Races of Andrannar
Player Character Races
Humans make up the majority of the civilized population of Andrannar. Adaptable and versatile, human settlements can be found almost anywhere. There are a number of distinct human societies that dwell in Andrannar. The noble Atrians, the resilient Ivalans, and the resourceful men of Twilights Dale are among the best and finest of human nations. The rugged frontiersmen of Hawkstone and Mythas are tough and capable. The barbarian tribes of the northland survive and thrive amidst adversity and the unforgiving environment. Humans represent the best and worst that Andrannar has to offer.
Deva are an extremely rare race of celestials, once angels and servants of the gods of goodness and light, now bound to the natural world. They have been charged with by the gods that they serve to watch over the mortal world, guiding and guarding its inhabitants. They do not permanently die, and if killed by accident or on purpose, are instead reborn elsewhere in the world with a vague memory of their past lives and a clear understanding of their divine directives. The vast majority of devas are polite, considerate, generous and caring. They are too few to maintain any settlements of their own. Most goodly races and settlements respect and welcome devas.
Dragonborn are a race that were once mighty and powerful, with numerous kingdoms that dominated the continent of Andrannar. The empires of the dragonborn fell long ago, scattering the race across the world. Now, they live primarily in small, isolated villages, with few major settlements of their own. The few exceptions to this is the city of Enzimuil and the Kingdom of the Dragon, a kingdom that preserves an echo of the dragonborn’s might of old. The blood of dragons flows in the veins of dragonborn and most other races view them with respect.
Dwarves are renown for their bond with the earth, their skill at working both metal and stone, their toughness, and their stubbornness. The majority of the dwarves of Andrannar live among the many mountains. The most notable are the dwarves of Baldorak and Thorandurak. Those few that live within the other races cities and settlements are usually traders and craftsmen. Dwarves tend to be held as one of the more honorable and lawful races and most other races are comfortable trading with them.
Elves are found throughout Andrannar, tending the wilderness and keeping the savage beasts and monsters under watch. They are known for their close bond with the natural world and for being stealthy and alert. Elves are most common in the forests of the world, but a few clans roam the Elfalas and other plains much like other barbarian tribes. The largest concentration of elves are in the Elderwood, Cethriel, and the Greywood. Many smaller villages and settlements have outlying elven encampments that act as scouts and hunters.
Eladrin are native to the Feywild, but often cross into the natural world. They frequently maintain large cities in harmony with the wild in remote wilderness. The largest eladrin settlements are found in Celenesta, Eardrannath, and Tol Amrothir. The eladrin have a natural aptitude for magic and arcane studies, making natural wizards and swordmages. Those not pursuing adventurous careers are often scholars, sages, or craftsmen.
Gnomes are native to the Feywild, but may venture into the natural world, usually through portals that the eladrin and other fey have created. They do not maintain large cities or towns of their own, but usually join smaller existing towns or villages. The notable exception to this is the city of Sevenwaves, where gnomes make up a large portion of the population. Most favor wilderness areas that remind them of their Feywild home. Very rarely, gnomes will found small settlements of their own, but this is the exception rather than the rule. Gnomes are naturally stealthy and unobtrusive as well as magically inclined, so many become rogues or arcane casters.
Goliath are rare in Andrannar. They favor remote wilderness and mountain ranges, and are more common further in the north. They are most common in the Ice Peaks and the Lakesrim Mountains. Goliath are outwardly friendly to any who doesn’t threaten them or the tribe and who can keep up with them, usually human rangers, druids, wardens or shamans. Goliath also esteem dwarves for the excellent craftsmenship of their weapons and it is a proud goliath who owns a dwarf-made weapon. Many dwarf traders will visit goliath settlements, knowing that their wares are eagerly sought after. Due to the placement of their remote settlements, few other races have much knowledge of goliath tribes.
Half-elves have no settlements of their own, living in both human and elven worlds. They are found in as many varied environments as most humans, although they are naturally more common in wilderness areas frequented by elves. Most half-elves are the result of a human and elf union, although a few are the byproduct of two half-elves. Due to their merging of human and elven worlds, half-elves make skilled diplomats and negotiators.
Halflings as a race are often given to wanderlust, and so are often found throughout the continent of Andrannar. Most settlements and cities of other races will support at least a small halfling population. They tend to settle down most often in areas of pastoral grasslands and on the banks of easily navigable rivers. Many halflings are typically merchants and traders. Adventuring halflings are often rogues and bards, although the strange powers of the sorcerer frequently manifest themselves in halflings also. The curious nature of many halflings will also lead a few into warlock pacts with mysterious fey entities.
Half-Orcs are a race that has its roots in the ancient empire of Dalar. Powerful wizards that specialized in transmutation had devised a means to try and create a perfect servitor and soldier race. They found a way to combine the resourcefulness and adaptability of humans with the strength and toughness of orcs. Those created servitors were able to breed true, thus creating the half-orcs. Half-orcs are most common in the areas around the heart of ancient Dalar, such as the Beast Plains, the Howling Plains, and the Bleak March, where they often form their own tribes. Half-orcs in civilized areas often work as mercenaries or guards. Originally bred as soldiers, half-orcs still favor martial and melee-based classes.
