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Races of Essairoth

  • Aarakocra
  • Sequestered in the high mountains of Thunder Peaks, the aarakocra, sometimes called birdfolk, evoke fear and wonder. There are stories about a city in those mountains but it is rumored to be impossible to get there without the ability to fly.
 
  • Aasimar
  • During the Aeo of the Gods there were plenty of Aasimar most following their Gods and protecting them. But after the disappearance of the gods from the Material plane these celestial warriors faded away too. There are some sightings from time to time.
 
  • Centaur
  • Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theorelis are divided into two groups: members of the far-traveling Lalise band and the proud raiders of the Basano band.
 
  • Changeling
  • Wherever humans live, changelings reside also; the question is whether their presence is known.
 
  • Dragonborn
  • Thousand of years ago the Dragonborn arrived at the shores of Essairoth, proud beings who wandered the land until settling in hills and Mountains surrounding Mount Kacar. They mostly stick to themselfs but there are small population in the bigger citys.
 
  • Dwarf
  • The Mountain Dwarfs from Krunbar are a hardy folk that don't like outsiders and their problems they bring. Rumors are that the complete mountain range of Ice Peaks is completely hollow. But non dwarfs are not allowed to enter the inner citys. They have a great disliking against Elfs.
    Hill Dwarfs are more outgoing and friendly individuals and you can find them in almost every ctiy. They played a major role in the Founding of Larkos.
    Duergar are creature of the Underdark from time to time Adventures tell stories of encounters with them deep below the surface. Mostly unfriendly.
 
  • Elf
  • The High Elfs of the Green Isles are are know as one of the most potent magic users as they infest decades into their craft. Most of them live on the Green Isles together with the Eladrin but both can be found all over the continent.
    Woodelfs made their home in the Razorwood Forest, they don't take kind to uninvited guests.
    Drow on the other hand reside in the Underdark from where they raid settlements of the surface World from time to time. The only known population outside of the Underdark is in the Anpitan Empire.
 
  • Firbolg
  • Firbolgs dwell in the Forests of Essairoth, the two bigger known Tribes are in the Whisperwoods and Razorwood Forest. They mostly converse with animals and other races that live in the forest like Woodelfs and Forestgnomes.
 
  • Genasi
  • Genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi. Due to their origins they are extremely rare
 
  • Gnome
  • As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life.
    Rock gnomes are mostly found in settlements near mountains and converse alot with the Mountain Dwarfs of Krunbar.
    Forest gnomes have settlements in the Razorwood Forest and the Whisperwoods but they are found in almost every bigger city across the continent. Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
 
  • Goblin
  • Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Essairoth's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. Goblins tend to life in tribes in the wilderness since most other races just see them as monsters.
  • Goliath
  • At the tops of the Ice Peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak.
 
  • Half-Elf
  • Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Half-Elves are quite rare but tend to take important positions in human society.
 
  • Orc/Half-Orc
  • Orcs used to roam the Southern Realms of Essairoth and pillage and plunder as they wished. Around 50 years ago the Antipan Empire lead a waged a crusade against the Orc tribes and massacred most of them. Those that survived were enslaved and are now in the service of the Empire. They are treated poorly and bolster the ranks of their armies. There are rumors of a few free Nomadic Orcs in the Sandy Sea. Because of all that Half-Orcs are one of the rarest races you can find in Essairoth.
 
  • Halfling
  • Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Most halflings live in Glaron and are always welcome to outsiders.
 
  • Human
  • Humans are the most common Race in Essairtoh and can be found almost anywhere. They themselves are quite diverse and a Woddlander and a human from Theorelis could not look much more diffrent to each other.
  • Kalashtar
  • The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people and fearsome warriors. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits. Kalashtar live almost exclusively in the Antipan Empire and are the ruling race and make up most of its population.
 
  • Kenku
  • Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku can be found in most cities where they mostly are part of criminal bands and guilds. There is a quite large population in Ravens Peak.
 
  • Kobold
  • Kobolds are mostly seen as monsters similar to goblins. They tend to make their homes under cities and towns where they live in secret and just take what they need. In some parts of the World Kobolds are accepted members of society and held in high regards for their ingenuity and crafting.
 
  • Leonin
  • Leonin are very common in Theorelis in which they are a big part of their society and are know for their wisdom and strength. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.
 
  • Lizardfolk
  • Few people have seen or even heard of lizardfolk since they call the thick jungle of Kabarraan their home. The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Because of that other humanoids just seem them as dangerous predators.
 
  • Minotaur
  • Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Baphomet's vile whims. Myths tell that Baphomet created the first minotaurs from his own followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the future, not the past. Minotaurs tend to not leave Theorelis since they have a natural disliking to boats.
 
  • Satyr
  • Most satyrs believe that the other peoples of Theorelis are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page.
 
  • Tabaxi
  • Hailing from Kabarraan, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
 
  • Tiefling
  • Tieflings are met with mistrust, whispers and stares, sometimes even insults and violence. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. They are rare and tend to hide their appearance when conversing with other humanoids.
 
  • Stormar 
  • Born in the Eye of the Storm on the Iron Aits these tall humanoids, with a blueish tint to their skin, keep to themselves and normally only leave their Islands to raid costal towns for resources and fame. They care little for the other races on the mainland and the storm and rough see surrounding their home wich only the best Stormar captains can sail keeps them save from outside influence.

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