Races of Idris-Summary in Idris | World Anvil
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Races of Idris-Summary

Common Races   Humans:   The most ubiquitous of the Mortal Races, humans lack an agreed origin and several gods claim to be their patron. They exist across every continent and in nearly every culture, with their shorter lifespans lending them a drive and ambition that few other races can match.     Halflings   A relatively uncommon counterpart to humanity, halflings are similarly unknown in their origin and are integrated into most cultures across Idris. Although halfling worship is typically dictated by culture, the Djinn God Shazdeh favors them especially so, often acting as a patron god even when other religions are practiced.   Elves   Hailing from the courts of Anwyn and the greater Fey Realm, Elves are alien creatures that do not commonly reside on the Prime Material Plane. Instead most simply live immortally in the Feywild, content to pursue their own interests in nature and whimsy. Some elves with adventurous spirits make excursions to the mundane world, where they can age and die like other mortals. Some cultures of Elves do exist permanently on the Prime Material in areas with potent magics that allow them to sustain their immortality, such as in the Great Weald on Gaeriath or Mount Celestia in Lugiai. The various types of elves that populate the world are not treated as distinct species, and instead Elves are one collective species with variations caused by which court of the Feywild an elf is pledged to. The six fey courts of the Sun, the Night, the Hunt, the Seasons, Chaos, and Humanities correspond to the High Elves, Dark Elves,Wood Elves, Eladrin, Shadar-Kai, and Pallid Elves respectively. Elves can even pledge to different courts later in life, with their form and appearance shifting along with whatever new court they choose. Some few Elves forsake the courts entirely and become courtless elves, though due to the loss of power and immortality associated with the choice it is exceedingly rare. On the whole, Elves in Idris are also inhuman creatures, with exaggeratedly slender proportions, willowy ears and arms, and high variance among subraces; like antlers for wood elves or glowing hair for high elves.   Half Elves   More common than normal Elves on the Prime Material, Half elves are the product of affairs between wandering elves and the mortals of Idris (or occasionally they can be descendants of other half elves). They are not capable of being naturally created, and instead rely upon magic or prayer to facilitate their conception. Half elves can be found across Idris, and are often mistaken for true Elves by common folk.     Dwarves   Dwarves are creatures of the Earth, genderless and bearing beards of rock and metal. To procreate they fashion other dwarves from stone, animating them with innately learned magic. While partially made of flesh, dwarves retain much of the resilience that stone and earth bestows upon them. In much of the world they are a people that has long been without a home, given that their kingdoms were conquered and destroyed by the Archlich Djallfei some two hundred years prior. Some few elder dwarves bitterly remember their lost glory, and yearn to one day seek it back.   Gnomes   Enigmatic fey creatures much like Elves, Gnomes are exceptionally rare across Idris proper and almost exclusively dwell in the depths of the Feywild. They similarly are gifted with true immortality while in the realms of the fey, and so only seek out adventure in the Prime Material when thoroughly bored or wanting for excitement. Gnomes are even longer lived than Elves naturally, and so are subject to a phenomenon known as The Fading where old memories gradually pass away until entire identities are erased as time passes. In a century or two a gnome can be a completely different person, and many undergo entire lives that become lost to them as time moves on.     Goblins   Goblins are said to have descended from strange Fey creatures that made the journey to the Prime Material millennia ago, spreading and integrating into societies across all parts of Idris. Not truly fey and not truly wordly, their fickle and chaotic tendencies make them more nomadic, and consequently no entirely Goblin society exists. While in more isolated and human dominant regions such as Northern Gaeriath Goblins are largely feared or treated as cruel spirits, in more developed lands they are seen with familiarity and trust.   Hobgoblins and Bugbears   A subspecies of Goblins, Hobgoblins are half human half goblins created by magic much as half elves are. Similarly Bugbears inherited Elven traits, being Half Elven themselves, making them more lethe and wiry as Hobgoblins are more stout and ambitious. Their societies and demographics are similar to Goblins, and the three species are typically found intermingled in common tribes.     