WELCOME TO SUBLANARYA,
WELCOME TO THE TYTANYAN AGE,
WELCOME TO THE AGE OF EMPIRES
So, you're about to make a character for a campaign set in Sublanarya?
Welcome to the 5th Age
Sublanarya
is a region central
to the history and future of the world of Narya. The name of this region
itself translates to "the knowable world" because the empires that have
divided this region are not interested in what lies across the
unconquerable seas to the east, west and south of this land. It is the
67th century since the end of the Wyrd Wars, a period of tumultuous
upheaval at the end of the Ancient Epoch, and it is now the 5th Age of
the Current Epoch. The 5th Age is called the Tytanyan Age.The 5th Age began almost two hundred years ago when an alliance was formed between Queen Tytanya of the iaurdin (high elves) of Saesun and the chromatic dragon tyrant Typhon the Red. This alliance, called the Tytanyan Pact, was formed to end a civil war between human kingdoms in Saesun. The metallic dragons were driven to extinction, the dwarves were displaced from their homeland (again), and western Thule was conquered by the pact. The region conquered by the pact is an imperial colony called Albyon. The pact ended its expansionist assault a few decades ago but that doesn't mean this is a period of peace. War seems inevitable.
In response to the rise of this super power, the "thousand kingdoms of Thule" have consolidated into larger nation states and joined together as a pro-human confederacy united against any future invasions by the elves.
Meanwhile, the empires of Ptah-Hamut to the southwest and Raj-Hamut to the southeast and the Holy Imperium to the east have reached a stalemate in their three-way war. They all now seek to gain an advantage in the shifts in the balance of power caused by the emergence of the Tytanyan Pact. The Jalatian and Najadadi merchants also seek opportunity in the conflict, while remaining a neutral party, thanks to their control of the trade routes through central sea of Zafaria.
As a player character, you are an exceptional person who may be able to turn the tide in the favor of whichever power you ally yourself with. The powers that be seek mercenaries, heroes and professionals that they can put to important tasks that can tip the scales in their favor. Or perhaps you merely an adventurer, seeking opportunity for fame and fortune, who finds themselves trying to make a living and do some good in contentious times.
It is up to you, your fellow players and the game master to determine what sort of game this is going to be. And it is up to your game master to present you with opportunities and you to decide which ones to take.
Creator's Note: My design style has been described as "throwing everything in, including the kitchen sink" but I consider it a smörgåsbord of flavors, themes and topics to explore. Please enjoy.
So, Who Are You?
The purpose of this article is to inspire you and give you resources to create your character, their backstory and their motivations. In order to do so, it is important to consider where they are from and what race they are. These dictate much about their worldview and position before the game.
I admit I prattle on a bit SO if you want the super compressed TLDR edition of this article check it out HERE.
Freedom is the promise of Zafaria. A collaboration of former slaves who rebelled against their masters, Zafaria, made up of the mountainous peninsula of Jalatia and the desert coast-line of Nadjabad, is a place where all peoples are free and equal. People are free to live their lives, as they see fit, without the oppression of government or gods, and every man, woman, and child can seize the opportunities that come with this freedom. Few nations welcome outsiders so willingly. Especially the beaten, the tired, the poor, the homeless, and those tossed aside by neighboring nations are welcome to the shores of Zafaria. These people bring their traditions and their values and add them to beautiful hodge-podge of cultures and creeds. Between the white-squared clay buildings, they form a mosaic of broken tiles from a thousand worlds in a thousand colors. And yet...
In Zafaria, coin is king.
While this is a land of opportunity for all, it is not equal opportunity. If anything, those who come to Zafaria are prey for the true sharks that haunt the waters. Pirates, thieves, and crooked merchants rule Zafaria and take advantage of the constant influx of new victims, new targets, and new labor. While freedom is free in Zafaria, life is cheap. Resources are not as abundant as in more verdant regions of Sublanarya and locales are more apt to knowing the ins and outs of taking advantage of opportunities in the markets. Poverty is common, as common as the starvation and disease that are common in the clums of every village and city in Zafaria, and thus the cycle of crime is perpetuated. The only law is made-up of local militia organized by the wealthy merchant families and far too often are they more interested in catching thieves than preventing the kind of cruelty that turns desperate men cruel. That is the price of freedom in Zafaria. Every man for himself. Despite perpetrating slavery being illegal under penalty of death throughout the Zafarian Sea, ships with new slaves find their way to Hamutia every day.
As any Dhole will tell you, "it is a dog eat dog world".
When the Xalhoteccan fleet arrived from far across the sea to the east, Thule had all but fallen to a demonic horde. Through much sacrifice on their part, Thule was freed and the crusaders settled the region between the southernmost Shield Mountains bordering the Hold and the coastal barriers of Azuria. This political state is a theocratic monarchal empire ruled by a Holy Imperator and administered by the church of the Nameless God that also makes up the military force of this empire. They named this new political state "The Holy Imperium of Croma".
