subscribe to Skagerrach's ideology consider it a title of pride, and those who don't consider it an insult. However, due to Skagerrach's actions, these people are almost universally hated and shunned, much like monsters. If your campaign takes place in Skagerrach's Domain, or involves Skagerrach in some way, playing one of these races may be interesting.

Dragonborn

Dragonborn are a humanoid-draconic race of people who very much look like dragons standing upright in human form. They hail from Skarn Volcano and Skarn Lake, both of which are part of the area conquered by Skagerrach in 136 AoR. Skagerrach designated them superior beings, trying to indoctrinate them into his ideas of draconic supremacy, but not all dragonborn fell for the con. Their people split in two; those who embraced the ideology, and those who rejected it. Those who embraced it became pawns of the dragon, carrying out his imperialist ideology, and as an unfortunate side-effect, ruined the public image of dragonborn worldwide. Now, despite what their actual beliefs may be, any dragonborn is met with hostility and hatred by others.

Kobold

If dragonborn are Skagerrach's perfect idea of a superior humanoid being, kobolds are, in his eyes, like a stunted version of dragonborn. Draconic, yes, but certainly not in the same position. They are to dragonborn as goblins are to hobgoblins - second-class citizens who should be obedient to their superiors. Even in Skagerrach's Domain, they are treated poorly by the other dragonkin, but they are allowed to live in relative dignity - or so the oppressors say to justify their treatment. Perhaps due to their treatment, the split is even more evident in kobolds than it is in dragonborn, as a majority of them reject the ideology of Skagerrach and actively fight back. However they, too, suffer the same consequences the dragonborn do.

Player Backgrounds

Where does your character come from? What is their cultural background? There are plenty of options for customization in Odarinn, but below you will find a list of the most common cultural backgrounds for your character to be from.

Grey Sea Wanderers

The people who populate the lands around the Grey Sea form the largest distinctive cultural group in Odarinn, called the Grey Sea Wanderers. This cultural group spans the regions of Avery, Rainfall, and the Isles of Uren. The people from this culture are almost entirely humans, with gnomes, halflings, and half-elves in the minority. They descend from the people who split apart from The Empire of Oakthorn when the War of the Giants broke out.

The Grey Sea Wanderers are very much the archetypical adventurers - chivalrous, heroic, and steadfast. A persons ability and willingness to help one another is held in high regard, and of course, an adventurous heart is a virtue most excellent. Their culture is a proud one, and people are encouraged to take pride in the fact that they belong to such an honourable culture. Religion, too, is an important facet of life to these people.

When it comes to other cultures, Grey Sea Wanderers are disparagingly distant. These people tend to be convinced that their culture is better than any other, and outsiders are met with quiet indifference - or, if the people deem them offensively unlike their own kind, even hostility.

Elénians

The region of Elén, consisting of the Willowcrest Woods, Eastmarch Peninsula, and Entamer Mountains, is home to Elénian culture. They are the second-largest cultural group in Odarinn only by a hair. Elénians are a melting pot of different clans and peoples, and as a result, very diverse. Humans, elves and dwarves form the majority, and gnomes, halflings, half-elves, half-orcs, tieflings and goliaths form the minority. They are descended from the very first people to come to Odarinn from the Far Lands.

Nature and tradition are the most important aspects of life to Elénians. Nature is considered sacred, and settlements are built as respectfully to the natural order as possible. The sanctity of nature is, indeed, a tradition that the Elénians have kept alive for the entire duration of their existence - their very earliest tradition. Tradition, too, is important in this culture. Not just the continued performance of the individual traditions of the people, but the conservation, protection and education of these traditions, for example in libraries and universities.

The Elénians are also a very respectful people towards outsiders. Recognizing the diversity of their own kind, they are inviting and respectful of outsiders and people from other cultures. However, monsters are still met with hostility, wariness and prejudice, as the scars of history still linger.

Aerfolk

The Aerfolk are an elven culture consisting of people who live in the forested regions of Arillon and Athiron. Curiously, however, these regions are far away from each other, separated by the Edri Mountains and the Skarn region. When The Empire of Oakthorn invaded, they were split apart and forced to flee in different directions. After The Schism, and the ensuing War of the Giants, they were forever separated - but cultural ties still unite them. They consist of elves and half-elves, as well as tieflings in the minority.

The most important things to the Aerfolk are nature, magic and spirituality. The sanctity of nature is a tenet which harkens back to the days before The Schism, the oldest ideal of elven culture. Magic is important, as it is considered a way for elves to be in contact with the gods themselves, and this feeds into the Aerfolk's ideas of spirituality. They believe the gods are not simply omnipotent beings determining the fate of the world, but innately part of the people and the nature of the world. These tenets unite the Aerfolk, though separated they are.

Outsiders are approached cautiously by the Aerfolk. Having suffered great destruction at the hands of others, they are naturally wary. Hesitant though they may be, they are never hostile nor discriminatory to outsiders based on their cultural background - although visitors are rarely invited to stay for long.

