Races of Kytira
The continent of Kytira and the symbolic centre of the world, with many different people having migrated to the continent over the last thousand years. This guide is meant to give insight into which races are playable, where they typically live in Kytira, how your character may fit or give a frame of reference for how they differ from the average. Some of this may differ from the information provided in the sourcebooks but should be considered canon for the world of Olyandra. These are by no means 'rules' to follow, only a context of the typical, and should not limit creativity in character creation.
Overview
Many sapient creatures exist, cooperatively or otherwise. Sapient is a broad term and includes any intelligent, self-aware and self-determined creature and not every sapient is available as an option for player characters. Dragons, kraken and vampires are sapient but not available for players. Olyandra is an alignment-agnostic world, meaning that although some sapient creatures may have strange or alien psychologies and basic needs, no race is inherently evil. True evil requires both an awareness of consequences and the free will to choose to do harm to others. As such, monstrous races are not monstrous in the sense that they are inherently violent, selfish or cruel but rather that they have significant differences in psychology and biology to the humanoid races such as humans, elves, dwarves, gnomes and halflings which all have enough in common physically and mentally as to be grouped together. Sapient monsters are as likely to be good or evil as humans and how exactly they express their strange nature and negotiate that with the world is a matter of nurture as much as nature. Aarakocra are considered monstrous because their avian and elemental traits outnumber their humanoid ones but are generally considered good while many think the cold, calculating, logical and emotional-less Yuan-ti to be evil because they lack recognisable empathy despite not having any history on which to base this assumption. That said, many people do hold some prejudice toward the monstrous races, the actions of the less civilised members overshadowing the deeds of the good in the minds of many. Playing a monstrous race may pose challenges in getting into a distinctly non-human mindset as well as interactions with less tolerant elements of the world. Other people and places in the world are more cosmopolitan and welcoming regardless of a person's race. Another factor to consider when it comes to the races is the emergent races. The current age, the Emergent Age, was marked by the arrival of several races into the world. The age began only 32 years ago and while some of the emergent races had some small presence on Olyandra before that, this age has seen them make a significant step onto the global stage. A few races were totally unknown before their emergence. Some of the emergent races are humanoid and some are monstrous. The last term that applies to the races is 'plane-touched'. This refers to humanoids who have some innate connection to one of the other planes. Generally these are the children of at least one human parent born with the power of a planar ancestor or the intervention of a planar entity. Aasimar and Tieflings are plane-touched, with traits of the celestial and fiendish planes respectively, while genasi are plane-touched by the Elemental planes. Eladrin, Shadar-kai, Drow, Duergar and Gith are not considered plane-touched although many are native to another plane.The Races
Aasimar
Aasimar are rare, born to human parents but with a tiny celestial spark. They are almost indistinguishable from humans for the most part, though tend to be the prime examples of human physicality as though they are the best possible outcome of inherited characteristics. Many pass through the world completely unnoticed though a few have one or two traits that reflect their true nature such as unusual eye or hair colours. Aasimar have a certain inner glow about them and magnetic personalities. Sometimes aasimar are the expression of a celestial ancestor many generations in the past, often long forgotten or completely unknown to the family. Other times, they are the result of celestial intervention, the celestial spark gifted to an unborn child with the promise of a great purpose in the world. Most aassimar are born with the guidance of the celestial from which their spark originates though this guidance is rarely simple or straightforward, typically given through obtuse prophesy, symbolic dreams or confusing visions. Some aasimar are fallen, possessed of a celestial spark but without the grace of divine favour. Some are simply born fallen and these aasimar are typically the result of a celestial dalliance with mortals, their ancestor having no desire to be part of their lives. Others, like celestials in ages past, reject their divine purpose and choose to sever the connection. A few are rejected by their celestial guides because of some mistake or misunderstanding that the guide's implacable and binary morality could not support though celestials are not infallible in their moral interpretations. Work with the DM to determine how involved your celestial guide is in your character's journey, if any.Birdfolk (Aarakocra & Owlin)
Aarakocra and Owlin are emergent races that coexist in the Aeries, cities built on and into massive flying rock formations that travelled from the Elemental Plane of Air to the materiel plane at the start of the Emergent Age. Birdfolk were previously fought of as myths and folktales, with only the most learned scholars of the elemental planes believing them to be real until recent decades. With avian minds and lofty perspectives, it is difficult for those that walk upon the ground to understand. The Aeries have proven to be reliable trade and peaceful additions to Kytiran as they drift leisurely around the continent. There are three Aeries flying around Kytiran, each acting as independent city-states.- Ekuqaleni in the west
- Umoya in the centre of the continent
- Ndiza in the northeast.
