Table of Contents
Humans
Common Locations: The Marasen Empire, Belstrad, Va'Sehir, Ardenmore, Kardath, Namiza, Vaskira, Heliamir, The Wild South, The Senja Coast, Khorez, Uru
Humans can be found almost anywhere. Much of the eastern continent of Arna is home to at least some small number of them. Their largest countries include
The Marasen Empire,
Va'sehir and
The Provinces of Belstrad.
In The West
The original homelands of humans were the ancient civilizations of Va'Sehir, Yuan Khun and Qusur & some time later Södra. Yuan Khun eventually fell apart as the people took to worshiping a primitive god of snakes, eventually mutating into the
Yuan-te. Their land is now called
Sethik after this deity. Humans who share a common ancestor with these hostile people can be found living along the
Senja Coast of Kharza, and within Va'Sehir or Luxumu. Many humans in the early days preferred to remain as nomadic tribes (The Tribes of Naizudd) throughout the northern center of the original continent (before it was split in two by
The Event). Now this population is split between the Western Tribes who live in the
The Uru Scrublands and the Eastern Tribes who live in the Darkoro steppes of current-day
Namiza. Qusura now lies under the Qusuran sea and the people of Södra ended up on the other continent. Humans are also the main inhabitants of
Heliamir, a city-state located in the central mountains, south of Azan
.
In the East
Many humans migrated east over the course of history, the majority settling in current-day eastern Arna. To do so they had to steal a great deal of land from elves and halflings. They were following in the wake of several (now fallen) mageocratic kingdoms like
Ellesmere who had originally paved the way for humans in the east. Some (the Södra) went south and settled on what would be the frigid island-continent of
Vaskir. On Arna they eventually formed the Kingdoms of Old Namiza, The Marasen Empire, and Belstrad. The countries of
Kardath and
Ardenmore eventually split off from the Marasen Empire. Kardath at this point has more Half Elves than humans or elves. At one point the kingdoms of Namiza were overthrown and occupied by Marasen but they managed to regain their independence after 800 years of occupation. Namiza is now a multicultural free territory, but the majority of the population is still humans who descend from the Old Kingdoms. Humans are also often found along the southern coast of Arna, the region known as the
Wild South, as well as within the domain of the
Khorez hill dwarves.
Elves, Half Elves, & Drow
See:
Elves in E'ahna
Common Locations: Astrithyr, Kardath, Kalara, Shora, Melifera, Namiza, Ardenmore, Va'Sehir, Luxumu
High Elves & The Shadar Kai
The original elves who came into E'ahna from the feywild were the High Elves (aka Sun Elves). They crossed over through a rift that their forest had grown through and settled in the large woodland realm of
Astrithyr, forming a kingdom which still exists (at least in name) to this day. From very early on they discovered they had an affinity for learned magic and their grand cities house some of the most accomplished wizards in the world. The culture that evolved in this region became obsessed with and reliant on magic and after awhile several factions of elves split off and left, eventually becoming Moon Elves and Wood Elves. Eventually much of their southern homelands were razed by invading humans from the west. The wars between the elves and these human mageocracies resulted in the catastrophic
Event. It was during this war that the high elves discovered and used necromancy to create undead armies from humans they had bested. The perpetrators of this profane act were ultimately banished to the Shadowfell with their goddess Vanar, becoming the
Shadar Kai.
Most high elves still live in Astrithyr, though more and more have begun moving into the territories of
Namiza, with most ending up in the city of Leyline. Others in recent times (on elvish terms anyhow) have settled in
Kardath mixing with the local humans and resulting in E'ahnas largest Half Elf population. Half elves are also becoming increasingly common in Namiza. It is very rare to find High Elves living on the continent of Kharza. There is a long-standing rivalry and dislike between their arcane university and the one exists in
Va'Sehir. Some do end up in
Luxumu working as artisans
. There is one sect of mysterious High Elves (moon elves) that moved far south in ancient times and their descendants can still be found hidden in the remote woods of Vaskir.
NOBLE ELVES (HIGH ELF VARIANT)
Noble Elves get their name for the fact that most of them are a part of the aristocracy of Astrithyr. What gives them that position is their closer ties to the homeland- the feywild. Astrithyr still considers itself to be one of the feywild Courts, and takes station and hierarchy very seriously. Noble Elves are believed to have a greater capacity for arcane prowess and expected to be more charming, smarter, and superior in all ways from high elves (though it is mostly propaganda) because they have retained some genetic abilities of their ancestors, the Eladrin. In fact, some once were Eladrin and upon staying in the prime material for too long regressed into a noble elf and lost their functioning immortality. Though physically they are near indistinguishable from a high elf, Noble Elves do not have one permanent eye color. Much in the way than an Eladrin’s appearance changes with their mood, so does a noble elf’s eyes. When feeling cheerful and excited their eyes turn light green, when feeling fearful or aggressive they turn vivid orange-red, when feeling calm and gracious their eyes turn pale gold, and when feeling sad or drained they turn a silvery blue.
Ability Score Increase. Charisma Score + 1
Cantrip. You know one cantrip of your choice from the bard spell list (using Charisma)
Extra Language. You can speak, read, and write in Sylvan
Fey Step. As a bonus action you can teleport up to 30 feet once per long rest
Wood Elves
The elves who abhorred the High Elf obsession with arcane magic left and settled in the
Shorawood. A second faction headed further west, ending up in the jungles of
Melifera. Both evolved into wood elves over time. The elves of the Shorawood have a druidic culture and live as semi-nomadic clans, most led by a powerful druid or archdruid. These wood elves are somewhat reserved with little interest in traveling out of these woods or interacting with other populations. Recently there has been one small faction of wood elves who has set up their own small village in
Namiza, though they remain aloof.
The elves of Melifera have slowly evolved into a barbaric culture who live in various warring villages and fight often with the Yuan-ti to the north. They have been so removed from other elves that even their language has evolved over time and hardly resembles Elvish anymore. It's rare, but occasionally a wild elf will end up displaced from their tribe and join the desert tribes of orcs, dwarves and humans to the east or even one of the settlements of
Heliamir,
Va'sehir, or
Luxumu. Some also end up living among the Tabaxi in Jacho or among the Yuani along the Wild North Coast.
GREEN ELVES (WOOD ELF VARIANT)
The wood elves of Shora are druidic in culture, and though many are proper druids who can change their shape, it takes dedication and practice, and most certainly not all are cut out for it. Though a fairly new occurrence (post Event), every once in a while a Green Elf is born- a wood elf of exceptional druidic talent and instinct. Some say it is the evolution of the race, and perhaps one day all Shoran elves will be “Green”. Many attribute the phenomenon with Shora's proximity to the great arcane leyline that crosses this region and can have unpredictable effects on living creatures. Green Elves usually learn to wild shape as little children- instinctively and without any instruction. The forms they take without further instruction are generally small, simple creatures. They are tied to the forest in ways the average wood elf cannot comprehend- truly connected in the way wild beasts are, and there are some who actually leave their clans to live wild and feral. They tend to imprint on a specific small creature they see often as children- often a cat, fox, badger, hare, spider, weasel, or a rodent- adopting it wholly as a part of their own identity. They are indistinguishable from the average wood elf most of the time but they do have a tendency to have green eyes and occasionally even green hair, which is how they originally got their name. Green Elves are even more common in the jungles of Melifera on the other continent where another magical leyline exists. This lends credence to the theory that this alteration of the race stems from the frayed edges of the weave along the arcane "seam lines" since the Event.