Orcs and Half Orcs   Orcs were humans blessed with prodigious strength millennia ago, tasked with battling an unknown and long forgotten threat that left them scattered across all of Idris. Their shared heritage with humans enables them to reproduce naturally to create Half-Orcs, who more often take after their Orcish parentage away from human cultures. In most regions Orcs are simply seen as another common race, constituting significant portions of the population across Lugiai, Therioustin, and Melremarque; but in some especially human dominant regions they join Goblinoids and other nomadic peoples in the wilds to survive away from human interference.     Kobolds   The byproduct of a failed experiment by ancient sorcerers to recreate the enchantment which produced Dragonborn, Kobolds scattered to all corners of the world to serve dragonkind. It is speculated that the initial experimentation which produced the species was attempted on goblinoid races, and so Kobolds and Goblins have a kinship that often leads to them becoming allies in their nomadic tribes. Although fully integrated into more civilized societies, more unclaimed regions such as Gaeriath or Etharis see kobolds forming enclaves around volcanoes or dragons to seek warmth and safety.     Exotic Races (considered exceedingly rare in the setting)   Dragonborn   The Dragonborn were the blessed mortal children of the Dragons at the beginning of time. There are only sixteen thousand Dragonborn in the entire world, no more and no less. The magical blessing that creates Dragonborn causes a random child to be born as a Dragonborn whenever a Dragonborn dies, ensuring that a precise population is always maintained. As a result of this high rarity and magical cycle of reincarnation, Dragonborn are seen as being predisposed towards legendary destinies or greatness. Different religions and cultures have different conceptions on the status of Dragonborn, but in most regions they are seen as a sign of good fortune and are often looked to for leadership. In other regions however they are confused with tieflings or curses, seen as demons to be hunted and burned at the stake. Dragonborn in Idris not only span metallic and chromatic, but also varieties of gemstone that grant them psionic powers.     Aasimar   The Aasimar are even rarer than Dragonborn, with fewer than ten thousand across all of Idris. They are most commonly created as favors to the devout, and a celestial in service of a God will bless a child to be an Aasimar and serve as their angelic guide. They are perceived as divine gifts for the truly deserving and pious, and are afforded great status in most mortal kingdoms. The other common line of Aasimar is the nobility of Arialyon, as an ancient and unbroken line of nobles to be blessed with the right to rule the Empire.     Gith   Gith are abundant in the Prime Material Plane, but primarily live in the far reaches of the cosmos sailing the Firmament on massive living worldships. The Gith were one of the founding races of the Galactic Union, and are often the preeminent members for settling member disputes and preventing advanced technology from encountering primitive species. It is very rare that Gith will ever reach the world of Idris, but in the unlikely cases that they do they are usually in search of invasive alien species or technology with the objective of eliminating the threat as quickly as possible.     Genasi   Genasi are born as favors from the Djinn gods. Occasionally when a priest of a Djinn grants a gift that the god deems worthy of praise, they will reward the priest with a blessed child. These Genasi children are one of the rarest races in Idris, with fewer than five thousand in the entire world. Most are born in the kingdom of Bathadir, the seat of the Djinn, where their worship is most common and favors are more commonly afforded. Genasi are often mistaken for Tieflings (or outright demons) in some regions due to their extreme rarity.     Tieflings   Tieflings, as the children or descendants of demons, are incredibly rare primarily due to the fear they stoke in the common people of the land. Although there are potentially tens of thousands of Tieflings, most hide themselves in secluded regions of the world or live in kingdoms such as Arialyon where their heritage is less feared. The criminal underworld is typically their only path for survival in much of Idris, and urban centers tend to be the only place where they reliably gather for that very reason.     Goliath   Goliath are half giants, exceedingly rare in much of Idris but having a high population in the desolate regions of Etharis and White Wastes of Gaeriath. First generation Goliath are almost unheard of, and most existing Goliath are from a previous bloodline descended from half giants of old. Their prodigious strength makes them valuable in any harsh survival situation, and so they are often the fiercest warriors of the tribes that call such regions home.     