Playable Races in the Known World
The Major RacesRepresenting the most influential, populous, and widespread of the major races,, and perhaps most importantly, those that can claim to possess large, and at least fairly organized states to which they can claim refuge. The major races tend to populate the central territories near the Taelestrian Sea and Yulan Ocean, where the thriving trade routes produce inordinate amounts of material wealth for the general populace, and trigger booming populations necessary to develop well organized and ordered states. Others have only recently organized, forming into dynamic conquering states that are very much on the ascension even away from established centers of power.
Humans are a widespread and influential race in Getninia, being seen as ambitious civilization builders, particularly among the longer lived races of the world.
Elves are an almost otherwordly race known for their academics and magic, influential in Getninia though slow to adapt to the changing world.
Dwarves are a squat , and hardy race of sentient beings, stereotypically associated with craftwork and music.
Hardy, and generally nomadic beings spread throughout Galisea and Felora.
Half-Elves are widespread sentient hybrid species native primarily to the area surrounding the Tealestrian Sea.
The Minor RacesRaces with smaller, more localized control of their fate, and with smaller societies are considered minor races. Minor races, while still quite common among adventuring parties are nonetheless pushed towards the periphery of civilization, often inland, or otherwise isolated from the major trade networks. Their societies are often stable, but not as developed as those of the major races.
HalflingsThe Kingdom of Nimeara and to a lesser extent in Elleryca (sharing the land of the confederacy with humans), as well as having another small Enclave in Tiefen (north of Volgeberg). Halflings tend to prefer living amongst their kin, and rarely travel far from their extended families unless they are forced to, which has stunted the spread of halflings throughout the world. Halflings tend to prefer simple professions, close to home, or at least those that live within the cultural norms of halfling society do. Indeed, among non halflings there is a reputation of the people as being homely and hospitable, if lacking in drive. Those that do adventure are seen as deviations from the norm, and many are societal outcasts taking up adventure either to willingly seek out a free and adventurous life free of the constraints of their society, or are forced out by it, likely for getting into too much mischief at home. In 5th Edition Dungeons and Dragons, use the Halfling stats present in the Player's Handbook. Lightfoot, and Stout Halfling subraces are suitable.
Half-OrcsHalf-Orcs stereotypically are depicted as save warriors, especially by those societies who fall victim to raids, and indeed half-orcish societies, as a rule are fairly high violence. However, most half-orcs are usually relatively peaceful nomadic herders, taking up raids infrequently as a means to obtain more income. The tough life of half-orcish tribesmen however, does make for excellent warriors, and a goodly number of half-orcs take up the blade to win glory and treasure for themselves. In DnD 5e, use the Half-Orc stats present in the Player's Handbook, pg 40. In Pathfinder 2e, use the Half-Orc stats present in the Core Rulebook, pg. 55.
A race of birdfolk hailing from the elemental plane of Air that have established a new home in Galisea.
A race of short, inquisitive and somewhat quirky sentient beings, living in isolated pockets throughout Galisea
HobgoblinsFormerly a power influence in southeastern Galisea the hobgoblin people have been scattered to the four winds by the conquest of foreign powers. The largest society of hobgoblins, and the heart of goblinoid civilization Fuíguo, lost a lot of territory, and was eventually seized and made into a lordship by the Terruk-Mal. The other society with strong hobgoblin influence is Okunokan, which is shared between the lordships of goblinoids, and humans, though the regnant Emperor is and has been a human. Hobgoblins have also founded and been the core of a number of militant organizations and mercenary bands that frequently serve the purpose of providing a home for dispossessed goblinoids. Hobgoblins are, traditionally the middle and upper castes of goblinoid societies, taking part in the skilled trades, and formerlly serving as the core of their armies, with cultural emphasis being placed upon pride in excellence. This cultural through line has continued in a somewhat diminished capacity, and hobgoblins tend to favor skilled trades, and of course war for their professions. Outside their own communities, hobgoblins are frequently seen as haughty and ruthless peoples with a penchant for violence, yet capable of creating great beauty. Adventuring is a natural profession for many hobgoblins, who sometimes prefer a chance to carve out their own fame and glory free from the relatively strict militaristic societies that they form amongst themselves, and indeed many hobgoblin adventurers are relatively recent veterans of mercenary bands. In 5th In 5th Edition Dungeons and Dragons, use the hobgoblin stats present in the Volo's Guide to Monsters.