Ability Score Increase. Wisdom Score + 1
Fleet of Foot. Your base walking speed increases to 35 ft
Forest Dweller. Advantage on survival and nature checks made in the forest
Druid Culture. From a young age you were taught to speak druidic. You also learned, instinctively, to assume the wild shape of a small or tiny beast (max CR 0- no flying or swimming speed) once per short or long rest. This lasts for one minute. At level 5 you can choose from aquatic creatures. At level 10 you can choose from flying creatures.
Drow (Variant)
The drow live deep below the surface of the world in large cavernous cities and they worship a demon lord of spiders, called Lolth. Their evolution from the high elves was caused by Lolth, as she manipulated them into worshiping her as a supposed unseelie fey deity. The first followers of Lolth participated in a ritual wherein they ingested her blood, tying them together and tainting their own blood forever. All their descendants still carry this direct blood connection with the demon lord. It is said no Drow can hide from the gaze of Lolth and she can look through the eyes of any of her "Children". The children of Lolth also are born with certain boons, or innate abilities. Being a demon of spiders, these abilities she grants tend to reflect that. Lolth infuriated the other elvish gods, having paraded as one of them and won over many of their former worshipers. In retribution for her arrogance she was chained within the Abyss and her loyal followers- now abominations hardly recognizable as elves- were banished deep into the Underdark. This variant of Drow are sometimes born with extra eyes (though never more than eight), and are entirely carnivorous. They have the natural agility and reflexes of spiders which help them successfully traverse the caves and cliffs of the underdark. Proper drow adventurers are extremely, extremely rare. Most have no interest in the bright and terrible surface world. They fully embrace and feel connected to their dark, labyrinthine domain where they are the top predator.
The largest drow settlements lie beneath current day
Astrithyr, Kardath and
Belstrad and one group splintered off and settled beneath
Va'Sehir on the other continent.
Drow have skin-tones ranging from alabaster white to charcoal black and all shades of warm gray in the middle. They have pin-straight hair that is silvery white or yellow-white, and eyes of milky light lilac, pink, blue, silver, and among Her favored, bright red. Drow have no pupils and the sclera of the eye is the same color as the iris. Their eyes glow slightly in the dark.
Ability Score Increase: Wisdom Score + 1
Superior Darkvision. 120 ft.
Sunlight Sensitivity. Disadvantage on attack and perception rolls in sunlight.
Spider Reflexes. You have proficiency in Acrobatics.
Spider Magic. At Will: poison spray cantrip. 1/day: Jump, Web once per long rest. Wisdom is your spellcasting ability for this magic (spell save DC 11).
Language Swap (opt). If you grew up in the underdark or your parents were from the underdark, you speak Undercommon and not Elvish in addition to Common.
TWILIGHT ELVES (DROW VARIANT)
Originally the twilight elves were Drow- elves warped by the demon lord
Lolth masquerading as a deity. After centuries banished underground, a sect of these drow managed to break free from the societal trappings and cruel priestesses of Lolth through the leadership of a fellow drow called Kalar. Kalar amassed a great following, urging them to return to the surface, to readapt to life in the sun, and to renounce Lolth, the great manipulator. They faced many hardships including the other drow sent by Lolth to capture and punish the betrayers, but they successfully followed Kalar to the surface and found themselves on an island. They settled the island and named it
Kalara in their honor. Kalar would continue to make many many return trips into the underdark and to lead more and more drow to the light for another century or so. Upon their torture and death at the hands of a High Priestess of Lolth who had captured them, Kalar ascended as a minor deity of light, hope, and redemption. Upon receiving divine power, they properly freed their people from Lolth’s grasp, cleansing their blood and changing the color of their eyes from pale, milky tones to the original vivid bright eyes of their ancestors. They no longer carried the blood boon of Lolth, but instead a divine boon of light. This race is fairly young (only about 1400 years old or roughly 4 - 7 elvish generations) and it is still in a state of adaptation to the surface. Twilight elf settlements tend to operate at night which is still more comfortable, but they can also fare better than their drow brethren in the sunlight. More and more, twilight elven children are born who are less uncomfortable in the daylight. Twilight Elves have begun to branch out from their island
a little, mostly landing in the
Wild South. Others have ended up in
Vaskir to the south of them.
Twilight Elves have skintones ranging from dull, ashy pink, purple, and blue in hue, hair of silvery white or black, and eyes of vivid red, blue, purple, pink, silvery white, or black. Their eye sclera matches their iris color, similar to Noble Elves or Drow.
Ability Score Increase: Charisma Score + 1
Sharp Darkvision. 90 ft.
Sunlight Irritability. Disadvantage on sight based perception rolls in sunlight.
Kalara’s Boon. At Will: dancing lights cantrip. 1/day: darkness, faerie fire. Charisma is your spellcasting ability for this magic (spell save DC 11).
Language Swap (opt). If you grew up in Kalara or your parents did, you speak Undercommon and not Elvish in addition to Common.
Dwarves & Duergar
See:
Dwarves in E'ahna
Common Locations: Uladun, Azan, Khuzen Gorah, Dren'Mordenaz, Duer'Gathol, The Underdark, Namiza, The Wild South, The Sunset Mountains, Luxumu, Va'Sehir
Mountain Dwarves & Duergar
In the early days of the world there was only one dwarven kingdom-
Uladun. At some point during this very early period a faction of dwarves decided that they abhorred the surface and delved deep into the underdark to set up shop (later to become the Duergar). Eventually two brothers of the royal clan split from Uladun, one forming another kingdom to the mountains to the west-
Azan, and one forming another kingdom to the south-
Andun. Some time later, a new clan declared themselves royalty and settled in the far southeast in the kingdom of
Halamor (in current day Vaskir). All dwarves can trace their lineage to one of these primordial four. Uladun has three baronies now- the smaller strongholds of
Bezan,
Balgar, and
Ultzin. Many dwarves have left over the past centuries to relish in the freedoms of the territory of Namiza
and they have formed several of their own townships. They also share the city of Leyline with elves from Astrithyr.
The kingdom of Halamor fell early in history, conquered by neighboring Giants who set up their own kingdom (Isekalta) within the dwarves old halls. The descendants of the survivors live among humans along the coast of Vaskira today or toil enslaved to the giants as blacksmiths and miners. At some point a religious faction (the
Khuzzud clan) within Andun split off and settled in a small coastal mountain range to the east. Being extremely reserved, they hid their strongholds deep within and hardly ever surfaced- to the point even today they are a cryptid story among the Belstradian humans who now live around these mountains (and call them the Ostkuste Mountains). There are stories of them occasionally attacking human miners who accidently enter their territory. The kingdom of Andun fell during the wars between the elves of Astrithyr and the human mageocracies who had split off from Qusura. They didn't fall because of this war but because they could receive no help when they were raided from below by Duergar. These duergar destroyed this kingdom, rebuilt it in their name and took control of these mountains up until just a few years ago when an ancient Red Dragon claimed the territory, pushing them to the northern and southern ends of this mountain range. In the north, the major stronghold of Mt. Gorah was recently reclaimed by dwarves who claim to have Anduni heritage. The duergar forces remain strong in the mines of Gar'Ghelen and the southern stronghold of Duer'Gathol. They can be found in the underdark in numerous places beneath the Andun and Ulad mountains.
Azan, which is settled in the Sunset Mountains, happened to be formed along an arcane leyline which produced magical ores. Eventually, political strife caused one faction of dwarves to move further south settling the new kingdom of
Mordenaz which also had its fair share of magical ores. However, during the
Event, this stronghold was destroyed by invading fire elementals and the survivors fled south, forming the small poor stronghold of
Dren'Mordenaz. Some of these dwarves have joined the desert tribes of
Sehirizan.