The Holy Imperium is divided into four regions:
Central to this region is the Basket, the domesticated agricultural land of the region, the home of most populous cities and the divine capitol, Croma. To the south-east, lies the wild jungles called the Grand Green that promise adventure to those who seek it. To the north-west lies the Shield, the mountainous region occupied traditionally by the dwarves, including their impressive city of Durnhold, and the Gates to the north-east that act as impressive installations against the threat of what lies beyond the Shield Mountains in the Hold.
This region is defined by faith, dedication and militancy. The citizens of the Holy Imperium, called Imperians, serve and obey the church and, in return, the church protects them.
Their paladins and clerics are known throughout the realm. The Holy Imperium currently holds no emnity with Thule, seeking to convert them peacefully, but they have had a longheld rivalry with the Hamutian empires.
Separated by a sea, each empire claims dominion of the world: in the east, where the sun rises, is the lush tropical mountainous river-princedoms of Raj-Hamut [rahj-ha-moot], also known as the Emerald Empire for its natural riches and, across the sea to the west, is the cradle of human civilization, built along rivers in a harsh desert, the Empire of the Divine Sun, Ptah-Hamut [puh-tah-ha-moot]. These two states have opposed each other for over two millennia, even pitting their gods against each other, in a struggle for power not only in the material but the spiritual spheres.
These two empires, the twin empires of Hamutia, or simple the Hamuts, were once one in the same.
Ptah-Hamut to the south-west is a harsh desert kingdom of slaves that are subjects of the god-king or "pharoah". The oldest human civilization of the modern epoch, Ptah-Hamut was built along the River Yor. Its religion focuses heavily on the afterlife, for which the peoples of Ptah-Hamut labor to be judged worthy by their gods, and their philosophy is dictated by order or "ma'at". This order reflects the cycle of seasons that control every aspect of life in the region. Today, Ptah-Hamut struggles to survive against its rival to the east.
Raj-Hamut is called the Emerald Empire because it occupies the wealthy jungle continent to the south-east. While Ptah-Hamut has central rule, Raj-Hamut is ruled by a grand sultan who oversees regional princes that are constantly going to war against each other. This region is defined by natural dangers of the jungle and the inequality created by its caste system. Each person is raj-hamut is born into a role and, through proper behavior, hopes to be reborn into a higher caste and, eventually, reach enlightenment.
The Hold is left vaguely defined on my map on purpose. It represents a savage land, torn apart by magic, beset by demonic hordes of beastmen and other horrors. It is home to human barbarians that survive in this hostile environment by the skin of their teeth. It is also home to legends, myths and mysteries. For example, there is the lost imperian colony of Penumbra, where an undead army ruled by Saint Umbra is said to be waiting for....something.
This is the perfect place for a gm or player to define anything they want. You want something that hasn't been described? Put it in or near the Hold.
Less mythic sites near the Hold include the undead ruled pirate island of Lachrimosa in the northern sea and nestled in the mountain is Mythvale and the industrial dwarven city of Mythrak ruled by corporate lords.
Tazlani is the homeland of cheetah and lion catfolk subspecies but is practically untouched by human civilization or, at the very least, any known human civilization. This expansive region to the south of Zafaria and west of Ptah-Hamut has resisted colonization thanks to the harsher environments that make up its borders and the military power of the catfolk that have fended off several attempts by would be explorers and conquerors. What do we know about it?
This region has a ton of diversity from rolling savannas with herds of exotic animals, jungled mountains containing all manner of mysteries, huge deserts home to long-gone hamutian protocivilizations and an inner sea that the catfolk avoid.
This region has a lot of potential...
I admit I prattle on a bit SO if you want the super compressed TLDR edition of this article check it out HERE.
Where are you from?
Saesun
is the heart of the iaurdin empire, homeland of the elves, and is the
height of civilization in
the Sublanaryan landscape: it is a beautiful island touched by the fey
and home to the most impressive cities in the known world. It is also
the most socially progressive with gender and racial equality. While the
government favors iaurdin and iaurdin culture, who are expected to
serve the state, every citizen of the empire, each imperial, has equal rights and
protections under the law. They are an imperial culture that hopes to
spread their authority and ways throughout the world. They prefer
diplomacy but they are not above violence. Their ruler, Queen Tytanya,
has a vision for the future and wishes to create a brighter tomorrow at
any cost.
Saesun's colonies in Nuar-Lands and Albyon are overseen by iaurdin authority.
Nuar-Land are territories to the south of Saesun, islands and some ports in Tazlani, that are practically untouched by human civilization. They are tropical and jungle regions with exotic wildlife and plenty of opportunity for settlers.
Albyon, on the other hand, was once made up of several human kingdoms but has been conquered and occupied by the Tytanyan Pact. This is a temperate region with rolling hills, thick forests, difficult marshlands, and rolling pastoral scenery. Albyon is the breadbasket of the Tytaynan Pact and very occupied with agriculture. It is the traditional homeland of the halflings. This is a peaceful region but, just beyond the outskirts of the villages and towns, lie ancient ruins of long-lost civilizations. Furthermore, this region is the border of the empire and its greatest enemies.
The most hostile region in the Pact is Smolder.