DragonbornThough formerly possessors of fairly sizable societies in their own right, the loss of their territories in the ancient past has reduced the dragonborn in Galisea to roving bands, or wandering individuals eeking out existence within the currently reigning societies. In Felora, they managed to survive the advent of the Felorans but have been reduced to single relatively small state in the form of the Tcharss'tai Pact a fairly loose confederation of smaller dragonborn fiefdoms. In recent years the Pact has grown in centralization however, and the dragonborn may soon be major players once more. Dragonborn can be seen in any number of professions, but often see discrimination in non-dragonborn societies, for their monstrous appearance. They are frequently stereotyped as mysterious, and proud beings, often prone to strong emotions. Dragonborn peoples are often pulled into adventuring when they want to get away from their homes, a sense of wanderlust or desire for glory being critical driving forces for dragonborn adventurers. In 5th Edition Dungeons and Dragons, use the kenku stats present in Player's Handbook. The Draconid UA material is also suitable, though with a reccomended Ability Score mod of +2 Str, +1 Cha, Metallic and Chromatic dragonborn are suitable, Gem dragonborn are not.
TortlesIndigenous to Felora, the Tortle people are a somewhat secretive and isolated peoples. Most Tortles find their home in the relatively isolated Kingdom of Daramar, with the their second largest community being on Bermar, and villages scattered throughout the Tealestrian Sea. Tortles are relatively rare outside their scattered homelands though many do often travel, taking to the ocean as sailors, as fishers or or as pirates. Tortles in their own homelands are capable of any number of lifestyles and professions; but they have a reputation among outsiders as being both strong and wise, and often making for perfect trackers and survivalists. Indeed, a fair number of particularly ambitious tortles seek out lives as wilderness scouts, and rangers learning to protect their own homelands, and eventually to walk the far wilds and even the planes. In 5th Edition Dungeons and Dragons, use the tortle stats present in the The Tortle Package.
TabaxiThe presumably native peoples of the island of Leandris, Tabaxi long lived in loose tribal societies scattered around their home island. The winds of change, have arrived however when the rapid explosion of maritme activity over the Taelestrian Sea and Yulan Oceans have seen a blooming of commerce on their island, and the birth of a number of tabaxi-run city states on top of others colonized by foreigners. Some Tabaxi resent this change, attacking foreign cities in an attempt to drive them away, others are more ammenable to foreigners, and benefit from the increase of trade going through the region. Among outsiders, Tabaxi have accquired a reputation for being mercurial, and curious, a reputation resulting from their interactions with tabaxi that have, by some contrivance of fate have been struck by a sense of wanderlust. Such tabaxi are often those most likely to seek adventure, wanting to learn new stories, uncover the secrets of ancient artifacts, and to plumb the depths of long abandoned tombs and temples. In 5th Edition Dungeons and Dragons, use the tabaxi stats present in the Volo's Guide to Monsters.
The Outlander RacesThose who live in relatively scattered, isolated communities with a fairly low level of development are considered outlander races. Outlanders lack any large organized societies and often form tribal organizational patterns. Such societies are often quite violent either from within, or often from without as their civilizations are often the targets of raids from stronger powers.
Goblins and BugbearsLong the victims of imperial ambition, the 'lesser' goblinoid races of the bugbears and goblins have frequently been treated as slaves by a series of overlords from their hobgoblin bretheren, to humans, to the Terruk Orcs. Those that have broken from from such constraints frequently make home in the mountains on the fringes of civilization eeking out existence as independent tribes, or as loose vassals of the Terruk-Mal. Goblins and Bugbears often live short, harsh lives, with most living their lives as hunter-gatherers, or simply pillaging settlements if necessary. Living in a high violence society however makes for extremely good stock as adventurers, and many goblins and bugbears take up the blade on a permanent basis often to secure wealth to buy them an existence far more comfortable than they would otherwise obtain in their homelands. In 5th Edition Dungeons and Dragons, use the goblin and bugbear stats present in the Volo's Guide to Monsters.