MITHRIL DWARVES
The dwarven kingdom of
Azan has forever lain in the path of a very powerful arcane leyline and the power that radiates here has also begun to change some of the dwarves as well in recent times (post
Event). These dwarves have lost their stone-like ability to repel poisons but have become more durable in other ways- durable in the ways the magical ores are. They shrug off certain magics- like those that petrify and stun. They are made of stronger materials that can survive harsher blunt force. These dwarves are hard to distinguish from their brethren but the religiously inclined consider them chosen or gifted- destined for greatness. Young dwarves often undergo a test to determine if they are of superior form by drinking a mild poison- those who are actually affected enjoy higher status and more opportunities when they grow into adults.
Ability Score Increase: Intelligence Score + 1
Magically Resilient: No more Poison resistance/ advantage on Poison saving throws. Resistance to Force damage and advantage on saving throws against the Stunned & Petrified condition.
Arcane Culture: Advantage on arcana checks or history checks in the context of magical items.
Hill Dwarves
Though all dwarves were originally mountain dwarves, a few factions of these original kingdoms moved to new regions and lived a life between their strongholds and the surface, adapting as such into Hill Dwarves. The largest population of these hill dwarves reside in the
Khorez Mountains, south of Andun. Other hill dwarves can be found in the northern
Sunset Mountains of Kharza, originating from Azan. These hill dwarves have no major kingdoms, only small mining settlements. Many have joined the desert tribes of humans and orcs in the Uru Scrublands.
DAOVES (DWARF + EARTH GENASI)
Daoves are the offspring of hill dwarves and the earth genasi who have taken up residence within the
Khorez mountain kingdom. They are not extremely common but they are present. Many of them become Monks of the Chasmal Earth and grow up within the genasi monastery located there. The dwarves who live here are fairly welcoming and tolerant to other peoples and races so these children don't generally face any hostility for their mixed blood growing up here. They have an innate deep connection to the earth and develop that connection even more through their lives. Daoves generally have the size, look and shape of bearded dwarves with the full plethora of earth genasi skin traits.
Ability Score Increase: Constitution + 2, Strength + 1
Age: Daoves age at about the same rate as humans, but like dwarves are considered young until about the age of 40 or 50. They can reach the age of about 175 to 200.
Size: 4 - 5 ft.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage
Tool Proficiency (opt): You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
One with the Earth. You know the mold earth cantrip, and at 3rd level you can cast the meld into stone spell once per long rest. Constitution is your spellcasting ability for this magic.
Language Option: Primordial
HALF DWARVES (ELF + DWARF)
"Half Dwarves" aka
Dwelves are the offspring of dwarves and elves often born in the city of Leyline or the surrounding areas which have high populations of both. They could be born elsewhere but it's fairly rare. In Leyline, they are surprisingly common and it surprises many outsiders. Most often they look very much like a short elf with more facial hair than one might expect. They can also look like tall dwarves with a slight point to the ears. Skin, hair, and eye colors can be any mixture common among elves and dwarves. Most residents of Leyline are High Elves (sun elves) and Mountain Dwarves and most Dwelves here tend to reflect that with bronze medium to dark skin and dark or occasionally red hair.
Ability Score Increase: Pick one: Constitution + 2, Dexterity + 1, OR Dexterity +2, Constitution +1
Age: Half Dwarves age at about the same speed humans do, though they are considered young until about the age of 75. They generally live till about the age of 550.
Size: 4-5 ft
Speed: 30 ft
Darkvision 60 ft
Pick One:
- Dwarven Constitution: You have advantage on saving throws to resist poisons.
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Bonus Proficiencies: You gain proficiency with a set of artisan’s tools or an instrument of your choice + any one skill.
Languages: Common, Dwarvish, Elvish
Halflings
See:
Halflings in E'ahna
Common Locations: Hywela, Marasen, Namiza, Kardath, Ardenmore, Khorez
In the early days of the world the halfling's territory spread over much of present day
Marasen and
Ardenmore and all the way north to the coast. When humans from Qusura first moved into the area many of them chose to flee north into the hills which would later be called Hywela. A halfling cleric, in fear of total genocide by the violent human immigrants, sacrificed herself to erect a divine barrier along a major river that no one but the small folk could cross. Behind this invisible wall the halflings could live without fear of war and conquest from the more violent races. To this day the peaceful
87 Hills of Hywela belong to halfling-kind. Some halflings never left their original homeland and their descendants still live among the humans of Marasen and Ardenmore. Other halflings have trickled out of Hywela over the years and landed in
Namiza or
Kardath. Some but not many have made it to the other continent; other than for the sake of tourism, they are rare in Kharza. They are also somewhat rare in southern Arna as there is little decent farmland or incentive to visit. There is a small population living within the
Khorez valley.
GREEN-THUMB HALFLINGS
In the hills of Hywela, there is no pursuit more noble than the tilling of the earth and the growing of food. It is a cultural touchstone among halfling kind, and those that do it best have the most respect. No one can farm and garden like a "Green Thumb" Halfling. No one knows how or why a Green Thumb Halfling is born, but what they are is revealed early in life, though they look no different from any other Halfling. They are similar to Green Elves, in a way, because they have a natural connection to nature and exhibit instinctually druidic abilities. Some think it may be yet another affect the world's arcane leylines have had on people since the Event. The Halflings contend that Green-thumb halflings have existed long before then. Most halflings think they may have been touched by the powers of the feywild and in some towns they are referred to as Fey-Touched Halflings.. Either way, these halflings can make plant-life grow in the harshest of places and some can even speak to and understand animals. Green-Thumb halflings almost always end up in positions of high station within their communities. Their abilities are often sought after, be it to help a garden grow or calm an ornery farm animal.
Ability Score Increase: Wisdom + 1
Naturally Connected: You know the Druidcraft cantrip. At 3rd level you learn Speak with Animals and can cast it at will.
Gnomes, Warforged & Deep Gnomes
See:
Gnomes of E'ahna
Common Locations: Geddri, Langollyn, Namiza, Va'Sehir, The Wild South/ Khorez, Astrithyr, Shora, Luxumu, Kardath, The Wild North Coast
In the early years there were three major gnomish homelands:
Geddri,
Gulthar, and
Langollyn.
Geddrigebbidan and Gulthar were rock gnome territories composed of various mesas throughout the center of the original continent, pre-Event. Gulthar fell to the wrath of a draconic goddess who buried their civilization completely during a particularly dark time in history. Before its fall it boasted the most advanced technology in the world and was experimenting in the creation of sentient magical war constructs during the war with the the draconic queen (the
Warforged). Its location (current day
Namiza) was lost for many years and recently excavations have begun by current-day rock gnomes, unearthing much, including deactivated and broken Warforged. Many gnomes have ultimately settled in Namiza as a result. Geddrigebbidan still exists (now just called Geddri as Gebbidan has become the name of their largest mesa). These mesas & buttes have become mesa-islands and large swaths of their old dens have been flooded out since the Event. Gnomes of Geddri have set up shop in many other areas of the world where they wish to study- most notably within the scholastic cities of
Va'sehir and Namiza. Many traders have a route through the Wild South to
Khorez to trade with the dwarves for rare minerals.
Langollyn, a large woodland, has shrunk in size since the Event, but still exists as the place you are most likely to find a Forest Gnome settlement. Forest gnomes have become scattered over the centuries among many forests and can be found worldwide (though they
are hard to find).
Astrithyr has a decent population of them. There are rumors of forest gnomes who live in the western jungles of Kharza or the
Senja Coast, but they are not really known for living on the other continent.