This large island is harshly arid, stormy and mountain territory divided between cruel dragon lords all under the command of their king Red Typhon. The inhabitants of this region are the chromatic dragons, lazy creatures that spend most of their time wallowing in their vaults, their servants, guivre, dragonborn, and kobolds who oversee the dragon mines, and the slaves, criminals and political prisoners of the iaurdin empire sent to work away their lives under the tyranny of the dragons.
Saesun's colonies in Nuar-Lands and Albyon are overseen by iaurdin authority.
Nuar-Land are territories to the south of Saesun, islands and some ports in Tazlani, that are practically untouched by human civilization. They are tropical and jungle regions with exotic wildlife and plenty of opportunity for settlers.
Albyon, on the other hand, was once made up of several human kingdoms but has been conquered and occupied by the Tytanyan Pact. This is a temperate region with rolling hills, thick forests, difficult marshlands, and rolling pastoral scenery. Albyon is the breadbasket of the Tytaynan Pact and very occupied with agriculture. It is the traditional homeland of the halflings. This is a peaceful region but, just beyond the outskirts of the villages and towns, lie ancient ruins of long-lost civilizations. Furthermore, this region is the border of the empire and its greatest enemies.
The most hostile region in the Pact is Smolder.
This large island is harshly arid, stormy and mountain territory divided between cruel dragon lords all under the command of their king Red Typhon. The inhabitants of this region are the chromatic dragons, lazy creatures that spend most of their time wallowing in their vaults, their servants, guivre, dragonborn, and kobolds who oversee the dragon mines, and the slaves, criminals and political prisoners of the iaurdin empire sent to work away their lives under the tyranny of the dragons.
When you think of medieval fantasy, Thule is that in a nutshell. Predominantly
human, it is defined a combination of two different government types,
with land-owning nobility and monarchs ruling the peasants and common
folk in some regions and with cheiftains and mayors acting as
representatives in others, and an alliance against the expansion of the
iaurdin empire from the west into Thule. This alliance came as a
response to western Thule being conquered by the iaurdin after the
Saesun civil war.
They also have aversion to magic users, except for sorceror-ruled Azuria.
While there were once hundreds of kingdoms in Thule, now they have consolidated into the following nation states from west to east:
Fenberry is a region known for its rainy weather during much of the year and its lovely sunmeets (summers). It runs downhill from the mountains to the south bordering Jalatia to the fens and valleys in the north.It is a feudal region with a king and lords ruling over counties and baronies. The peasants of fenberry have few rights to defend themselves against their rulers and banditry is common when tax season becomes to hard on the common folk.
Hausberg is the most populous region of Thule, due to the arable land between the natural mountains that provide bountiful mines and barriers against invasion. This region is known for harsh longnights (winters) that force its citizens to stay inside for much of the season. Luckily, they have many traditions and holidays during this time of year to keep them occupied. It is also known to be a region with a growing intolerance of non-humans and these political forces home to influence the prince in the impressive city of Hausberg.
Phillipdom has little arable land, so those that own land hold an even more disproportionate amount of power compared to most kingdoms of Thule. The nobility of Phillipdom live comfortable in their castles and manors, while the serfs that serve them struggle to eke out a living on the land provided for them to use. This struggle for decent land have resulted in centuries of fighting between lords and ladies, though more often for sport and glory than for the purported need to "reclaim their rightful property" to save their starving serfs. Whichever numbered King Phillip who currently rules has traditionally had little sympathy for the commonfolk.
They also have aversion to magic users, except for sorceror-ruled Azuria.
While there were once hundreds of kingdoms in Thule, now they have consolidated into the following nation states from west to east:
Fenberry is a region known for its rainy weather during much of the year and its lovely sunmeets (summers). It runs downhill from the mountains to the south bordering Jalatia to the fens and valleys in the north.It is a feudal region with a king and lords ruling over counties and baronies. The peasants of fenberry have few rights to defend themselves against their rulers and banditry is common when tax season becomes to hard on the common folk.
Hausberg is the most populous region of Thule, due to the arable land between the natural mountains that provide bountiful mines and barriers against invasion. This region is known for harsh longnights (winters) that force its citizens to stay inside for much of the season. Luckily, they have many traditions and holidays during this time of year to keep them occupied. It is also known to be a region with a growing intolerance of non-humans and these political forces home to influence the prince in the impressive city of Hausberg.
Phillipdom has little arable land, so those that own land hold an even more disproportionate amount of power compared to most kingdoms of Thule. The nobility of Phillipdom live comfortable in their castles and manors, while the serfs that serve them struggle to eke out a living on the land provided for them to use. This struggle for decent land have resulted in centuries of fighting between lords and ladies, though more often for sport and glory than for the purported need to "reclaim their rightful property" to save their starving serfs. Whichever numbered King Phillip who currently rules has traditionally had little sympathy for the commonfolk.
Thessia, "the horse-lands", are home to rolling golden plains and hill that
make up the Golden Steppes. The warm warrior winds roar between ruddy
mountains and across deep pools and lakes that give way to the causeways
to the east. Life is simpler in Thessia and there are few roads cut
into the landscape. Those who control the horses, control Thessia.