Warforged   Ancient constructs of a long lost empire, Warforged are the last remnants of an unknown civilization that possessed seemingly godlike power. They are some of the most ancient beings in all of Idris, tens of thousands of years old and bestowed with the ability to completely regenerate their physical forms from most damage after death. Such power has great cost however, and their memories are completely erased upon their demise and return, leaving many Warforged as wandering nomads with no sense of the hundreds of lives they may have led. They are often kept as bodyguards for the most elite members of empires and kingdoms, a status symbol beyond any other. Rumors of House Toreihamis in Arialyon creating new Warforged have begun to surface, but such creatures are little more than speculation for the time being.     Changelings   The children of the Rakshasa, Changelings are cursed to wander the world in their constantly shifting forms. Their population is indiscernible, owing to their shapeshifting powers which allow them to blend completely into mortal society. Many great empires or noble houses employ changelings as spies and assassins, although the Changeling status of those people is a highly guarded secret in most cases. Changelings have an innate fear of their forms being discovered, with only their most trusted and loved allies being given knowledge of their true nature. Some become Rakshasa themselves, especially if their trust is betrayed by those closest to them and they seek vengeance from dark powers.     Dhampir   The product of trysts between vampires and human consorts, Dhampir are overwhelmingly found in the vampire ruled Ostoyan Empire in Etharis. They typically serve as lower ranking vampires among the intrigues of Ostoya, content to rule over small portions of land in exchange for subservience to their true undead masters. Some Dhampir strike out on their own however, and some are created by older and more isolated vampires in other regions. They do not have societies of their own, and typically blend into other mortal societies with skill and guile to survive.     Yuan-Ti   The blessed people of Isekthamnos, Lord of Serpents and Immortality, Yuan-Ti originate from a long line of warriors said to have helped free the Immortal Serpent from the clutches of the Devoured God Dagari during the Elder Days. Yuan-Ti often accompany Naga in forming kingdoms in the south of Gaeriath and across Melremarque, but are scarcely found elsewhere owing to their highly rare bloodline.     Aarakocra/Avian Folk   The mortal blessed of Emeria the Skymother and Kharar of Storms, Aarakocra occupy great cities on the clouds above Idris. In all varieties, from Owlin to Ravenwing, they are integrated into skybound societies that rarely interact with the world below. Most Aaracockra that do seek adventure beneath the clouds do so when they are banished from society, having their wings clipped to be too thin to return above the clouds until a task has been completed. Such trials can also be forms of proving oneself as a warrior instead of punishment, or occasionally they descend not out of duty but mere curiosity of the ground dwelling folk. Aarakocra society is highly elitist and stratified towards those beneath, and most avians who do wish to integrate into the surface world have to overcome their own biases and cultural barriers in the process.     Assorted Fey (Centaurs, Satyrs, Faeries, Firbolg, Harengon, Hexblood, etc.)   Other Fey creatures do sometimes cross into the Material Plane, though due to their immortal nature and poor sense of time in the Feywild they often make excursions every several hundred years and find themselves confused by the shifting of kingdoms and events in the mundane world. Some such creatures are mistaken for monsters, though such confusion is usually quelled with time or force, and all of the more exotic fey are too rare to maintain any permanent presence or culture in the Prime Material. Although perceptions do differ marginally for individual species, the above holds true for most of the creatures in the vast majority of circumstances.     Assorted Monstrous Races (Giant, Gnoll, Minotaur, Troglodyte, Thri-Kreen, etc.)   The monstrous races of the world, varied as they may be, are typically enslaved to the whims of the Devoured Gods who created them. Such presences drive them to commit unspeakable atrocities, never satisfied in their desire to destroy the other mortal races. In rare cases however, a blessing from a deity or powerful magic can release monsters from the pernicious influence of the Devoured, allowing them to join mortal society. Such cases are exceedingly uncommon, and usually require significant feats on the part of the monster to prove themselves unlike their blood crazed kin, but not impossible entirely. Redemptions are largely isolated events, and monsters who are able to free themselves from the pull of the dark gods are not left with a shared race of people in mortal societies. So for instance, while an individual gnoll might be redeemed, entirely freed gnoll cultures do not exist in Idris.       