Deep gnomes are the descendants of the gnomes of Gulthar who fled deeper underground during the dragon attack, ending up in the
Underdark and unable to go back up and through their old territory. They simply cut their losses and built their own settlements down here, figuring they would find their way to the surface at some point. They seemed content down here, however, and over time they adapted into the Deep Gnomes. They took with them a number of Warforged. Over the years these contraptions have mysteriously developed sentience of their own. They have lost the knowledge of how to make these warforged but have been able to maintain them.
GULTHARIAN GNOMES (ROCK GNOME VARIANT)
For the most part, no rock gnome knows if they might have Gultharian blood or not. The ancient mythical gnomish city of Gulthar fell to the might of a draconic goddess many millenia ago. It has been said that it was a complete genocide but others contend that some small groups of them escaped and lived on. Some have even suggested the ludicrous idea that there might even be a long-lost portion of the den-city still residing below, still full of people who have lost access to the surface. This is partially true, actually. There were some large numbers of them that managed to escape through the lowest levels of Gulthar and into the underdark. They eventually became the Deep Gnomes that still live down there. The real still-living Gultharian Gnomes tend to live on other planes of existence- in most cases one of the celestial planes. Many of them took portals there to escape and many stayed where they ended up. Some managed, after a time and once the danger of Eresh had supposedly passed, to find their way back home to the material plane and lived on among other gnomes, blending in and fading away. Some of these bloodlines were altered during their years-long celestial sabbatical and this can be seen in their descendants. There are some gnomes born today that carry innate characteristics shared by the Gultharians, including their superior intelligence and persuasive nature. A Gultharian descendant may appear as a rock gnome, but they are actually a living myth. They probably don't even know it either.
Ability Score Increase: Charisma + 1
Celestial-touched: Resistance to necrotic damage.
Superior Intelligence: You can accurately recall anything you've seen or heard within the last two weeks.
Orcs & Half Orcs
Common Locations: Namiza, The Uru Scrublands, The Andun Mountains, Langollyn, Sehirizan, The Sunset Mountains, Geddri
Orcs actually share a heritage and original territory similar to humans. Both these races came into being around the same time and for the same purpose- to serve as fast-breeding canon fodder during primordial warfare. When the dust settled and the mortal races inherited the world, human and orc tribes made up a large portion of the population of the war-torn center of the original continent before it was split in two and flooded out. Whereas humans mostly settled into civilizations like Qusur and Va'Sehir, the orcs largely remained nomadic and tribal. Many of their descendants remain today as the Western & Southern tribes of Kharza and Eastern Tribes of Arna. Over time many of these orc tribes have bred with humans and even dwarves and most tribesmen are not full-blooded orc unless a given tribe made a hard rule about interracial breeding. Many orc tribes in the east also have a number of tiefling and tanarukk members as these tribes came into contact with many invading fiends during and after The
Event. Orc tribes can be found in current day
Namiza and the central mountains of
Uladun in Arna and they can be found anywhere on the eastern side of Kharza's sunset mountains, including the southern desert, Sehirizan, and the northern Uru Scrublands. They can also be found on the island continent of
Geddri.
Over the past 500 years or so it's become increasingly common to find orcs or half orcs living within cities both in Namiza or anywhere on the continent of Kharza. In Dakoro many of them have their own towns and cities now. The largest of the Orcish cities is located in the Sunset Mountains of Kharza, sheltered in a shaded mountain valley called
Uul'khot. There are also a number of small orcish strongholds within the Andun Mountains.
There is great variation among orc tribes. Some are xenophobic and entirely composed of orcs or only make allowances for certain goblinoids. These are often hostile and barbaric and survive by raiding and pillaging whatever settlements they come upon or laying in wait along roadsides for large caravans. They are a known menace to many communities who live in the mountains- especially the dwarves of the Ulad and Andun mountains. Some of these orcs are in the service of the Red Dragon of Andun and pillage and raid in order to assist in adding to his hoard. The orc tribes of the
Sehiri Desert are known for being religious zealots who worship a god of warfare and are greatly feared. They see themselves as natural conquerors who will one day inherit the world. First comes Va'Sehir, however.
Thankfully, this is not how the majority of orcish tribes operate. Most of the Tribes have a rich culture, an appreciation for their ancestors, and a reverence for the natural world. Most of the tribes are multicultural units who rely on traditional hunting and gathering and occasionally trading. Many of these tribes are found in the Dakoro region of
Namiza. Many are druids and these druids tend to become leaders. Similarly, some individuals who live in the scrublands of
Uru have a tendency to be born with storm-like powers and are greatly revered for their strange and powerful gifts. Because magic use is rare among the tribes, these individuals also often become tribal leaders. Most associate them with the legendary blue dragon from that region and call them the "dragon-blooded". Many orcs from the more tolerant tribes procreate with non-orcs, often resulting in Half-Orcs, "Dworgs", and Tanarukk.
DWORGS (ORC + DWARF)
Dworgs are common among the tribes of Kharza, the resulting children of orcs or half orcs and hill dwarves of the sunset mountains. These fellows have twice the stubbornness and durability of their parents- almost a frightening thing. They tend to be concrete and unrelenting in their opinions and beliefs and quick tempered like their orcish parents. They are usually a bit taller than the average dwarf but share their predilection for long beards (both males and females), and they tend to have the skin tones of their orcish parent. Dworgs may or may not have the enlarged orcish “tusks” but those with a half-orc parent typically do not.
Ability Score Increase: Constitution + 2, Strength +1
Age: Dworgs reach physical maturity by about the age of 16 to 18. If they are lucky they can reach the age of 100 (or even up to 140 if a parent was only a half-orc) due to their dwarvish blood.
Size: 4 - 6 ft
Speed: 30 ft
Darkvision 60 ft
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once per long rest.
Dwarven Constitution: Advantage on saving throws to resist poisons.
Tenacity Incarnate: Advantage on saving throws against exhaustion.
Languages: Common, Orc, Dwarvish
TANARUKK (HALF ORC / ORC + TIEFLING / FIEND)
Tanarukks, which are orcs with infernal blood, are somewhat common among the tribes of Dakoro, and can either be revered or despised depending on which tribe they were born into. This area underwent a period of demonic invasion (and for many tribes, enslavement) which some tribes still remember well and they nourish a long-standing grudge against fiend-kind. Other tribes who are more welcoming to folks from all walks of life, praise Tanarukks for their unique abilities and heightened intelligence. Tanarukks often have multiple sets of horns as well as orcish tusks. Their skin color can range anywhere from the mottled greenish gray of their orcish parent to the red or blue hues you find among tieflings. Most tend to be a dark, reddish gray with dark hair. Their eyes often have a solid color of pupil & sclera, in the way that tieflings and other fiends do. They can but don't usually have a tiefling tail.
Ability Score Increase: Strength Score + 2, Intelligence Score + 1
Size: 5-7 ft
Speed: 30 ft
Darkvision 60 ft
Relentless Endurance. When reduced to 0 hp but not killed outright you instead drop to 1 hp. Once per long rest.
Hellish Temper. You can use Hellish Rebuke as a 2nd level spell once you reach 3rd level. Once per long rest.
Choose One: Menacing: Proficiency in the Intimidation Skill OR Infernal Legacy: Resistance to fire damage.