Thessia is ruled by a council of chieftains that come together once a year to settle disputes between each other.
The Lakelands are the home of the Lake-Peoples who build their villages on the chilly shores of the great lakes. There are hundred thousand lakes in this region that are called the "Children of the Thule Seas", the inland water bodies that, long ago, were the homeland of the iaurdin and dwarves during the Age of Wonders. These regions have seen some recolonization in recent years but, as they border the The Hold, such attempts have been foiled by all manner of threat from beastmen to giants to ghosts.
Azuria is a spectacle to behold: little of this region is above sea level and, in fact, during high tide the villages, towns and castles barely rise out of the waves. Small watercrafts or a knowledge of the stone walkways between these settlements are necessary for safe travel. This situation creates a natural barrier against invasion by sea or land. Additionally, the sea provides bountifully for the people and they have a better quality of life than most. This region is also known for its tolerance of magic users, uncommon in human civilizations of Sublanarya, due to being ruled by a line of sorcerer kings.
The Hulderlands is home to the massive Star-Crossed mountains that have the highest peaks in all of Sublanarya. Everything is uphill or downhill in this evergreen territory carved by glaciers over the millenia. The wealth of these mountains provide plentiful resources but the land is hardly arable and few large settlements can be found in the mountainous region. Some long-nights are particularly harsh here and the cold comes much sooner. While this has made human habitation difficult, bjergfolk and dwarves have found this environment very agreeable and it has resisted invasion from giants and beastmen time and time again. This region is ruled by committee by human and bjergfolk chieftains working alongside dwarven kings.
Thessia is ruled by a council of chieftains that come together once a year to settle disputes between each other.
The Lakelands are the home of the Lake-Peoples who build their villages on the chilly shores of the great lakes. There are hundred thousand lakes in this region that are called the "Children of the Thule Seas", the inland water bodies that, long ago, were the homeland of the iaurdin and dwarves during the Age of Wonders. These regions have seen some recolonization in recent years but, as they border the The Hold, such attempts have been foiled by all manner of threat from beastmen to giants to ghosts.
Azuria is a spectacle to behold: little of this region is above sea level and, in fact, during high tide the villages, towns and castles barely rise out of the waves. Small watercrafts or a knowledge of the stone walkways between these settlements are necessary for safe travel. This situation creates a natural barrier against invasion by sea or land. Additionally, the sea provides bountifully for the people and they have a better quality of life than most. This region is also known for its tolerance of magic users, uncommon in human civilizations of Sublanarya, due to being ruled by a line of sorcerer kings.
The Hulderlands is home to the massive Star-Crossed mountains that have the highest peaks in all of Sublanarya. Everything is uphill or downhill in this evergreen territory carved by glaciers over the millenia. The wealth of these mountains provide plentiful resources but the land is hardly arable and few large settlements can be found in the mountainous region. Some long-nights are particularly harsh here and the cold comes much sooner. While this has made human habitation difficult, bjergfolk and dwarves have found this environment very agreeable and it has resisted invasion from giants and beastmen time and time again. This region is ruled by committee by human and bjergfolk chieftains working alongside dwarven kings.
Freedom is the promise of Zafaria. A collaboration of former slaves who rebelled against their masters, Zafaria, made up of the mountainous peninsula of Jalatia and the desert coast-line of Nadjabad, is a place where all peoples are free and equal. People are free to live their lives, as they see fit, without the oppression of government or gods, and every man, woman, and child can seize the opportunities that come with this freedom. Few nations welcome outsiders so willingly. Especially the beaten, the tired, the poor, the homeless, and those tossed aside by neighboring nations are welcome to the shores of Zafaria. These people bring their traditions and their values and add them to beautiful hodge-podge of cultures and creeds. Between the white-squared clay buildings, they form a mosaic of broken tiles from a thousand worlds in a thousand colors. And yet...
In Zafaria, coin is king.
While this is a land of opportunity for all, it is not equal opportunity. If anything, those who come to Zafaria are prey for the true sharks that haunt the waters. Pirates, thieves, and crooked merchants rule Zafaria and take advantage of the constant influx of new victims, new targets, and new labor. While freedom is free in Zafaria, life is cheap. Resources are not as abundant as in more verdant regions of Sublanarya and locales are more apt to knowing the ins and outs of taking advantage of opportunities in the markets. Poverty is common, as common as the starvation and disease that are common in the clums of every village and city in Zafaria, and thus the cycle of crime is perpetuated. The only law is made-up of local militia organized by the wealthy merchant families and far too often are they more interested in catching thieves than preventing the kind of cruelty that turns desperate men cruel. That is the price of freedom in Zafaria. Every man for himself. Despite perpetrating slavery being illegal under penalty of death throughout the Zafarian Sea, ships with new slaves find their way to Hamutia every day.
As any Dhole will tell you, "it is a dog eat dog world".
When the Xalhoteccan fleet arrived from far across the sea to the east, Thule had all but fallen to a demonic horde. Through much sacrifice on their part, Thule was freed and the crusaders settled the region between the southernmost Shield Mountains bordering the Hold and the coastal barriers of Azuria. This political state is a theocratic monarchal empire ruled by a Holy Imperator and administered by the church of the Nameless God that also makes up the military force of this empire. They named this new political state "The Holy Imperium of Croma".