Shifters are a race that have lycanthropes in their bloodline. Never particularly numerous, Shifters are a rare, reclusive race that appears headed for a slow decline. Shifters have historically lived in remote lands, far from civilization, but as the wilderness becomes more dangerous, they have migrated closer to human or elven settlements. They excel as hunters, fishers, trappers, woodsmen, guides or scouts. Shifters that become adventurers tend toward the primal or divine classes.
Tieflings are the descendents of those wizards of ancient Dalar who trafficked and consorted with demons or devils. Forever marked by the sins of their forefathers, Tieflings usually diverge into two distinct paths: Embrace evil and their wicked heritage, or reject evil and strive toward an ideal of goodness. They are usually hated and feared by most of the general population, but an accumulation of good deeds can do much to sway public opinion. Tieflings favor the arcane classes but are as varied in their chosen abilites as much as other races.
Depending on the campaign, other races may be available for use as player characters, subject to the DM.
The dark-skinned cousins to the elves and eladrin, the drow are a race infamous for their cruel and evil ways. The dark elves live in large, beautifully crafted underground cities deep beneath the earth’s surface, but that beauty holds a core of anger and selfish amorality. They care about nothing except advancing their own personal power and don’t mind stepping on (or eliminating!) anyone who gets in their way. The drow hold an intense hatred for surface-dwellers, and for their elf and eladrin cousins most of all. The dark elves frequently mount raids on surface settlements, and their brutal ruthlessness is legendary. In extremely rare cases, some drow may become disenchanted with the cruel and cutthroat ways of their kin and travel to the surface, in hopes of starting a new life there.
The genasi are a race of humanoids that are native to the Elemental Chaos. In rare instances when portals between that world and the mortal world are opened, the genasi may pass into the natural world. They are exceedingly rare in Andrannar and are much too few to maintain any settlements of their own. Many places exist that have never even seen or heard of a genasi. Most of the native races are cautious of the genasi, and it is a rare genasi who fully earns a local’s trust.
The githzerai are an ancient race, once descended from humans that were enslaved by the mind flayers. Their small outposts are sometimes found in remote locations in Andrannar, but they are native to the Elemental Chaos and maintain larger cities and fortifications there. The githzerai tend to honor and uphold monastic traditions, and even those who are not monks will often espouse monk-like philosophies and beliefs. They are usually self-reflective and are much less aggressive than their githyanki cousins. Most societies in Andrannar will view them as curiosities and strangers at best.
The goblin races are a common and populace race that is scattered all across the continent of Andrannar. Notoriously greedy, bloodthirsty, and with a reputation for evil, they stand against most of the civilized races throughout the world. It is an extremely rare case when one of the goblin-kin turns from the evil ways of their kin, but it has been known to happen. These few are often eternal wanderers, rarely accepted in most settlements and hardly ever settling down because of the dark reputation of their kinsmen. At best, they can hope to live unmolested on the outermost fringes of a settlement, but few, if any, will ever fully trust a goblin.
The once mighty minotaur have dwindled over time, till only a few tribes still roam the Beast Plains, and the Denbarra Plains. In a rare instance, unusually civilized minotaurs make up a great deal of the population in the city of Maethgard. It is not for nothing that it is also known as the Horned City. Most of the nomadic minotaurs favor the primal classes, while the more civilized ones frequently take martial, or even divine paths.
Orcs are a fairly common, widespread race that is known for their savage brutality. Tribes of orcs frequently raid and slaughter their more civilized neighbors to acquire both food and other goods. A rare few eschew the banditry of their cousins and instead hunt game and wildlife for their livelihood. Some few orcs will leave their tribal life and enter the cities, where they are rarely accepted but can frequently find work as a mercenary.
The race known only as Shadar-Kai are a group that were once human, descendants of ancient Dalar that were exposed to shadowy, necrotic energy or that lived in the Shadowfell or in close proximity to a portal to the Shadowfell. Twisted and changed by these dark energies, the Shadar-Kai have grown to master and use these powers for their own benefit. While many fear them due to the dark association with the Shadowfell, the Shadar-Kai are as varied in their attitudes and alignment as their human forebearers. They tend to favor stealthy and/or arcane classes.
Like the half-orcs, the Warforged are a race that has their roots in the fallen empire of Dalar. In the search to create and perfect the ideal servitors, the artificers and enchanters of the ancient empire created a race of sentient constructs, the Warforged. The Warforged were once more numerous, but now are very rare. Many Warforged throughout Andrannar were previously inert shells. Some unknown force has recently sprung to life, returning the race of constructs to “life.” Their former masters now long since dead, the Warforged have struck out into the world, and many find work as bodyguards and soldiers, doing what they were made to do.