Languages: Common, Orc, Infernal
Dragonborn
Common Locations: The Western Isles, Ilvare, The Wild North Coast, Jacho, Melifera, Va'Sehir, Luxumu
The dragonborn were created by the dragonic goddess Eresh to serve as her foot-soldiers when she attempted to enslave the world. It was their rebellion that caused her eventual fall, freeing the world from her grasp. Since then, this historical event has led most other races to revere the dragonborn as their saviors. The dragonborn, quite proud but somewhat removed from the other populations, took the far western coast of the original continent as their new homeland and built up a grand and orderly civilization rich in culture and magic. Eventually the government that arose here was entrenched in a rigid caste system. At the very top of the food chain were the gem dragonborn. These royalty of dragonborn kind are the descendants of Eresh's favored children who worked not as grunts or soldiers but as her confidants and as governors back when the world was theirs. On the lowest rung are kobolds and lizardfolk who are almost treated as slaves. There are many who live in this society who can easily see the hypocrisies of their current state and fight for a future where all dragonborn are considered equal.
During the Event, much of this homeland was flooded out, resulting in
The Western Isles, where the majority of these dragonborn still live. It is rare for them to leave their beloved isles, but some eventually made their way to The
Ilvare Isles and the
Wild North Coast of Kharza. They don't typically go much further unless they happen to be particularly adventurous individuals. They are very rare to see on the continent of Arna and those that can be found are generally in
Namiza. The western isles are divided into the Metallic Isles to the south and the Chromatic Isles to the north and there is a cultural split- not by the color of the dragonborn but the deities they worship. Those who worship Eresh and Nammu for whatever reason live in cult compounds in the chromatic isles. The rest typically live on the large isles of
Vaythera or
Hathas Rhogan (which have come to be called the Metallic Isles specifically to differentiate them from their northern cousins). That said, even their society is far from perfect and they are often resting right on the cusp of total class warfare.
Extraplanar Blood
People from other planes were exceedingly rare before The Event. Many, like elementals or the undead, were almost mythical- a thing read about in bedtime stories. During the Event rifts to the other planes ripped open worldwide and E'ahna was forever changed.
Tieflings & Aasimar
Most Likely Location: Namiza (tiefling), Ilvare (tiefling), Va'Sehir (tiefling), Marasen (aasimar), Astrithyr (aasimar), Belstrad (aasimar)
During the
Event, a particularly large rift opened to the lower planes- the planes of demons and fiends. Entire demonic hoards and devil armies flooded the area now known as
Namiza, slaughtering and enslaving what people happened to be living there, including many of the Tribes. Though with time these creatures were banished to their home and the rift mostly sealed, it took many years and this event has had lasting effects. The most noticeable is the prevalence of tieflings and tanarukk- people born with infernal blood in their veins. They are so commonplace in Namiza and the surrounding areas that most people don't think twice about their presence. They may still face some hostility to the east, so most who have left this region have immigrated to Ilvare or beyond to the other continent of Kharza.
Aasimar have had a large role in many religious myths and stories- especially among elves, so their existence is rare and miraculous to most. No one can fathom where and why an aasimar is born and it is up to them to figure that out over their lifetime. It is believed that gods put each aasimar into the world with a purpose to fulfill, and they usually assign one of their celestial underlings to act as a guide for them. Aasimar who embrace their purpose and become incredibly devout to their particular creator may have a chance of communicating with that god directly and bypassing this guide. It seems certain gods have a higher chance of putting their mortal chosen ones out into the world to do their bidding. Most aasimar are born to lawful deities like The Judge, The Warden, or The Soldier. Some estimate that at least one aasimar of each of these three resides in the world in a given time- far more than aasimar placed by other gods. Aasimar prophets born of The Weaver, for example, are so rare that
maybe one will be born in a given millenia, if that. This divine blood is passed down to their children, though the powers and boons inherited weaken significantly with each generation- especially in children with little faith. Most retain their natural resistances for at least another two generations but other boons like healing or other magical abilities may not even reach the first generation. Aasimar are most likely to be born in societies who revere lawful gods, especially in eastern Arna.
The Undead: Dhampir & Reborn
Most Likely Locations: Belstrad, The Wild South, Ellesmere, Va'Sehir
The plane of shadow, now the shadowfell, was not even known of prior to the wars that preceded the
Event. Desperate elves of Astrithyr were given knowledge of necromancy by the goddess Vanar and with that one awful decision, mortals had a way to tap into this dark realm. Humans managed to get their hands on this arcane intel and fought fire with fire. They ripped a way open into this realm and siphoned its energies to raise undead armies and enslave dark shadowy hunters to do their bidding. They could not maintain control, however, underestimating the dangers of exploiting the dead. Though the elves ultimately were able to cleanse their own forests, the region of
Belstrad,
The Wild South,
Ellesmere, and beyond are absolutely riddled with the undead. During the Event, the already weakened barrier between these planes was torn asunder and it has had lasting effects ever since. One of the many effects are the existence of people who mysteriously walk the path of both living and dead- be it as
dhampir or the
reborn. They can come into being in a multitude of ways but they are most commonly made or even born in this region where the veil is so very thin.
Elementals: Genasi, Aarakocra, & Triton
Most Likely Locations:
Aarakocra: The Anduni Range, The Sunset Mountains, The Halamora Mountains, Geddri, Namiza, Luxumu, Va'Sehir
Triton: Qusura Sea, Namiza, Va'Sehir, Ilvare, The Western Isles
Fire Genasi: Ilvare, Namiza, Mordenaz Dulath, The Anduni Range
Earth Genasi: Khorez, Namiza, The Anduni Range, The Sunset Mountains, Luxumu, Azan
Water Genasi: Qusura Sea, Namiza, Va'Sehir, Khorez, Geddri, Melifera, Jacho, Ilvare, Senja Coast, The Wild South, Ardenmore
Air Genasi: Namiza, Vaskir, The Wild South, The Anduni Range, Va'Sehir, Melifera, Uru, Geddri
Like many other extraplanar races, most elemental-blooded mortals did not hardly exist in E'ahna until the
Event. There were many large rifts that opened up between the elemental planes and E'ahna causing mass devastation in those areas. A rift into the plane of fire devastated the (former) dwarven kingdom of
Mordenaz Dulath in the southern sunset mountains. Rifts into the plane of earth caused worldwide earthquakes and cracked the formerly one continent in two ways. Most devastatingly, a massive rift to the plane of water right near the center of the continent resulted in mass flooding of the entire world, drastically increasing the sea level, and introducing tritons and a host of other new aquatic life forms into E'ahna. There were rifts into the plane of air that caused a great many tornadoes and whipped up many storms but thankfully there were no long-term effects other than bringing a number of Aarakocra and other air elementals into the world. To this day there are still small rifts open to those planes as elementals continue to come and go through them. As a result Genasi of all elements can be found. Over the past 2500 years their numbers have steadily swelled, though they have mostly chosen to remain in specific areas so there are plenty of places one has never even seen a genasi.
Some time ago a number of genasi came together to form a loose network and set up certain places where genasi and other elementals or extraplanar races would be both welcomed and normalized. This resulted in second or third generations of genasi born on E'ahna from genasi parents, whereas formerly most genasi were the children of a mortal and an elemental (usually djinn). The largest area they have conglomerated in are the
Ilvare Isles which most people historically avoided due to their volcanic dangers. This gathering of elementals ultimately resulted in another kind of organization- a monk order called the
Keepers of the Four Elements. They work to protect this world from extraplanar threats originating in the elemental planes. Several of their kind eventually set up four monasteries around the world that, though hard to reach, can teach anyone to utilize the energies of the elemental so they can assist them in their cause.