Centaur
Centaurs are an equine-bodied people with a love of freedom. Centaur heards roam the Grenulum Plans of Tereno, the Wild Lands, the steppes of Mohnah and Manjadiid and the rolling hills of Wadawandra. Some beleive they originally came form the Feywold but centaurs have been part of the world so long, no one can rightfully say they are not native to the Materiel Plane. The upper torso of centuars come in all the variety of humans, with broad, square features and slightly pointed ears. Their hair and the fur of the lower equine body usually match and come in all colours found among humans and horses. The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Centaurs culture is deeply connected with nature, with a "leave no trace" philosophy of their nomadic lifestyle, their understanding of the interocontected nature of life is reflected int their love of family and the herd. They celebrate life, with births being celebrated as festivals among a herd. They have a strong oral tradition of history and stories. Two heard meeting is a cause for celebration, with a hunt, a great feast and many impromptu races. Among centaurs, there is a ritual that empowers a centaur, making them bigger and stronger. This ritual is a deeply held secret of the hard shamans, performs only on the most dedicated and selfless members of the herd who will act as its protectors. (This is a lore explanation of the difference between the centuar as presented as a monster, which is a Large Monstrosity, and the centre as presetn as a playable race". Centaur warriors often train to utilise their equine bodies to full effect, developing tactics similar to mounted cavlry among other races, with long handled weapons such as spears and ranged weapons like long bows. They are also steeped in druidic traditions, some learning druidic magic, and a few practice arts similar to bardic traditions. Few leaves the herd, uncomfortable in the confines of settlements but some are full of wander lust, some seek to protect their people from unforeseen dangers and others desire to study subjects uncommon to their own people such as the arcane.Changeling
Changelings, also called the hidden people, live hidden in plain sight among the other races. Sometimes called face dancers, changelings are shapeshifters of great subtlety. A few live openly, known to their neighbours, and a few are nomadic but many live in a small communities in the cities and of other people without a place of their own in the world. They are a fluid, adaptable people, secret but highly emphatic people with an unpleasant reputation for being thieves, spies and assassins. Many worship a version of the Traveller though only nominally pay tribute to other gods in the Sovereign HostDragonborn
Dragonborn in Kytira hail mostly from Mohnah in the south of the continent. Believing to be descended from dragons, though there are conflicting beliefs as to the details. Some believe dragons mixed their blood with chosen from the other races, others think their race was placed in the world by Bahamut, the Divine Platinum Dragon Himself. They share an extended pantheon with dragons, though there are gods that offer specif patronage to the dragonborn. From the outside, dragonborn culture appears rigid and honour bound, with individuals devoted to singular purpose. In truth, dragonborn have the freedom to find where they fit in society but are expected to give their lives to that role. They are a clan-based society, most clans having a specialisation and many dragonborn care greatly about the honour of their clan, sometimes more than personal honour. There is some rather marked variation among dragonborn. Most have scales as soft as human skin rather than the hard armoured hide of dragons, though some have tougher skin than others. Their scales are typically dull colours of rusty brown shades with hints or patches of colour. Some have more vibrant colours. Scale colours reflect the scales of true dragons and the breath weapon they possess. Most draonborn are solidly built and tailless though roughly a third of the population are larger and sturdier than others. Another third are lighter of frame with tails which is often seen as a sign of greater mental potential. Being born larger or with a tail is a random trait among dragonborn and although seen as auspicious it holds no greater significance and many tailed dragonborn are uncomfortable with the pressure of expectation this brings.Dwarf
Two offshoots of the dwarf race occupy quite difference places in Kytira. Most worship a common dwarven pantheon but otherwise there are as many differences in their cultures as there are similarities. The slightly taller, fairer mountain dwarves of Kytira live in independent city-state strongholds within the mountain ranges of the continent. More involved in the wider political scenes, existing as they do within the borders of the other nations, they are more common sight than other dwarves. In some ways, they are friendly than other dwarves and in others more proud, seeing themselves as both more self-sufficient in their contained strongholds and more social and connected in their ability to main strong relations with their neighbours. Though contradictory to most others, this makes