The Holy Imperium is divided into four regions:
Central to this region is the Basket, the domesticated agricultural land of the region, the home of most populous cities and the divine capitol, Croma. To the south-east, lies the wild jungles called the Grand Green that promise adventure to those who seek it. To the north-west lies the Shield, the mountainous region occupied traditionally by the dwarves, including their impressive city of Durnhold, and the Gates to the north-east that act as impressive installations against the threat of what lies beyond the Shield Mountains in the Hold.
This region is defined by faith, dedication and militancy. The citizens of the Holy Imperium, called Imperians, serve and obey the church and, in return, the church protects them.
Their paladins and clerics are known throughout the realm. The Holy Imperium currently holds no emnity with Thule, seeking to convert them peacefully, but they have had a longheld rivalry with the Hamutian empires.
Separated by a sea, each empire claims dominion of the world: in the east, where the sun rises, is the lush tropical mountainous river-princedoms of Raj-Hamut [rahj-ha-moot], also known as the Emerald Empire for its natural riches and, across the sea to the west, is the cradle of human civilization, built along rivers in a harsh desert, the Empire of the Divine Sun, Ptah-Hamut [puh-tah-ha-moot]. These two states have opposed each other for over two millennia, even pitting their gods against each other, in a struggle for power not only in the material but the spiritual spheres.
These two empires, the twin empires of Hamutia, or simple the Hamuts, were once one in the same.
Ptah-Hamut to the south-west is a harsh desert kingdom of slaves that are subjects of the god-king or "pharoah". The oldest human civilization of the modern epoch, Ptah-Hamut was built along the River Yor. Its religion focuses heavily on the afterlife, for which the peoples of Ptah-Hamut labor to be judged worthy by their gods, and their philosophy is dictated by order or "ma'at". This order reflects the cycle of seasons that control every aspect of life in the region. Today, Ptah-Hamut struggles to survive against its rival to the east.
Raj-Hamut is called the Emerald Empire because it occupies the wealthy jungle continent to the south-east. While Ptah-Hamut has central rule, Raj-Hamut is ruled by a grand sultan who oversees regional princes that are constantly going to war against each other. This region is defined by natural dangers of the jungle and the inequality created by its caste system. Each person is raj-hamut is born into a role and, through proper behavior, hopes to be reborn into a higher caste and, eventually, reach enlightenment.
The Hold is left vaguely defined on my map on purpose. It represents a savage land, torn apart by magic, beset by demonic hordes of beastmen and other horrors. It is home to human barbarians that survive in this hostile environment by the skin of their teeth. It is also home to legends, myths and mysteries. For example, there is the lost imperian colony of Penumbra, where an undead army ruled by Saint Umbra is said to be waiting for....something.
This is the perfect place for a gm or player to define anything they want. You want something that hasn't been described? Put it in or near the Hold.
Less mythic sites near the Hold include the undead ruled pirate island of Lachrimosa in the northern sea and nestled in the mountain is Mythvale and the industrial dwarven city of Mythrak ruled by corporate lords.
Tazlani is the homeland of cheetah and lion catfolk subspecies but is practically untouched by human civilization or, at the very least, any known human civilization. This expansive region to the south of Zafaria and west of Ptah-Hamut has resisted colonization thanks to the harsher environments that make up its borders and the military power of the catfolk that have fended off several attempts by would be explorers and conquerors. What do we know about it?
This region has a ton of diversity from rolling savannas with herds of exotic animals, jungled mountains containing all manner of mysteries, huge deserts home to long-gone hamutian protocivilizations and an inner sea that the catfolk avoid.
This region has a lot of potential...
What Race Are You?
Creator's Note: Generally speaking, a game master should work to let their players play whatever fits into their campaign-- regardless of whether the race is described below. Generally, I discourage half-orcs, orcs and goblinoids in my current campaign setting BUT there has been word of strange humanoid invaders, orc and goblins, in the Hold. And almost anything is possible in the hold.
COMMON RACES
Humans are difficult to summarize: common but exceptional. Humans are said to be "more capable of anything than anyone", whether as a sincere compliment of their ambitious nature or as a sarcastic mockery of their unpredictable behavior.
Humans are found everywhere and typically live less than 100 years.
Elves. There are two main subraces of elves in Sublanarya:
Iaurdin (High Elves). Proud and upright citizens of the Tytanyan Pact.
While many other races see them as conquerors, the iaurdin see themselves as the saviors of Sublanarya and wish to rule through "soft dictatorship" to protect, cultivate and improve the future for all. To this end, all iaurdin participate in civil service within the empire, whether serving in the military as knights, doing research in the High Academia, or upholding the law as Justicars.
They do all this in service of their family's reputation and as loyal "children" of Queen Tytanya, often carrying her image in a locket or a book of elf poetry, and many make a soft prayer of "Gods save the Queen" before meditating each night. Iaurdin are driven by a desire to prove to others that their worldviews and actions are just and proper, superior to the backwards ways of human civilization, and often take great risk to show others that they value justice, equality and prosperity for all.