Homebrew Races (Unique to Idris, ask if interested)     Mongrelfolk   Strange fusions between humanity and animals with ambiguous origins, Mongelfolk occupy low places in many mortal societies and often have to move in small tribes in the Penumbra or urban centers to survive. They live fast and die young, having half the lifespan of humans and reaching maturity twice as quickly; traits which lend them to having lofty ambitions and seeking to accomplish much during their brief lives. Mongrelfolk of all types exist, with more common varieties being Ratfolk, Catfolk, Houndfolk, or fusions of multiple. They adopt some animalistic tendencies in accordance with their forms, and often are seen as pests or wretches because of it.     Alien Races   Across the Galactic Union of Myriad Worlds, aliens of all types confederate and traverse the Firmament with spacecraft and magic alike. Martians, Grays, Mutoids, and Kalrothi alike live in the cosmos, and while they rarely reach Idris itself because of the powerful magical protections and Gith enforcement that shield the planet, some manage to slip through the cracks and bring along potent technologies to a new world.     Intelligent Undead   Across the lands of Melremarque, kingdoms ruled by undead monarchs bring forth societies of undead that are freed from the mindless hunger of their brethren. These intelligent undead take many forms, from zombie to ghoul to even wraith or wight, but all are blessed through the magic of the Six Monarchs to no longer thirst for the living. These undead are not immortal, merely living for some few centuries before their new forms deteriorate away, and the taxing magics that are required to return them in their new state mean that only the most powerful and trusted in all of Melremarque are given a second lease on life. Or perhaps, unlife. The undead do not truly possess many memories of their former selves, only retaining fragments and essential skills, but are regardless seen as some of the most respected and capable individuals in all of Idris for the knowledge their supernatural lifespan brings them.     Mephits   Born from the elemental plane, Mephits often arrive in Idris through haphazard summonings or wild magic surges that bring them across the veil of reality and into contact with mortalkind. They are impish creatures that often delight in mischief, usually serving as familiars to mages, but possessing enough intellect to become adventurers in their own right. Although completely incomprehensible to most common folk of Idris, their unassuming nature may belay a great destiny waiting to be realized. Mephits come in all forms of elements, from fire to ice to mud to acid.     Angels and Demons   True Angels and Demons are not usually thought of as adventurers, owing to the cosmic laws which bind them to their tasks. Demons are subject to the pull of the Lethe, the force of the Abyss that drives them to slaughter, and Angels are bound by the decrees of Heaven to perform holy duties and purge the wicked when they can. However both can find themselves on the Prime Material, either by falling or ascending away from their realms or perhaps to fulfill a sacred duty imposed by a god. True Angels and Demons are often greatly weakened when they force themselves onto the mundane world, but still often possess enough of their deific powers to become legendary forces in their own right. Angels and Demons are myriad in their types, from Deva to Succubi to Planetar to Nalfeshnee, and all can find their way to Idris should fate decide.     Dream-Kin   Born in the realm of the Mindscape under the eye of the Crystal Dragon, the Dream-Kin often exist for mere moments before fleeting away and vanishing again to the ether. Once in a great while, however, a Dream-Kin will be able to traverse the world of the unconscious through the stage of the Dream-Thespian and arrive in the Prime Material. In such impossibly rare cases, the resulting being will be a creature like almost no other, composed of the flowing psionic energies of the world of minds. They will likely have little understanding of the world around them, and even less ability to fend external threats, relying on fortune and charity to survive in a strange new world, and perhaps determine the nature of their own existence.     Mycon   The mushroom people that inhabit the Sporeweald and the Penumbra, the Mycon rarely move to the surface world and even more rarely inhabit mortal societies. Some choose to make the unknown trek into mortal lands away from the underground, utilizing their innate fungal abilities to serve as valuable scouts and guides through wilderness, while others simply aid mortal societies through trade or diplomacy while remaining largely subterranean. Their cultures are rich and complex beneath the earth, and Mycon who reach the surface largely do so to trade and exchange with the surface world for new experiences and sensations.

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