perfect sense to the mountain dwarves. Hill dwarves most commonly hail from their own nation of Omrode. Shorter, darker-skinned, more spiritual and more aggressive than their mountain dwarf cousins, the hill dwarves have had tumultuous relationship with their neighbours, in particular the Orcs of Mekan and the Dragonborn of Mohnah. They have constructed great tiered settlements on the sides of mountains, spanning ravines and across cliff faces, have massive monuments to the gods overlooking the landscape and mighty walls protecting their nation. They see living out in the sun as a point of pride, rather than mountain dwarves who cower underground. Grey dwarves are almost unheard of though they are known to the grey elves. There are a handful of grey dwarf settlements that have managed to escape the Underdark, living deep underground, content in isolation. They rarely have any interest in the world, sensitive to sunlight as they are. Perhaps, in the future, when the trauma of the underdark's horrors has lessened, they will be ready to find a place in the world.Elf
Elves are nearly as diverse as humans and have occupied a number of different places in the world. They have a shared pantheon, though different offshoots have their own interpretations and patrons within that pantheon, sometimes looking like completely different religions in some cases. There is an old elven tradition of tattooing, usually the face and hands, which denote clan, occupation, accomplishments and in some cases patron god. Following this tradition is a personal choice and the number of people who follow it vary by culture. Eladrin live most commonly in the boundless wonder of the Feywild though the Emergent Age has seen the fairytale island-nation of Anor'Haer appear like a dream in the sea south of Kytira. For the first time in recorded history, the Eladrin have returned in number to the Material Plane and are interacting with the other races. A deeply passionate and emotional race suffused with the chaotic nature of the Feywold, their physical appearance often reflects their mood, changing like leaves through the seasons. The island remains politically and economically distant, maintaining only to most cursory relations with nearby nations, unaccustomed to the short lives of their other races and taking a longer perspective on integrating with the world. A few hot headed young eladrin have left the island however, looking to explore the Materiel Plane, drawn to adventure for whatever reason. They have an affinity for the arcane, nature and the fey. The grey elves have lived in underground colonies for centuries but are considered an emergent race as they have only in the last few decades established their own nation. The nation of Sel K'lar rose out centuries of slow, concerted and perfectly legal land acquisition with some less than legal espionage and blackmail in order to be recognised by other states. The grey elves loathe being called drow, having left the Underdark and the oppressive culture and constant fight for survival a millennia ago. Instead, they return to the surface seeking to put their past behind them, taking up their own version of worship of the Seldarine. They live nocturnally, sensitive to the sun after generations in the dark, and several of their cities are protected by a magical shroud of darkness at all times. They have an unfortunate reputation due to the drow and the assassination of King Kyrilian Valaera en Tumerilo of Tereno which has been attributed to drow or grey elves. They have a more gendered society than most other elves and are nominally matriarchal but they are no more or less equal than any other surface race. The drow are grey elves who still reside in the Underdark, twisted by generations of brutal enslavement under the Illithid. They turned to higher powers for salvation, with many now worshipping the Demon Spider Goddess, Llolth while a smaller cult worships the Elder Elemental Evil. They have traded one form of slavery for a more insidious one, becoming no better than the Illithid. With a strict, matriarchal society, they are constantly caught in intricate webs of deceit, betrayal and murder, warring as much with themselves as they are with the other evils of the Underdark. Renegades seek to break away from the cycle of oppression and escape to the Materiel Plane to join the grey elves there, though few survive long enough to reach them. High elves have built grand city-states in the open grasslands and rolling hills of Kytira. They are a learned and cultured race, experts in diplomacy and steeped in the arcane. They are the most commonly seen elf race on the continent. Their long lives allow them to accumulate much knowledge and training, sometimes making them seem aloof and dismissive to other races but they are the most approachable of the elven peoples for all the time they spend among them. They have some of the greatest mages and swordsman among them, and sometimes called upon as impartial mediators in disputes of other nations. Sea elves have adapted to living beneath the waves of Olyandra's oceans, migrating below the waves before recorded history. Living on the seafloor, they are more reclusive than most peoples however the city of Ryn’av ath’Alu