Iaurdin are found anywhere the Tytayan Pact has influence but primarily in Saesun and Albyon. They can live for as long as 400 years and do not grow venerable.
You can find more info in God Save the Queen.
Sylvanar (Wood Elves). Noble and peaceful outsiders.
Isolated from the wider world by iaurdin, the sylvanar live in much the same way that they have lived for thousands of years: the sylvanar are a hunter-gatherer culture living off the land, with a supernatural closeness and understanding of the natural world, and a strong sense of tradition. They seek to preserve the balance of nature within their sacred forests and do not concern themselves with the outside world.
Except, every now and then, a sylvanar is drawn away from their simple life either by curiosity upon meeting an outsider, as iaurdin often visit the sylvanar to see how they ancestors once lived, or through a desire to see the grandeur of nature abroad. Many wood elves are shocked to find the world is such a chaotic place but quickly embrace the opportunity to experience new things.
A sylvanar adventurer has seen many rare and beautiful sights in the fey-touched woods of Saesun but there is so much beauty out there to appreciate and protect.
Sylvanar are primarily found in a few isolated forests of Saesun, mostly the island of Opheros. They can live for as long as 300 years and do not grow venerable.
You can find more elf subraces in Character Crunch: Snow Elves, Under-Elves, Mud Elves
Half-elf. Caught between two worlds.
Half-elves are the result of a union between an elf, usually an iaurdin, and a human. The sort of life they have experienced is dictated by the manner of this union, whether by a chance meeting or an arranged affair, and whether they are raised.
If raised in a human settlement, their quality of life is dependent on how the locals think of elves. Many peoples see elves as conquerors and discriminate against their progeny. Others are not particular judgemental of someone's heritage. It completely depends on the culture of the village.
Most half-elves in iaurdin society, and there are many in Saesun, are the results of arranged affairs between iaurdin and humans. It is not unusual for an iaurdin to have an elf spouse and to have an affair with a human. These unions, called "second loves", are actually encouraged by the empire as it helps increase the empire's population. These children are given surnames that signify their "half-ness" by combining "half" with their elf parent's family name. For example, if their elf parent comes from the "Silvermoon" family, they might be called "half-silver" or "half-moon". These half-elves are provided all the same advantages of elves in iaurdin society and encouraged to join the Half-Elf Corps, a military unit made up of half-elves and humans, when they come of age. While the empire communicates that half-elves are equal, that doesn't exclude them from any discrimination from less progressive hold-outs.
Half-elves are most comfortable in communities with large populations of half-elves and there are several villages in Albyon that have passed down elf blood for generations.
Half-elves are found anywhere elves have been and live as long as humans.
You can find more info in God Save the Queen.
Dwarves. Industrious and tenacious experts.
Dwarves are a people who struggle to find balance. They are passionate warriors, meticulous craftsmen and clever businessmen. They are stubborn, resilient and stalwart in whatever they do-- they understand the value of persistance. They are unmatched in their ability see and take hold of opportunity but they are restrained by their tradition and a desire to uphold their own people. The dwarves have built the greatest wonders of the modern age but they have lost them all to calamity.
Dwarves have lost both of their homelands. They lost Bryn-Galla, the City of Gold, twice. First to giants and then to a demonic horde. They have recently lost their elf-given homeland of Rhyn-Durazar ("Rock Island") to the chromatic dragons. They are a people who have built up civilizations throughout modern history only to have them lost as a result of monstrous ambition and their own hubris. Dwarves have a particular enmity with the elves but others would remind the dwarves that they betrayed the elves first by profiting off of the civil war of Saesun.
Today, many dwarves are lost throughout Thule and Zafaria, searching for a new home or settling among humans to sell their skill & labor. Others have resettled far to the east between the lakes of Silver and Gold or in the Shield Mountains.
Dwarves live for about 200 years and grow venerable after about 150 years.
You can find more info in The Pillars of Durn and The Little People.
Also check out the Character Crunch: The Under Dwarves.
Gnomes. Friendly but cautious geniuses.
Gnomes are a race that is usually forgotten in discussion of history. They may pop-up in a footnote or be included, such as they also being victims of the giant enslavement, but they generally are not responsible for any other major events in history. And they like it that way.
Gnomes are friendly, polite and curious creatures but that betrays their introverted and secretive society. Their settlements are often hidden away, by artifice or magic, from prying eyes. This is out of self-preservation. "The nail that sticks out, gets hammered down" is often the outlook and they don't seek attention. For this reason, gnomes often seek the path of least resistance.
Typically, gnomes try not to take life too seriously, taking care of themselves and their loved ones, and trying to enjoy life as much as possible without incurring risk. But there are many gnomes that are outliers, even by gnome standards, and this humble race is known to have many eccentric inventors and arcanists.
Gnomes are found throughout Saesun and Albyon but have far-flung settlements throughout the forests and mountains of Thule, Jalatia and even as far away as the lands bordering the Hold. Gnomes live for about 300 years and grow venerable after about 200 years.
You can find more info in The Little People.