LizardfolkCalling the swamps of southern Galisea home, lizardfolk prefer to live in localized hunter-gatherer societies, keeping themselves strong by scratching out an existince in a harsh environment. They frequently learn to craft weapons and armor from the creatures they kill on the hunt, making use of every part of the bodies of their prey in the fight for survival. These communities are often tightly nit, though somewhat strange seeming to outsiders; but often very small in number rarely numbering more than a hundred souls and often much less. Most lizardfolk lead simple if violent lives as hunters in the swamps of their homes. Outsiders often are disgusted by the more unusual practices of the Lizardfolk, but cannot deny the efficiency of lizardfolk in making use of the environment around them. Proper lizardfolk adventurers are rare, and usually come about when one encounters a party of mammalian adventurers that they feel the need to protect. Such parties are then "adopted" by the lizardperson who offers to protect the hapless soft ones. In 5th Edition Dungeons and Dragons, use the lizardfolk stats present in the Volo's Guide to Monsters.
KoboldsSmall creatures predominantly at home in dank caves in the underdark or in the deepest woodlands or swamps, away from the sun which burns their eyes. Kobolds frequently gather in small tribal societies that are highly stratified and organized despite their small size, and these societies frequently promote intense societal collectivization. In the rare instances larger tribes are formed, they are largely the result of a nearby dragons starting a local cult and recruiting kobolds into it. In their own societies there is a relatively high level of social organization and a clear delineation and organziation of labor despite their small size, and thus kobolds can take up a number of professions. Foreigners have a more negative opinion of kobold seeing them as potentially dangerous nuisances. Kobold adventurers are rare, and usually outcasted from their societies. kobold stats present in the Volo's Guide to Monsters. The Draconid UA material is also suitable, though with a reccomended Ability Score mod of +2 Dex, +1 Int.
GoliathsLiving in the frozen mountainous regions on the eastern fringes of Jorgmark, the Frostvellr, and the mountains of Bing-Shan, goliaths tend to congregate into small tribes. Their intensely competitive culture makes it challenging to get into larger groupings, as the competition for status and power tears apart large organizations relatively quickly. Rarely, the tribes of Bing-Shan get together and form a state, but these attempts are often short lived. However, Goliaths tend to prefer smaller groups, as they are also easier to maintain within the harsh conditions in which they live. Goliaths tend to be strong, and reasonably skilled survivalists thanks in large part due to the environmental conditions in which they live. This has contributed to the sterotype of Goliaths peerless athletes... but with little sense of humor, and virtually no tolerance for weakness. Goliaths often take up adventuring as a way of outcompeting rivals, using the tales of the enormous monsters they slew, and treasures they won as a way of demonstrating their superiority. In 5th Edition Dungeons and Dragons, use the goliath stats present in the Elemental Evil Player's Companion.
FirbolgAt home in the forests of the southernmost reaches of Pojihon, in Tiefen, some parts of Erigan, and scattered throughout the rest of Western Galisea, the Firbolg are largely content to keep their communities small, and in tune with their natural environment. Such communities are often centered around familial groupings, and are often quite closely knit. Firbolg often take up a number of professions in their own societies, but almost all have an emphasis on stewardship of the environment. Most foreigners have no concept of what Firbolg are like, but their neighbors typically stereotype firbolg communities as peaceful if isolationist natural stewards. Those firbolg that take up the sword frequently do so to achieve some goal for the local community. In 5th Edition Dungeons and Dragons, use the firbolg stats present in Volo's Guide to Monsters.
The Wandering RacesThose with no set homeland; often themselves half-breeds, or outcast from society, sometimes even outright enslaved by others are the Wandering races. People from such background often form small minority communities in larger states, or otherwise seek out their own fortunes, and often make for ready adventurers.
A race of flightless birdfolk that have become treated as second class citizens by their own kin, and the wider world.
A race of birdfolk that take up the likeness of owls. They are recent arrivals to the known world having come from the Air Plane in the past couple centuries.
A catchall term for persons who have extraplanar heritage, or are descended from those who were marked by the planes.
ChangelingsBy their very nature adaptable shapeshifters, changelings are often both at home, and outcast foreigners everywhere they go. How they are treated often relies upon the local views of the changelings. In some societies they are largely left alone, but in other, more distrusting societies the very nature of changelings sees them subjugated and oppressed, and sometimes even killed outright simply for the threat caused by their abilitie. Changelings are often reluctant adventurers, with a great many trying simply to blend into wider society to avoid undue oppression from others. However, many other changelings embrace their abilities using them to establish themselves as excellent spies, or thieves, and indeed a rare few even take up wandering mercenary adventuring work. In 5th Edition Dungeons and Dragons, use the changeling stats found in Eberron: Rising from the Last War.
A species of people who have cast off humanity to embrace the serpent. Or their descendants.