Fey Races: Eladrin, Satyr, Centaur, Fairy, & Hexblood
Most Likely Locations: Astrithyr, Shora, The Wild South, Langollyn, Kardath, Namiza
Of all the extraplanar races, those of the Feywild are some of the only that didn't come new with the culmination of The
Event. Fey races have always visited E'ahna because from nearly the beginning of history there have been rifts into that world located in the woodland realm of
Astrithyr. This forest itself was originally a resident of that plane and it grew right through these rifts, permanently holding them open for all of history. No one knows what originally opened these rifts long enough to allow the forest to grow through, but it is how the elves came into this world at the beginning (though they started off as Eladrin). Because these rifts remain permanently open, Eladrin from the feywild still do sometimes shift over and visit- sometimes intermingling with elvish folk and revitalizing the fey blood in their veins (producing Noble Elves). They tend not to stay forever, seeing these trips more as little vacations. Other fey like Satyrs, Centaurs, and Fairies have made their homes in Astrithyr and the connecting forests of
Shora &
Langollyn and even the Hulvudd in
Namiza. The vast majority of fey folk living in E'ahna are based around Astrithyr, but there have been rifts to the feywild opened in other places as well. This includes the jungled western coast of Kharza and some of the woodlands in northeastern
Marasen (though those rifts lead to decidedly
darker areas of the feywild). Not all fey are kindly and unseelie fey like Hags have always had a home in E'ahna as well- especially the areas of eastern and southern Arna. There is much folklore in these regions surrounding hags and witches. This is the region one is also most likely to end up
Hexblooded- especially in the south. Hags are naturally drawn to areas of great strife and suffering, and
The Provinces of Belstrad are rife with that.
Changelings & Shifters
Most Likely Locations: Any Human/Humanoid Society
Changelings are what are called "mythic" races in E'ahna. Most people believe them to be creatures who exist only in stories. Even they themselves do not know their own race's origins, though some think perhaps they have feywild descendants. In truth they live among the other races, hidden and unknown. They tend to stick around human settlements whom they are most similar to physiologically. Those who manage to spot these individuals in their original forms are not believed by their peers. About 90% of the time changelings who alter themselves in public are simply believed to be talented illusionists. Sometimes they are mistaken for other creatures, like doppelgangers. They often live in small hidden communities within larger cities, though a lone changeling may strike out on their own. They can be found worldwide and actually are not as rare as one might think. In many myths they have dark associations- tricksters and face stealers not to be trusted. Because of this bad reputation most Changelings find a face they feel connected to and keep it for life, not bothering to reveal their true identity to anyone outside of their own extended changeling networks. They tend to marry and procreate exclusively with their own kind as well to avoid any unpleasantness when a strange featureless albino child is born.
Shifters are similar to changelings in that most people do not know of their existence as a real thing. Those who have been in contact with them and recognize their abilities generally don't bother to separate them from lycanthropes. Like changelings, their origins are mysterious. The elves do have a myth to explain it- a pact made between a group of were-folk of Astrithyr and the goddess Elyra which freed them of their insatiable hunger and lack of control under the moon. Groups of these folks can be found worldwide. Many of these people live among or constitute their own nomadic tribes in
Namiza or Kharza as well. Small groups of them have long lived hidden in or around the wild woodlands of the world. It's not very common for them to try and lurk in plain sight within large cities in the way changelings do. Their own wild nature draws them closer to the wilderness and makes them uncomfortable deep within civilized spaces. A number of them live among the druids of the
Shorawood and among the wild elves of
Melifera.
Kalashtar & Gith
Most Likely Locations:
Kalashtar: Va'Sehir, Luxumu, Vashtari,
Gith: The Underdark
The Kalashtar came into E'ahna during the
Event. They appeared to most others as simply a small group of displaced humans. These people worshiped an entirely different host of gods and spirits to any known in E'ahna. They, like the Gith, are essentially aliens in E'ahna. Over the past 2500 years they have simply blended in with various human societies and the vast majority of them have lost sight of their origins. They usually retain their unique abilities and connection to spirits from their home realm, though sometimes these may skip a generation. Some Kalashtar lines have made a point of preserving knowledge of their heritage and have passed this down with each generation. Others thought it might be easier to fully assimilate and leave that culture in their former homeland. Most people, other than certain scholars and historians, don't even know the Kalashtar came here. More often than not those of Kalashtar blood are mistaken for aasimar. There are a few small communities of these people living isolated in remote areas and these communities (generally island-bound) have managed to fully preserve their culture and bloodlines. One such island is near Bamani, an island group inhabited primarily by tortles. This remote island is called
Vashtari. Some of these people have spent generations trying to find a way to go back home. The knowledge of plane-shifting is not difficult- but world jumping is a whole other conundrum. It is still not known how the Event managed to transport people from another planet. It has never happened again.
Gith typically have always lived in the other planes but this isn't to say some haven't come to visit and made their existence known periodically; sometimes on a benevolent mission to combat what they call "the feeding darkness of the far realm" and sometimes as a sudden violent raid for riches and presumably slaves. These aliens have yet to stick around long enough to explain their identity, history or the reasons for their visits. They have been known to visit the underdark of E'ahna in pursuit of their mortal enemies- the Ilithids. The origin of these people is unknown but due to their psionic abilities some have theorized that their ancestors originated in the Far Realm or they have developed these abilities in response to fighting invaders and slavers from the far realm like the Ilithids they so hate. It is known that there are two separate groups of them that are at war with one another. Little else is known.
Giantkin
Firbolg
Most Likely Locations: Shora, Langollyn, Astrithyr, Vaskir, The Wild South, Khorez
Firbolgs are most commonly found within the woodland of
Langollyn and any connecting areas (like the
Shorawood) or within the forests of the frigid island-continent of
Vaskir. Their original homelands were Langollyn and the pine forests of
The Wild South, but they have spread over time to most forested regions in southern Arna and Vaskir Island. Some have made it into
Astrithyr as well. They keep themselves quite scarce, not often interacting with others- even the benevolent forest gnomes and druidic elves. They prefer their isolation with nature for the most part. They live in small clans in hidden villages and protect the forested areas they have claimed. These settlements are simple but usually charming and their societies are completely socialist. They have no concept of money or even really crime, which can make individuals who leave home very confused when they enter other societies. They are unheard of on the continent of Kharza though there have been claims that some of them live within the jungles in the
Meliferan region and the
Senja Coast. No one could guess how they might have gotten over there. Lone firbolgs can be found (albeit rarely) living among other races- usually elvish cities, towns in the Wild South or
Khorez, any
Namizan town, or the fishing villages that dot the coast of
Vaskir.
Goliath
Most Likely Locations: Vaskira, The Halamora Mountains, The Wild South, Namiza, The Andun Mountains
Goliaths are mainly found in the snowy mountainous region of the island-continent of
Vaskir. They roam those mountains in hardy clans where the culture is very much
survival of the fittest. Their greatest enemy are the white dragons whom they hunt for sport. Whereas Firbolgs hardly resemble the giants they are distantly related to, Goliaths have a stronger connection to them and are more similar in appearance. These goliaths of Vaskir understand and accept that the Giants are the rulers of this land and they themselves are on the lowest rung of the ordening. Some clans who roam very closely to the giant kingdom of Isekalta have even pledged fealty to their king. Lone goliaths sometimes end up ousted from their clan and go to live and work among humans in the villages of southern Vaskira. Some may even end up on a boat to a whole new world and end up in either
The Wild South or
Namiza. It is rumored that there are some goliath clans who were not cut off from the mainland during the Event and have remained hidden in the
Andun Mountains for all of this time as well. According to sightings they stick to the dangerous snow-capped southern mountains around Mount Anura.
