Playable Races in Eora | World Anvil

Playable Races

Albion is filled to the brim with humans and their various creeds, nationalities, and beliefs. There are however, a few other inhabitants that grace the known world with their presence, but are often distrusted or even outright hated by ordinary folk. It is important you understand the full gravity of picking any of these exotic races before committing to them for your character.   No matter what race is chosen, you may assign attributes using my modified ASI method from Tasha's Cauldron of Everything:  
  • Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
  • Feat. You gain one feat of your choice for which you qualify.
  • All other attributes are specific to the race you pick, detailed below.
   

Humans

Humans are as adaptable as their are abundant; not even the Comet stopped them from continuing onwards as best as they could. As a human, you can choose one of the three cultures listed below as your starting culture, and gain the following traits:
  • Creature type. You are a humanoid. You determine your appearance and whether you resemble any of your kin.
  • Size. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak Imperial Common.
  • Skill variability. You gain proficiency in one skill of your choice.

Brethiln

You are a Brethil, stout, hardy, and difficult to sway in opinion. But once a friend has been made, they have been made for life, a trait much liked by the Brethilns' Dwarven friends, who see much of themselves in them.   Some Brethiln, especially the further North one goes, still venerate their ancestors and the natural forests through Druidry. This does not sit well with the Church of Illumination, particularly the Inquisition. However, many Brethiln have already converted to the new faith years ago, and ancestor worship is a dying religion.   In the end, it is not the faith that matters to a Brethiln, but the traditions of their forefathers which are held sacred across all of their lands.   Common Brethil first names: Bernar, Folc, Gertraud, Radolf, Rolanda, Thancred, Ulrik, Wenefreda
Common Brethil surnames: Druet, Gawain, Gwalter, Hamnes, Lambard, Odibrand, Taff, Wyon  

Cenerians

Once a former province, Ceneria is the inheritor of the fallen Empire - or so its people would have you believe. Indeed, Cenerians take pride in continuing many traditions from the Imperial days, such as an expansionist mindset which they have turned both North and South. Typically, Cenerians are natural entrepreneurs, generals, and even statesmen which leads them to have many more Freemen and a focus on commerce than Brethil does.   No matter what kind of Cenerian you choose to play though, the faith in Luminor is shackled to you like a peasant to his Maerlord. Cenerians teach the 11,110 verses of the Church of Illumination for all of a child's upbringing, a fact that is difficult to overcome. Nevertheless, whether a Cenerian is actually a believer only they can say.   Common Cenerian first names: Alfonce, Adelisa, Elianora, Ianus/Janus, Janeta, Mariane, Nicolin, Valerian
Common Cenerian surnames: Alein, Bactra, Devoli, Guiot, Harduinius, Ieptis, Peres, Raimbaut, Riqueborc  

Southerners

Mystique and distrust surround those Southerners who live in Albion, at least in the minds of the locals. The Southerners do not ascribe to the same faith as the Church of Illumination, though it is said they worship Luminor in their own way, through incense and ritual. What really brings them into conflict with the Church (and thus the inquisition) are their lax ways of dealing with and continued use of magic and Glimmer. Southerners may not immediately be set upon, but soon enough an inquisitor will want a word with those that do stay in Albion.   As such, Southerner merchants rarely leave the docks, and only those with a special pass issued by the Church may travel Albion freely. But passes are easily faked with quill and quick wit, something most Southerners possess.   Common Southerner first names: Adjul, Amer, Harb, Jarwal, Kahlid, Masuhd, Qais, Salim, Umru, Zara
Southerner prefixes for sunarmes: Al (a), El (the), Q' (of)
Common Southerner surnames: Azafa, Amrah, Barrah, Bujailah, Esaf, Naila, Salma, Sulaf, Wahb'Allat

Dwarves

The second-most abundant race, Dwarves were once a mighty folk, torn asunder by the Cataclysm as they drowned in their mountain halls during the Great Flood. Though not extinct, Dwarves are less of a common sight than they were during the times of the Empire, and have adapted culturally into two camps: Oppidan Dwarves and Native Dwarves. No matter which type of Dwarf you pick, you gain the following:
 
  • Age. Dwarves age much slower than humans but mature at the same rate. Dwarves can live up to 200 years old.
  • Creature type. You are a humanoid. You determine your appearance and whether you resemble any of your kin.
  • Size. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Languages. You can speak Imperial Common.
  • Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
 

Oppidan Dwarves

What is described as Oppidan Dwarves are those whose ancestors fled the Cataclysm before the Great Flood into the relative safety of Albion's cities and towns. There, they often found good work as smiths, masons, and even brewers. Their natural affinity for science and aversion to magic lead to Dwarves becoming highly respected, albeit marginalised members of each town. Many Dukes, Counts, and even important Groffs have made a point of keeping a Dwarf on their councils for their reasonable advice and undying loyalties, as well as their reading and writing skills.   As an Oppidan Dwarf, you gain the following:
  • Languages. You can read and write Imperial Common.
  • Learned Masters. You gain proficiency in Intelligence (History).
 

Native Dwarves

The only remaining Native Dwarves are those who still remain in their last mountain hold of Bal-Gorund. Few are ever seen, save for their traders and mercenaries, who demand much coin for their services. Even fewer humans have ever witnessed the splendour of a true Dwarven hold, its mighty walls and grand halls the stuff of legend. Native Dwarves refer to themselves as "True" Dwarves, which says everything that needs to be said about their opinions on Oppidan Dwarves.   As a Native Dwarf, you gain the following:
  • Darkvision. You gain darkvision up to 60 feet.
  • Languages. You can speak the secret Dwarven language of Khuzdul.
  • Aversion to Sunlight. You have disadvantage on Wisdom (Perception) checks that rely on sight when you, or whatever you are trying to perceive is in direct sunlight.
 

Shifters

More of a condition than a culture, Shifters are the result of a pregnancy of a woman who abused Glimmer to excess, though many maintain that foul magic need also be involved to result in the birth of a Shifter. Whatever their true origin, Shifters are incredibly rare, for if their powers are discovered too early they are either thrown off a rock or into a river, or left to die in a forest. There is no known nation, organisation, or community of Shifters, and if there were the torch of the Inquisition would quickly be involved.   As such, Shifters have an affinity for blending in, literally and figuratively: What sets a Shifter apart from normal folk is their ability to change appearance to any humanoid that they can see or have seen before. Though this makes them invaluable as spies, a Shifter is very careful indeed who they reveal their true nature to, for the Inquisition has called a Holy Order of Extermination against Shifters and their entire kind.   As a Shifter, you gain the following:
  • Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
  • Born Monster. Any creature that is pious and sees your true self needs to make a DC 20 intelligence saving throw or be compelled to slay you, no matter your initial relations.
  • Unsettling Visage. When a creature that can see your true self attacks, you can use your reaction to impose disadvantage on the roll.

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