Varfolk

The Varfolk are a dwarven culture which can be found in the mountainous and inhospitable regions of Hinderland and Dormund. Living high up in the most hidden nooks of the mountains, or deep in the most remote parts of the icy tundra, they are a very reclusive and isolated people. They consist of dwarves in majority, and goliaths in minority. Like the Aerfolk, these people, too, are split in two separate locations. When they first came to Odarinn, Varfolk inhabited the mountains from Dormund, through Vyndaren and Skarn, all the way to Hinderland, but when The Empire of Oakthorn invaded, their kin in Skarn and Vyndaren were massacred. And so, they now live apart.

Craftsmanship and self-sufficiency are the most important things to the stoic Varfolk. They pride themselves on their brilliant ability to create intricate contraptions, make beautiful artwork and forge brilliant tools and weaponry - and they pride themselves on their ability to do so by themselves. This does not mean, however, that the Varfolk are rigidly individualist. Another mark of pride for the Varfolk is the impressive and massive cities they build, which is by no means an individual effort. Indeed, communality is as much of a virtue in their society as self-sufficiency.

Outsiders visiting the Varfolk will receive a very curious welcome indeed. That being, they won't receive any welcome. Varfolk are excellent at ignoring and avoiding outsiders, usually never even having to deal with any outsiders seeing them at all. If someone does meet them, however, the most common response is for the Varfolk to take a short, unimpressed look at the outsider, and walk away without saying a word. These people are recluses, and they like being recluses.

Andars

Andars are a jolly and happy-go-lucky culture of people who live in relative isolation in the Anead Isles. These people are largely ignorant, unbothered and unaffected by the comings and goings of the mainland, and enjoy quiet lives in their communes in the isles. They are the descendants of some of the first people to come to Odarinn from the Far Lands, who then set out on expeditions north and never returned.

Communality, kindness and hedonism are the forté of the Andars. They live in communes, so their societies tend to be structured around mutual support and a healthy sense of community. They also know to never be rude to a guest, and to always put kindness before all else - and to enjoy life to the fullest. Parties, revelries and amusements are commonplace for the Andars, as there really isn't a point living a life if you're not going to have as much fun as possible. The Andars have a brilliant understanding of what makes a society happy, and employ that understanding expertly.

They are also, by far, the most accepting of outsiders. If ever someone does wash up on the shores of the Anead Isles, they are immediately taken in, invited further, and encouraged to stay. Andars could not get enough of outsiders. After all, a stranger is just a friend you've never met.

Dragonkin

The Dragonkin are a pseudo-cultural group of people designated by the ancient black dragon, Skagerrach, the Conqueror. The very term "dragonkin" has become a dirty word, and not without reason. When Skagerrach conquered the regions of Skarn and Vyndaren, he retired to the Skarn Volcano, where he met the dragonborn and kobolds who lived there. Seeing that they were of draconic ancestry, he tried to indoctrinate them into his ideology of "draconic supremacy," coining the term "dragonkin" to refer to them. Many of them disagreed, and fled Skagerrach's ire, but the ones who embraced the ideology were labeled Dragonkin; a term that serves no purpose other than to legitimize the supremacist ideology of a tyrant.

Dragonkin, as it were, aren't truly a cultural group. They are indoctrinated dragonborn and kobolds who serve as pawns of Skagerrach and exist merely to carry out his will - which is to crush every culture that doesn't fit his worldview. They are an identity forged by force, with no real draconic cultural history behind them.

Skarn

The Skarn are polar opposites of the Dragonkin. They are the group of draconic peoples, dragonborn and kobolds, who populated the Skarn region before Skagerrach came. They were tribal people who felt immense connection to one another, and lived peacefully in the Skarn Volcano and Skarn Lake, as they had lived for decades. Now, their descendants live on the isolated island in the middle of the Skarn Lake.

There isn't much to be said about the Skarn as a cultural group, as their existence is contingent on their situation with the Dragonkin. However, they are communal folk who live in tribes among their own kind, and are wary of outsiders both due to their tribalism and the reaction of outsiders to their kind, caused in turn by Skagerrach's conquest. They despise Skagerrach and the name "dragonkin," as well as those who bought into the tyrannical ideology.

Monsters

A civilization of monstrous races can be found in the Lowlands, beyond Heathen's Cliffs. They consist of orcs, goblinoids, bugbears, firbolgs, kenkus and minotaurs, people who were originally created by Eramet to be tools of destruction but then gained sentience and individuality. They have been historically discriminated against and met with hostility due to their association with destructive monsters, which is why they live in isolation in the Lowlands, under the protection of Agrok, the Archgiant.

Monsters avoid outsiders, and if ever come in contact tend to be hostile. Despite all being monsters and dwelling in their own civilization in the Lowlands, they don't have much in the way of a centralized cultural identity. They live together and participate in society together, but monsters are insistent on retaining their own cultures. Indeed, "monsters" can be considered, as a cultural group, to be more of a broad categorization of many smaller cultures.

Ethric

Ethrics are people who belong either to smaller, niche cultures which do not engage with the larger cultures in Odarinn, or people who belong to no culture at all. The same way that "monsters" is a broad categorization, "ethric" is also a broader spectrum of small cultures - like calling someone a stranger. By and large, this categorization involves the rarer races that do not often come into contact with others - centaurs, satyrs, genasi, aarakocra and tortles - but also includes people of any race whatsoever who do not belong to a previously mentioned cultural group.

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