Quirea’nar has the most contact with world above, located closest to the surface and using powerful magic to create pockets of air for visitors. They allow limited outsiders for diplomatic or trade purposes but they act as a buffer between the other sea elf cities and the world above. Sea elves are rare on land, needing time to acclimate to life out of the water, needing to return to water regularly to keep hydrated although with time can get to a point of going a week out of water without ill effect. They are the elven people least inclined to magic but have a number of great warriors and tacticians, underwater combat offering a perspective few on land ever have, and great sages of the natural sciences. Shadar-kai are to the plane of the Shadowfell as the Eladrin are to the Feywild and in many ways their opposite. They are a colourless, emotionally retrained people rarely seen outside their home plane. They are inextricably connected to the Raven Queen, universally worshipping and serving Her in some capacity. Those in the Material Plane are usually there in the belief they are serving the will of their goddess, though the Raven Queen is mysterious and vague in her communications. Many confuse Shad-Kai with particularly pale drow and as such are not always met with kindness. They are experts in illusion magic, have mastered a number of unconventional weapons, are masters of stealth and martial arts, and the Raven Queen has several conduits of her will and power among them. The wood elves of Kytira mostly come from the northern jungle realm of An'Glad. It is a more reclusive, close bordered nation though not quite isolationist. Dark skinned and more connected with nature, they are a shorter, nimbler race living in settlements magically grown out of the great trees deep in the jungles of their nation. There are many hidden places in An'Glad with only a few cities open to outsiders for trade and diplomacy. They are skilled in the magic of the earth as well as expert hunters and marksmen. Tattooing traditions are most prevalent among wood elves, with the majority having at least a clan tattoo on their face.Fairy
Fairies, also called Fair Folk, are small, winged people originally from the Feywild and some migrated to the Materiel Plane with the islands of Anor'Haer. They have a similar appearance to elves but are closer in height to gnomes and slender. Their wings come in all manner of shapes and sizes, some brightly coloured like those of butterflies, others diaphanous and clear like a dragonfly, and some tiny and some feathered like a hummingbird. The faeries of Anor'Haer live in arboreal cities and towns all over the islands, including within the parks of elven cities, and are ruled by King Alaneo and Queen Vilotta to whom most are unwaveringly loyal, and they are staunch allies with the eladrin. Fairies can be flighty and nervous due to their smaller stature and are terribly protective of their wing but are remarkable similar to eladrin and other elves in temperament, except that they have a more immediate view of the world as they live about as long as humans. Fairies have some innate magiac and it gives them an advantage in learning druidic magic though some study in the arcane schools of the eladrin. Their natural dexterity and flight mean those martial interests training smaller, more versatile weapons, sometimes learning to sneak and find the weaknesses of their enemies.Firbolg
Firbolgs are a large, hairy, strong and wise people deeply connected with nature. They live deep in forests and jungles, often entirely hidden from other races and striving to living in harmony with their environment. A few firbolg settlements coexist with nearby communities among other races if they deem them good people with shared values but otherwise they use magic and natural camouflage to hide. Although a generally peaceful people preferring to deter, dissemble and disorient invaders away from their homes, they are capable of swift and violent justice to those who seek to harm their families and their homes, or who harm nature. Many firbolgs live in the rainforests of An'Glad, coexisting with the Wood Elves although there are other settlements, particularly in southern regions of Kytira.Genasi
Genasiare one of the plane-touched races, genasi are born with a spark from one of the elemental planes. Some are born near an elemental node or portal, some have a genie in their ancestry, or in a random confluence of wild magic. Like other plane-touched, genasi can be born into human families seemingly at random. Born and raised among their human family, they typically inherit the culture and of their parents. Exactly how strong a genasi elemental nature manifests in the physical appearance varies greatly and is no indication of significance although some might believe it to be a portent. Some look human bar one or two minor traits while others look humanoid only in the most general sense. Air genasi tend to be thinner, lighter on their feet and can hold their breath indefinitely. Some can move through the air unrestrained by gravity. They typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps. They can be flighty, tempestuous and moody at times but rarely stay so long and are generally free-spirited and fun-loving people. Earth genasi are typically strong and have some innate control over the earth, stones and rocks rarely impeding their movement. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. They are generally solid, dependable and deliberate Fire genasi tend to be intelligent but rash. They can see int he dark and have a limited residence to the heat of flames. They can control small flames and some cause serious burns to those they touch. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-grey skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. Water genasi are typically independent, self-sufficient and proud, and some can be truly selfish. They can breathe underwater as well as in air, have a natural affinity for swimming, can resist many toxins and have some magical control over water. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in colour. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.Gith
The gith are a race divined. Taken as slaves by illithid before recorded history, they overthrew their masters millennia ago and have since made their home in the Astral Sea. How exactly they came to the Astral Sea is unknown, though some speculate it has something to do with the origins of the Illithid and how they came to Olyandra. They are taller and thinner than humans, with tapered ears like elves but have hard, angular features, flat and upturned noses, and golden yellow skin that sets them apart as something else entirely. They are rarely seen on the Materiel plane though there are small, well-hidden communities on the Material plane where children are raised and the old live out their remaining years, as creatures do not age in the Astral Sea. Some gith were hardened by the experience of enslavement and became the githyanki, a more militant people determined to never again be enslaved and willing to fight to the death for their freedom, hunting down any illithid in the Astral Sea. They ruled by their immortal lich-queen who they believe led the rebellion against the illithid and who they all but worship. Among them are many mighty warriors, some trained since infancy, and a few have developed psionic abilities from the influence of the Astral Sea. Outsiders might view them as driven by anger and revenge, they can be single-minded in their goals and their loyalties, sometimes rigid and holding others to impossible standards. A few among the githyanki operate as pirates similar to vikings, raiding the planes for resources. They are masters of navigating the Astral Sea and travel with more freedom than most across the planes. Some may travel the Material Plane, retaining some fascination from their childhood, seeking adventure, or on a mission for their people. Some gith sought a path of self-improvement and inner strength, becoming the githzerai. They retreated into seclusion and have gained such mastery over themselves that they have developed some ability to exert that control over their surroundings. Their psionic abilities have allowed them to create near-impenetrable monasteries and strongholds. Pacificts for the most part, hatred for illithid still lingers and they will destroy any they come across. Some may seek to travel the planes to for study or for a pilgrimage of self-discovery, or simply because they do not conform with the static isolation of their people.Gnomes
Gnomes live primarily in the south-central nation of Yandoril. They are an industrious, inventive people who live every moment to its fullest, as dedicated to their jobs as they are to having fun. Yandoril is the result of colonisation by both forest and rock gnomes from across the sea who formed a single nation centuries ago. They can be found in equal measure in one of the five cities of Yandoril or in one the hub towns. Rock gnomes live more openly outside the cities, with marked burrows dotting the countryside among farmland, the smoke from forges curling up from chimneys poking out of hills. They are studious and inventive, with some of the finest engineers among them, known for ingenuity and innovation though their advancements are often loud, dangerous and sometimes combustible. They are also known as fine metal smiths and jewellers and accomplished mages. Rural forest gnomes tend to be more secluded, their burrows hidden beneath forests. They have an affinity for nature, especially small woodland beasts which many raise as beloved family pets. A few have an affinity for the fey as well. They are excellent hunters and marksmen and many have a gift for illusion magic.Goblin-kin
