Playable Races in Beyond Brumefringe in Beyond Brumefringe | World Anvil

Playable Races in Beyond Brumefringe

Overview

Beyond Brumefringe uses most of the stock playable races, but there are a few caveats to whom you should choose if you wish to fit in. This doesn't mean you aren't welcome to choose more 'difficult' races, but understand that there is some built-in tension that, as a DM, I will make apparent to the best of my ability. This is both a warning that there could be difficulties, but also a caveat that sometimes, I don't have the time or awareness to include elements of that struggle and it may fall flat.
As a general rule, I will be following the books fairly closely as to races, their relations and attitudes, and things of that nature. Obviously there is room to flex within these descriptions - Don't be afraid to branch out, but at the same time, I will do my best to keep the races somewhat distinct so as to help the flavor and immersion of the world.
My general encouragement is to use the playable as those fit most likely with the initial story of starting as crew of an Andorian Navy ship. I hope that a majority of the crew is made up of these, with only a limited number of restricted races, initially. I am using races only from the Player's Handbook, Volo's Guide to Monsters, and (per interest) the Tortle race. I will list the three following categories:
  • Playable: Free for you to choose.
  • Restricted: Ask me first and have a solid idea in mind and why it would be interesting. For the sake of brevity I may not have listed all the reasons they are restricted, but in many cases it is either bordering on 'too exotic' for our party's start or does not otherwise fit thematically. Some of these restrictions drop when the party is beyond Brumefringe and those exotic races become more common. (This applies in the event you make a new character after the start of the campaign.)
  • Non-Playable : Do not choose these races. If you are very attached to one or have a good idea, I'm willing to hear you out, but in general I feel these wouldn't fit the players' party.

Humans

Playable. Native to most Western Edeoxan Kingdoms. Majority in Falkeswin, large populations exist in Marcineaux and Zentbreit. They exist in their various phenotypes across the entire known world, and likely are present beyond Brumefringe as well. Variant Human is permitted, but please make me aware during character creation if you choose that. You can fairly safely use real-world traits and the analogous real-world kingdoms for accents or appearances of humans from different parts of the world.

Dwarves

Playable. Native to Zentbreit, the majority and rulers of Zentbreit and Loredven. Using mostly the rules of the book, Hill/Mountain varients acceptable but Duergar is not. I encourage Dwarf players to avoid falling into the trap of making the character only defined by being a drunk axe wielder - I don't mind if that's your starting point, but I highly encourage deepening your character from that as I've found as a DM that that character trope becomes difficult to deal with and to offer unique and varied situations to, as it is very flat.

Elves

Playable. The Elves are very ethno-centric and are divided into different subraces. The Malvir (High Elf Variant) are native to and the majority of Marcineaux. The Calenvir (Wood Elf variant) make up large populations in Zentbreit and are the majority of Margrave. The Shokinvir (High Elf variant) are native to and a significant portion of the population on the continent of Shokinkazi. The Morvir (Wood Elf variant) are native to and make up a large population on the continent of Akend. Drow are non-playable. They are rare and will generally be viewed as evil or distrustful, making it both difficult to coexist with the party and difficult to have found a place on the ship.

Halflings

Playable. Native and a majority in the small kingdom of Meervar. Small populations exist in most urban centers. They are 'uncommon' as compared to Humans, but experience a similar worldly reach albeit with smaller communities.

Dragonborn

Semi-Restricted. Dragonborn are native to colonies and tribes from beyond the Great Divide, but have become at least 'somewhat' common in the eastern reaches of Edeoxes. It is semi-restricted because it would prove difficult to find one as part of the Falkish Navy, but this could be circumvented with a good backstory. Please talk to me, but I am likely to approve this with a quick chat. They would exist in small numbers in major cities in Western Edeoxes. Origins can include coming from Shokinkazi's eastern reaches or the steppes between the two continents, or in settlements near the Great Divide.

Gnomes

Playable. Gnomes are native to Andoria, but do not make up a majority. They are a less populous race but occupy small, usually rural settlements around Edeoxes. They have been seen on other continents but are still rare. Deep Gnomes are semi-restricted - I just want to check with your backstory and your fit with the party.

Half-Elves

Playable. Anywhere you can find Humans and Elves in the same place, you can find half-elves. No kingdom of their own, generally accepted in Edeoxes.

Half-Orcs

Semi-Restricted. Half Orcs do not have a kingdom to call their own. They are quite rare even in larger cities of western Edeoxes, but not unknown. They are fairly common in some of the Great Divide and steppe cities to the far east. They can also be found in larger numbers along the northern reaches of Akend. Orc tribes exist in the steppes and in Akend, though the two tribes do not view each other as the same race. Half-Orcs can be of either tribe. They sit similar to Dragonborn where I am likely to approve any half-Orc characters once we work through the difficulty of one being on the ship.

Tieflings

Heavily restricted to non-playable. Tieflings are not welcome in the Falkish navy and generally shunned by 'upstanding' society in western Edeoxes. They can be found in cities in more seedy areas or in the more lawless reaches beyond Edeoxes. They do not possess kingdoms of their own. They would be non-playable at the start of the campaign, but heavily restricted at later times. I could see possible plots to work a Tiefling character into the crew once beyond Brumefringe, but it would be an exception.

Aasimar

Non-playable. They won't exist in the known world in any realistic population. You don't get to be my angle and my demon, sorry. (Jokes aside, I personally find that an angelic/demonic race that descends straight from the Gods doesn't fit this setting, at least as a player race. There is potential they will be encountered during the campaign.)

Firbolg

Heavily restricted to non-playable. Their background as protectors of nature and 'caretakers of the land' doesn't lend itself well to leaving on a boat or being part of the Falkish Navy. They exist in small amounts in the known world and likely the beyond. I would consider them restricted, albeit heavily, after the start of the campaign.

Goliaths

Restricted. Populations exist in the mountainous northern regions and in the mountains of the Great Divide. Possible others in the far east, or Akend. There are significant barriers to one fitting in with the Navy, but not impossible.

Kenku

Restricted. Very small populations from the steppes and Shokinkazi, mostly, though some will exist within Edeoxes and Akend. I will encourage any player that takes this to roleplay their unique speech style. Please note the callout box on page 111, as this would help a Kenku player still be effective in communication without making it exceedingly difficult. I can relax the mimicry so that it isn't required or constant but I would absolutely like it to remain a part of any Kenku character for flavor.

Lizardfolk

Nonplayable to Restricted. Common in areas of Akend, smaller populations in Shokinkazi. Would not be part of the Falkish Navy and likely extremely rare to not present in Edeoxes. Possible but heavily restricted when beyond Brumefringe.

Tabaxi

Restricted. Common and a majority in several small (relative to Edeoxes) kingdoms of Akend. Present in Shokinkazi, and very small populations as travelers and migrants in Edeoxes, mostly in major cities. This one would be difficult to work out initially, less so beyond Brumefringe: In any case, please come with a strong idea.

Tritons

Heavily Restricted. If you are very attached, we can work out a potential story initially. A spoiler, but relevant if you wish to play this race:
Show spoiler
Tritons have a nation beyond the Brumefringe, and will be far less restricted to playable once the party is beyond the fog.

Tortle

Heavily restricted to non-playable. Populations exist in distant reaches of Akend and beyond, but would not be suitable to join initially.

Monstrous Races

Heavily Restricted to non-playable. I will be very, very picky about players picking these races. Initially they are all non-playable, beyond Brumefringe may allow opportunities but it will still require a lot of work between yourself and me.