Halfling. Small in stature but big of heart.
Halflings have been victims of human oppression for much of their history. Before the intervention of the iaurdin elves, halflings had to live in constant fear of being hunted down like animals so that they can be cut up into bits for human nobles to try to cure their gout or sexual impotence. Today, they are glad to be members of the iaurdin empire, living humbly and enjoying the comforts of country life. But that doesn't mean halflings don't have higher ambition.
Halflings are typically found in Albyon but traveling halfling merchants can be found throughout the realm. Halflings become elderly around 100 and rarely live past 150 years.
You can find more info in The Little People.
UNCOMMON RACES
Aasamir. Celestial-descended paragons.
Aasamir are humans with blood of a celestial creature such as an angel or even a god in their family line. They are almost all uncommonly attractive and healthy. They often have gold or silver eyes and luminescent skin but neither of these features are obvious enough that most aasamir can't pass for a normal humanoid. They might scare the most superstitious people but, more often than not, they are seen as blessed by the gods.
Their ancestry, including the gifts of being able to magically cast light and sprout wings, suits them well to a life of adventure. Aasamir often join religious orders, drawn to service, and excel thanks to their gifts and their charisma.
While very rare, aasamir are found throughout the realm, but seem most populous in Thule and The Holy Imperium. Aasamir typically live as long as humans but their good health means that they show impressive vigor even in old age.
You can find more info in Volo's Guide to Monsters.
Goblinoids.
Goblinoids are a race that dates back to the Wyrd Wars. They were created by Gob the Horned Master, a diabolical duke associated with conquest and slavery, to serve him as his soldiers in his conquest of the material plane. Since then they have also served his son Zorghul and the dread lord Mal-Dorig. They have been on the side of evil, the losing side, more often than not in history.
Goblinoids are not common throughout most of Sublanarya but have invaded several times, from the north-west, only to be repelled time and time again.
Goblinoids are split into three subspecies:
Goblins are the most common members of the goblinoids. Diminuitive, weak, and cowardly but sucessful. They reproduce and mature quickly, which serves them as the host of any horde or when they're diminished by assault from outsiders, and survive in small family tribes in caves and ruins.
Bugbears are big, strong and mean brutes. They are also lazy. They are solitary predators and opportunists who bully lesser goblinoids into serving them in exchange for a little protection and muscle.
Hobgoblins are the discipline and ambitious elites of goblinkind. They are conquerors and mercinaries who overrun communities. They are known for their rutheless cunning and exploitable pride.
You can find more info on Goblinoids in Volo's Guide to Monsters.
Honey-Blessed. These honey-tongued folk leave small towns buzzing.
The bee women, kleeodora, are the priestesses of the goddess Aphizia the Mother-Plenty. They bring bountiful harvests to small villages in exchange for "gifts" to the godess.
"Particularly pleasing communities are even known to be "pollinated" by the kleodora and these children are called the "honey-blessed". Honey-blessed are often priests and agents of the goddess. Honey-Blessed are notoriously gifted with the beauty and wisdom of their forebearers. The features that stand out are their antennae, which they usually disguise by laying them down in their hair, a thin-layer of fine hair across their body and their eyes which have a composite pattern. While most honey-blessed serve the Mother Plenty, others escape their cult life and attempt a free-life. But the mother does not forget her children."
Hulderfolk. Hybrids of humans and the bjergfolk-- the meteorite people.
Bjergefolk are a strange but friendly race of giants that claim to have come from the stars, feed of rocks, and believe that they become mountains when they die.
By arranging marriages or encourage them with neighboring human settlements, bjergfolk have managed to stave off the degeneration by mixing their blood with humans and creating hybrids called "hulderfolk". Hulderfolk resemble humans but stand about seven foot tall on average with the ram-like horns, a slight underbite, long cow-like ears and tail of their bjergfolk kin, and have a similarly exotic and earthy range of skin, hair and eye-colors ranging from cool blue and grey to warmer greens. They also inherent the ability to eat minerals as well as above average strength and toughness. Hulderfolk inherent a sense of curiosity, optimism, and bravery from humans. They are known for being notoriously friendly and outgoing. They are natural adventurers.
Hulderfolk are primarily found in the Hulderlands of Thule. Hulderfolk live longer than most humans and remain active even past 100 years.
You can find more in Meteorite People: Bjergfolk and Hulderfolk and Character Crunch: Hulderfolk.
Merfolk. Curious but enigmatic guardians of the sea.
Merfolk are an amphibious race of humanoids that live at the bottom of the sea. They are humanoid from the pelvis up and usually have a fish's tail, pointed fin-like ears, webbed fingers, and gills. They guard themselves against attacks from enemies like sahaguin and merrows by building impressive cities beneath the waves. They also protect the world from even more dangerous threats found in the deep. For this reason, they're a secretive society that rarely interacts with land dwellers.
As for merfolk adventurers, they tend to be chosen by the gods of the sea, especially Delfina, to receive the gift to transform between their flippered and bipedal forms. These chosen emissaries are seen as blessed by some merfolk civilizations and cursed by others. Those are the merfolks that players can choose to play in Sublanarya. They tend to be spellcasters, from druids and clerics to witches and wizards, as well as martial classes like rogues and rangers.