The "Monster" Races
Goblinoids (Goblin, Hobgoblin, Bugbear)
Most Likely Locations: Marasen (Goblin, Bugbear), Hywela (Goblin), Namiza (all), Uru (all), Langollyn (all), The Anduni Range (hobgoblin)
Goblinoids have existed in E'ahna for just as long as humans and orcs and share a heritage with them- that being their creation was for the purpose of canon fodder in the ancient world. When the dust of those primordial times settled and the various races began the fight for their own homelands, goblinoids ended up pushed into the east in the the central valley of the original continent. Over time some have ended up members of other tribes consisting of humans, orcs, and even dwarves. To this day they are a nasty rash across most of Arna but especially within
Namiza,
The Marasen Empire, and the hills of
Hywela. They can be found among the tribes of Kharza as well but these goblinoids are recent immigrants and not nearly as prevalent as they are in the east. Some goblinoids in northern Namiza (the region of Dakoro) are taking steps towards a more civilized culture. Individual "forward thinking" goblinoids even live within Namizan cities and towns (though sometimes still met with suspicion). They have even set up some permanent settlements in the north- some of which even have lofty goals of joining the regional concordance as a proper member of Namizan society. Most however remain in barbaric clans who raid and pillage and are seen as a terrible continental scourge- especially the Hobgolin Raiders found in Dakoro and the Anduni Range. They are especially a problem in Hywela, where the pacifistic halfling settlements struggle to protect themselves from the constant threat of attack.
Kobolds
Most Likely Locations: The Western Isles, Ilvare, Namiza, The Wild North Coast, Uru, Ellesmere, Ardenmore, Shora, The Anduni Range, The Sunset Mountains
Kobolds are unusual little folks whose origin is somewhat mysterious. Though they have obvious blood-ties to the dragons, no one knows exactly where, how, and why their race came into being. It is widely believed that they were an experiment by Eresh (a draconic deity) when she was making her attempt at enslaving the world. Most believe that Kobolds were her first failed attempt at draconic foot soldiers but she dubbed them a failure and moved on to dragonborn and half dragons. Either way, they've been here a long time. They can be found in small groups worldwide- usually in areas where other dragons are present. They have an innate urge to seek out and serve under draconic overlords. Some over in
The Western Isles actually serve under the Dragonborn, living within the lowest caste of that society as servants, laborers, and watchmen. They are generally considered a nuisance by others despite their often hostile attitude- rarely an actual threat. When on their own they tend to remain in remote wild areas but when under the command of a more powerful being (and not only just a dragon) they can make very decent henchmen and they can cause all sorts of problems for nearby towns while under this being's orders.
Lizardfolk
Most Likely Locations: Ellesmere (Anukh), Ardenmore, Melifera, Sethik, The Senja Coast, Jacho, Sehirizan
The race of the lizardfolk is about as old as that of elves in E'ahna. They have widely been regarded as one of the gods' earliest attempts at making a civilized race by raising up one of the most adaptive and survivable creatures- lizards. Unfortunately these lizardfolk relied very heavily on those instincts- perhaps too heavily, even. They lacked creativity. While the other races were born and grew into new civilizations, the lizardfolk remained nomadic and savage. They stayed put only in the ruins of towns they managed to conquer, never building settlements of their own. Though they coveted the things other races could make, like clothing and even jewelry, they could not seem to wrap their own minds around these creative processes- so they settled on raiding and take what they wanted. In the ancient primordial wars that occurred the lizardfolk joined on the side of the dragons whom they viewed as simply The Most Powerful Lizards, according to myth, and like them the majority of them were destroyed. This is also why they speak draconic despite having no draconic blood. The only survivors were those who fled the war at one point or another and headed far east and west, hiding deep in the swamps and jungles or far out into the desert.
Lizardfolk can still be found along the swampy coasts of eastern Arna, especially
Ardenmore and
Ellesmere. Now that much of that coast was flooded out their numbers have tripled in the past few centuries and they have taken up living in the former ruins of old human and elvish coastal towns. They proclaim to have established their own "kingdom" there called Anukh. They are a dangerous problem for many human fishermen in that region. In marked contrast, many of the lizardfolk who made the western jungles their home have mostly died out. They can still be found in remote areas, but competition with the Yuan-te did not go well in their favor. Some do live among the Yuan-ti as servants or guards. They have also taken up residence in some of the old overgrown ruins of the Yuan Khun empire and fight back the Yuan-te to keep control of them. There are a few small populations of Lizardfolk who also adapted to the desert as well. They exist as some of the wandering tribes of the Sehiri desert but unlike the other tribes of orcs, humans, and dwarves, the Lizardfolk do not mingle with others not of their kind. They fight against the other tribes and eat the losers. Some of them have taken residence, like their western brethren, in ancient ruins (these being related to ancient Qusur).
Its rare to find lizardfolk living among the other races but not impossible. The lizardfolk of the east typically do not even try- and no one in the human kingdoms and countries over there would probably accept them even if they did. In the west, however, their dwindling numbers and need to survive have led some to live among those who would have them. They are still not often trusted and are more so just
tolerated, generally employed as watchmen or protective escorts which they are good at. This is most common in
Jacho, the
Senja Coast, the pirate towns of the southern coast, among the Dragonborn of
The Western Isles living lives similar to the Kobolds. In some cases individuals can be found living in
Luxumu or
Va'Sehir- under some measure of supervision, typically.
Grung
Most Likely Locations: Melifera, Sethik, Jacho, The Wild North
The grung have been native to the
The Western Jungles of Kharza for as long as anyone can remember. Like lizardfolk they are considered an experimental attempt at a new race by a specific god- perhaps even the same god that created the Lizardfolk and whom the Yuan-te worship (Sethik). These frog people are as harsh and barbaric as anything in these jungles and though the wild elves, lizardfolk, yuan-te and tabaxi they live by don't consider them that much of a threat- they are like cockroaches. Their menace can never be eradicated and they always seem to come back. The grung are not typically known to live among or associate with other races though they do trade between their own small hidden villages. They are actually hunted in earnest by the wild elves who collect their poisons for their own arrows and darts and most grung actually fear the elf tribes of Melifera who view them as a resource. The Yuan-te are notorious to them for seeking out and destroying their hatcheries or worse- stealing the eggs and raising the grung babies as servants or as a food source. Not many in these jungles are kind and mercy is nearly unheard of. That being said, there have been individual grung who, for whatever reason, end up living among the tabaxi of
Jacho- either ousted from their clan or they were the last survivor of their clan, typically.
Races from the Realm of Beasts
During the Event an unprecedented happening occurred that changed the mortal understanding of the universe or at the very least their own planet. There was a rift opened up to another place- either another world or another continent (no one knows for sure). There have long been theories that there are multiple worlds within the material plane and that there might also be other large landmasses far across the sea. No one who has embarked on sea voyages to discover new lands has ever returned. The beast-folk came from a land geologically similar to this one which even had a number of the same animals, but there were no humans, no elves, no dwarves, no "humanoids" to speak of, though they did have dragons and giants. Beings did come from the feywild into their realm, but they were owlfolk and rabbitfolk. There were many intelligent races that came into being but they were all related to the beasts already roaming. In the way that some gods of E'ahna created lizardfolk and grungs, they were created by their gods by "rising up" these beasts into more intelligent forms which could allow for advanced civilizations to exist.