Goblin-kin is a term for a few closely related monstrous races, including goblins, hobgoblins and bugbears, and are sometimes called goblinoids. Maligned by the vast majority among the other races, many of the conflicts are the result of differences in culture and the resulting misunderstandings. There are evil goblin-kin the world who are the scourge of many rural communities, travellers and inexperienced adventurers by there are also others who wish only to live in peace. They have a shared pantheon with shared mythos but they tend to worship their own gods with only a passing acknowledgement of the other gods in the pantheon. Goblin-kin have found the most acceptance among the orc nation of Mekan, with strong communities in Gudjand, the capital, as well as among Sunahara Sthaan. Many live freely in the Wild Lands of the North as well. Bugbears are big and hairy but capable of great stealth despite their size. Those of their kind that turn to evil are capable of great savagery, leading bands of smaller goblin-kin with violence. Those inclined to good, however tend to find stability in like-minded communities of goblins or hobgoblins. Some form small clans and most are content to be left alone. Sometimes thought of as lazy, they prefer to exert themselves only as much as needed. They can be by friendly giants willing who give blind and unquestioning loyalty to those they care about, although they sometimes forget their own strength. Goblins are small, of a size with halflings. They live in simple tribes many are nomadic or semi nomadic. Most are ruled by a near-constant anxiety, being small and weak in a world that hates them. Some hate the world in return, being cruel in victory and fawning in defeat. Others hide, avoiding conflict or any kind of attention. A few have reason to leave their tribe and seek out adventure. Goblin culture does not have a sense of ownership. If an object is not being used, it is available for anyone to pick up and use themselves. Among other races, this has earned them a reputation as thieves, especially when they are naturally nimble. Some goblin adventurers are from a more civilised or friendly clan who sets off for their own reason while others may be rebelling against an evil tribe. Hobgoblins are a proud and honour-driven race as civilised as any other and are the most welcome of the goblin-kin among other races. In other parts of the world, they have formed powerful nations and at one time had one in Kytira however it fell the survivors scattered. Some believe they are the original race of the goblin-kin or the closest to it. They have a strong martial tradition, being highly skilled warriors but they practise the arcane arts just as well when they chose to. They are iron-willed but can be stubborn and once their mind is set, it is hard to change. They loathe to show weakness and have difficulty dealing with the insecurities of others, leaving them awkward at best. There are several hobgoblin strongholds across Kytira with varying moral ideals, and maybe find work in the world as mercenaries with more open-minded companies.Goliath
Goliath are as big, strong and rugged as the mountains in which they dwell. Thought by some to be descended from or have some connection to giants, they are mostly human in appearance besides their size. Adapted to the high altitudes of their mountain homes, they are adapted to the coldest weather and thin air, though they can still succumb to the elements if they are not careful. Living in isolated clans, they have little business with the world below, though occasionally trade with mountain dwarves living beneath their mountain ranges. They are nomadic hunter-gatherers with spiritual beliefs that vary from clan to clan including totemic shamanism, animism and ancestor worship. They have some of the fiercest barbarian warriors and storm sorcery runs strong among some clans, believed to be inherited from giant ancestors. Goliath adventurers are often outcasts or those seeking greater challenges and self-improvement, or those that rebel against their clan's traditions.Half-Elf
Half-Elves are usually either to a human parent and an elf parent or two half elven parents. One parent being a half-elf results in a half-elf child roughly half the time and two parents of the same race sometimes have a half-elf child if one or more grandparents is of the other race of a half-elf. Half-elves can be found throughout human and elven communities, and most are of high elven decent. They generally inherit the culture, traditions, values and beliefs of whatever society they are raised in. Few ever feel like they truly belong in either society but caught in the middle, they often find ways to bridge the cultural divides of their two ancestries. There are a number of prominent half-elf families such as the Lightningbrands of Nymark which has human and elven members but have such a long tradition of interracial marriage that the half-elf traits almost always breed true. Many half-elves can also be found in the city-state republics, which have no significant racial demographic and where the races mingle more freely.Half-Orc
Half-Orcs follow much the same pattern as half-elves and can be found among both human and orc communities, inheriting the traditions of their parents and their community. Half-orcs are generally treated as equals to orcs in Mekan, though some face prejudice, especially when young. Some grow up among the tribes outside Mekan, many of which worship dark gods and raid their neighbours while others follow other religious traditions and coexist peacefully. There is a small orc and half-orc community in most major cities around the world, and they're more common in the city-states. Among those that fear or hate orcs, half-orcs are considered no better. Like orcs, half-orcs are cursed with what is called the blood song. While not as strong as in full-blooded orcs, half-orcs can be passionate and short-tempered though most resist the impulse toward violence. There are strong druidic traditions among the tribal orcs that some half-orcs are drawn to, and the Blood Song of their orcish ancestry makes those that chose to embrace it truly terrifying berserkers.Harengon
Sometimes called rabittfolk, Harengon originate in the Feywild and migrated to the materiel plane with the islands of Anor'Haer where the majority remain as part of An'Hear society. They vary in size from as smaller as a gnome to as tall as an elf. They are known for quick reflexes, remarkable leaping, sharp sense and natural luck. Harengon often have a wanderlust, a love of travel, many taking up as wandering merchants and travelling performers, and otherwise find some other way to take their profession on the road. They are otherwise similar in temperament to other humanoid peoples.Hin (Halfings)
Halflings as they are called by the taller races, the Hin are generally content people. Rarely having any interest in conflict or dominion, most hin are happy with a warm fire, a good meal and pleasant conversation but above all, care about their friends and family. They are a practical people, preferring simple comforts, straightforward solutions and easy answers. They enjoy bright colours but avoid ostentation. They can be very stealthy and impeccably polite, lessons learned from navigating a world much larger than they are. Most live in gymeoned, more commonly called shires of three or four small villages, dotted throughout gentle hills and rolling grasslands. They are pockets of idyllic rural simplicity, or well-tended farms and kitchen gardens, orchards and vineyards, and hearty livestock. The Hin spend the days in safe, predictable routine, honest work and respectable relaxation. Halflings outside of the shires are usually drawn to cities where they can disappear, more comfortable avoiding attention. Halfings turn to elders for guidance but otherwise have little need for leadership and the gods of the Hin reflect that. Many pray in the form of one-sided conversations as though with an old friend or beloved elder, offering up food and drink as though sharing a meal. The gods are a family and the mythos is full of stories of drama and comedy with many lessons on resolving conflict, navigating relationships and generally being a good person but does does not lay out defined commandments. Hin who seek adventure often do so out of simple curiosity, wanderlust or for friendship, rarely interested in materiel gain. Even urban hin drawn into criminal lifestyles usually turn to such activities for the thrill or to provide for people they care about rather than money for themselves, and even then typically avoid violence. Although most Hin see the study of magic as an overly complicated waste of time, many know a few quick and easy ease-of-life spells. Many Hin adventurers pursue the bardic arts, drawn to music and art and entertaining others. Others put their stealth and curios minds to use instead as spies, thieves or investigators There are three major "clans" among the Hin. Lightfoot and Stout live among the other races and a shIre will be of either one or the other. Lightfoots are lighter on their feet, as their name suggests, and generally a little more charming. Stouts are a little sturdier and resistant to some poisons. They are otherwise very similar, and most among the other races can't tell the two clans apart. The third clan is the Gohstwise Hin, an isolationist clan who took more to the idea of going unnoticed than to being agreeable. They retreated deep into the forest of the world and most have forgotten their existence. So adapted to being silent, they have developed to power to communicate within the silence of their own minds, having limited telepathy. Few have any desire to leave their homes but on very rare occasions, one has reason to venture into the world.Human
Humans are the most prolific race, attributed to their remarkable adaptability and versatility. It is sometimes said that while the other races were made in the image of their gods for a particular purpose, humans sprung spontaneously from the dirt without purpose, making their gods in their image, and have filled every corner of the world, fitting every niche like the clay they are said to have originated from. It goes to explain their ambition and will to survive in the face of all odds. In Kytira, many human cultures and ethnicities are present. A simplified guide to most common ethno-linguistic groups (people shared the same language as part of their ethnicity):- Meniskr: Compare to northern Europe. Generally fair of skin, hair and eyes. Most commonly found in Nymark.
- Kyklosi: Compare to southern Europe. Generally olive-skinned with dark hair. Most commonly found in Tereno
- Volken: Compare to central and eastern Europe. Generally fair-skinned and ark haired. Most commonly found through Tereno and Mymark.
- Insahlah: Compare to the Middle East. Generally brown-skinned with dark hair and eyes. Most commonly found in Manjadiid.
- Binadamu and Watu: Compare to north Africa. Dark complexions. Most commonly found in Manjadiid
- Garawan and Wadjiril: Compare to First Nations Australia. Dark completion. Most commonly found in Wadawandra.