Only a handful of this plethora of races crossed over to E'ahna. North of Va'Sehir the planes touched and a large group of Loxodon (elephant-folk) and Minotaur (bull-folk) crossed over. On the other side of the mountains within the jungles of the wild north the planes touched and scattered groups of Tabaxi (panther-folk) unknowingly crossed over. To the far south of current day Kharza a number of Tortles (turtle folk), Locathah (fish folk) and Leonin (lion-folk) crossed over, ending up largely on newly formed scattered islands. To the east, groups of rabbit-folk, owl-folk, and raven-folk (Kenku) appeared in Astrithyr and the Shorawood.
Tabaxi
Kingdoms & Countries: Jacho
Most Likely Locations: Jacho, The Senja Coast, Luxumu, The Western Isles, Ilvare, Va'Sehir, Melifera, Namiza
The Tabaxi came over from the realm of beasts and made their first home in the region now known as
Jacho. Much of their knowledge of their former homeland has been lost other than the name- Ixitabas and their god Xulash- though there are some lost accounts written by the first Tabaxi of E'ahna floating around out there somewhere. The tabaxi cleared their preferred jungle region of the Yuan-te and set up a series of tree-top towns and they set up trade routes to the east and to the sea. Being a naturally nomadic race, individuals have scattered worldwide, most landing in the Loxodon cities of
Luxumu,
Namiza, or the kingdom of Va'Sehir
. Jacho remains a home base for them should they wish to retire or settle among their own kind. They also have one large permanent settlement in Namiza called Manichimu which is primarily inhabited by Tabaxi (and a number of Kenku). The fleeting nature of these people have left most with little interest in the cultures they left in the homeland. Most name themselves after things in the world that inspire them instead of relying on traditional tabaxi names. Those who stick around Jacho have kept the original language and ancestral names alive. Though they do not have surnames they typically go by [name] the [adjective] to differentiate tabaxi with the same name. For example, Nazca the Hungry, Rayakuti the Silver-tongued, or Huatan the Strong-Armed.
Loxodon & Minotaur
Kingdoms & Countries: Luxumu (loxodon)
Most Likely Locations: Luxumu (loxodon), Uru (minotaur), Namiza, The Senja Coast, Azan (loxodon), Va'Sehir (loxodon)
The Loxodon arrived in E'ahna right in the middle of a fierce battle with the Minotaur of their former homeland. They were immediately met with devastation and the flooding of the center of the continent due to a rift that also opened into the elemental plane of water. Many shifted over to this plane only to die, while others who were luckily far enough to be a ways away from ground zero were washed to the new shores of Kharza's northern scrublands. Given their new predicament, the two groups formed a truce while they investigated their new surroundings- ultimately discovering they were very far from home. The Loxodon eventually established four walled cities (called the Cities of
Luxumu) where they put their incredible skills in masonry to use. A recent and massive earthquake had surfaced a large deposit of marble and other valuable materials near the great cliffs to the south which they began to quarry out. These cities stand like works of art and are specifically situated above natural springs which they use to water their terraced gardens. The Loxodon were always a spiritual people, pacifistic whenever possible, and drawn to the arts. Their cities became both save havens for civilized folk in this largely barbaric land as well as a place for skilled hands to come together and share their creations. These cities are governed by their artisan guilds and famous for the items they export. Their city of Kalima stood on a cliffside not far from what could have potentially been a land-bridge to the other newly formed continent to the east (Arna). The loxodon began a project that spanned many years to build a massive bridge- the Kalima Span- one of the largest structures ever build in E'ahna. This facilitated land trade from the civilizations to the east. Though the cities of Luxumu were build large enough to house the Loxodon people, they have made lots of accommodations over the years for all the new little folk who have come to live and work among them.
The minotaur on the other hand formed nomadic tribes or joined the existing ones composed of orcs and humans, preferring a tribal and free lifestyle. They still occasionally attempted to raid their old enemies the Loxodon, but could not get past their newly formed walls. Their kind now span across northern Kharza, the Khalvo Plateau, and even some areas in Dakoro.
Leonin, Tortles, and Locathah
Most Likely Locations:
Tortles: The Southern Isles, Melifera, The Western Isles, Jacho, The Senja Coast, Va'Sehir, Luxumu, Namiza, Langollyn
Leonin: The Southern Isles
Locathah: The Southern Isles, Qusura Sea, Langollyn, Geddri, Melifera
Tortles can be found anywhere that touches the ocean nowadays, though they tend to stick near to the warmer waters of the west. Their new ancestral lands and breeding grounds are the area they first arrived in. When they transitioned over it was on the small isles of
Bamani, Makoa, Vashtari and others in that region. Many landed right in the middle of the sea and had to make their way to the nearest land. All the region had just been sunken below a new expanse of water and ruins of entire towns lay on the bottom of the sea. The tortles scavenged some of these ruins as they set up some small settlements across these islands. Further to the south they discovered islands inhabited by recently arrived Leonin who were very confused as to why their ancestral land had been reduced to such a small area. Many Leonin drowned during this transition, landing in the middle of the sea like many tortles did. The tortles eventually spread out and hit the mainland and discovered where they actually were now but the Leonin? They did not care much for ships or sailing. They still exist on their remote islands- unknowing and uncaring of the world beyond. Most people in E'ahna don't know they exist either. The occasional Leonin who for whatever reason makes their way to the mainland is almost always mistaken for a very unusual tabaxi. Tortles are naturally very nomadic and solitary, but most return to their home islands of Makoa or Bamani at least a few times in their lives to touch base with their kind.
Locathah (fish-folk) crossed over into the southern sea in the same areas that many tortles and leonin did. Many ended up migrating north to inhabit the waters of the newly formed Qusuran sea and some took up residence in the flooded ruins of
Geddri. They typically remain out of sight on the seafloor and rarely venture on land. Many of them have come to inhabit all the old Qusuran settlements that lie below. Those that like to occasionally hunt on land stick to wild coastland devoid of ports or fishing villages. Their existence is mostly only known by coastal druids. The locathah share many of the sunken undersea ruins with triton, aquatic elves, and merfolk and are in a constant battle against the dreaded sahuagin. Not much is known of these mysterious fish folk but they are generally peaceful and amiable towards others. There are stories of sailors who are lost at sea carried by these folks towards the nearest land or boat. They have an almost archeologist-like mindset when it comes to trinkets and objects made by land-creatures and most of them can be convinced to do many favors in return for something interesting to add to their already large collections- though they prefer items that can hold up well underwater.
Kenku, Owlfolk, & Rabbitfolk
Most Likely Locations: Astrithyr, Namiza, Kardath, Hywela (rabbitfolk), The Wild South (kenku), Khorez (kenku), Shora (kenku),
The only area to the east where the world of the beast-folk touched E'ahna was around the region of
Astrithyr. A number of owlfolk and rabbitfolk crossed over completely obliviously, until they made contact with elves and their gleaming cities. Most were not phased and simply set up new small hidden settlements within these woods or among existing forest gnome settlements. Some returned to the feywild their ancestors had also been from. There are not many owlfolk or rabbit folk in E'ahna. Even to the elves who live nearby their most populous area don't see them often. A small group of owlfolk has migrated to the town of Leyline in
Namiza, following in the elves footsteps. There are also some rabbitfolk who ended up living in
Hywela among the halflings. This happened because they traveled through the feywild and accidently exited back into the material realm through a smaller unknown rift in the far north. They seemed pleased with their new home and remained there.
Kenku or
Ravenfolk also crossed over in this region of the world but it happened on the other side of the mountains within the
Shorawood. Many of them sought out civilizations to join beyond these dangerous woods but still stuck together in family groups. They eventually spread all through Namiza and the
Wild South and can also be found living within Astrithyr and the
Khorez valley. They are more rare to find in Kharza but some small groups did eventually make their way over by boat, sticking to civilized areas or pirate ports.
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