Merfolk are found throughout the seas but merfolk adventurers are most commonly found in Zafaria. Merfolk reach maturity by age 20 and live for over 200 years.
You can find more info in Character Crunch: Merfolk.
Orcs. The biggest threat to orc kind is their own strength.
The defining characteristic of orcs and orc culture is strength. They are physically stronger than most humanoids and live their lives in hunter-gatherer tribes worshipping their mother godess, natural spirits and ancestors. Despite this, orcs naturally prefer to live at peace and normally only go to war to defend their territory. When their strength fails and orcs turn to demonic pacts for strength, orcs open themselves up to corruption. It is under these conditions that orcs are coerced into joining in conquering hordes and this is where orcs get their reputation as brutes.
Orcs are not common throughout most of Sublanarya but have invaded several times, from the north-west, only to be repelled time and time again.
Half-orcs are the hybrid children of orcs and humans. They struggle with the inner conflict between their orcish & human heritages and must find their way in a world where they are often rejected by both of their peoples. In Sublanarya, half-orcs are found in and bordering the Hold.
You can find more info on Orcs in Volo's Guide to Monsters.
Pure-Bloods. Cunning and duplicitous serpent-like courtiers.
The yuani-ti, a race of cold and calculating serpents, are one of the greatest villains of Hamutian history and are forced to live deep in the jungles & deserts of Hamutia to avoid conflict with the humans they once oppressed. A pure-blood is descended from humans corrupted by the yuan-ti to serve as spies of their cult. They often have snake-like features such as slitted pupils, fang-like canines and scales on their bodies.
And yet, despite their nature, the pure-bloods have found a place among sympathetic Hamutian nobility and, as long as they keep a low profile, often disguising their snake-like features, they can pass as human courtiers and advisors. Their logical minds often make them popular as law enforcers and crime solvers in major cities.
Recently, there has been an uprise of yuan-ti "purists" in Hamutia and pure-bloods are often behind snake cults to evil serpent gods. Many are spies for various yuan-ti kabals that seek to retake Hamutia and discoveries of these plots have made it difficult for pure-bloods to live in human society.
Despite their reptillian nature, pure-blood adventurers seek to overcome the prejudice against their bloodline.
Pure-bloods are found primarily in Raj-Hamut. Pure-bloods live as long as humans.
You can find more info in Volo's Guide to Monsters.
Tuathans. Fey shapeshifters with kindred animal spirits and a tragic history.
Tuathans are a race of shape-shifters able to transform back and forth between their humanoid and animal form.
Their race is scattered to the four winds with small families,
clans and communities hiding themselves away in the corners of the wild.
They try to preserve their heritage but mostly want peace from the
"wild hunt" as fey enemies seek to destroy or enslave them. Or worse.
A few tuathans either seek adventure or, by tragedy, are
forced to seek out their own path in the world.
They resemble humans with fey-like features, often being mistaken for
half-elfs or having elf blood, but have features resembling their unique
animal form. From unique eye color and shape, such as having the eyes
of an eagle, to hair the color of their fur or feathers in their animal
form, such as tawny brown hair that turns white in the winter and back
in the spring. Their closeness to nature, or at least their kindred
animals, often leads them to druidism or ranging.
More information can be found in Character Crunch: Tuathans.
Tiefling. Fiend-blooded outcasts.
Tieflings are one of the most persecuted populations throughout Sublanarya. They are descended from fiends or those who made pacts with fiends. This heritage is unfortunately reflected in their appearance as they have horns, unusual skin colors, most commonly red, tails, often ending in a spade, and some even have digigrade legs with hooves. Their resemblance to devils has made it difficult for innocent tieflings to live in peace and often they have to hide their true nature or seek out amnesty under the protection of a sympathetic authority.
The discrimination isn't helped by tieflings being especially preyed upon by fiends or using their inherited talents in fiendish magic to evil ends after being rejected by society. Still, many tieflings seek to reject their heritage and use their powers to help others to prove that they are seperate from their curse.
Tieflings are found throughout the realm and are more common than their celestial counterparts, the aasamir. They are most welcome among the Zafarians. They have life spans similar to humans.
Birdfolk. High and mighty warriors.
The birdfolk, also called "avians", are races of bird people descended from the ancient avian races that once ruled in great sky cities. From afar, usually not wearing much clothing that would restrict their movement, they look large birds. Standing around five feet tall, birdfolk usually resemble birds of prey with beaks, predatory eyes, feathery plumage, short arms and long legs ending in talons, and a pair of large wings sprouting from their shoulder blades.
Today, they live in isolated roosts and aeries far from humans in the mountains of the world. They live simply, enjoying the joy of flight, hunting for fish and other prey, and guarding themselves against potential danger. They mostly keep to themselves and are so rarely sighted among the diverse peoples of Sublanarya that they are sometimes treated as a myth. Usually, those drawn to live among the "land dwellers" do so out of a greater purpose either inspired by their gods or to help their kin.
As a society, birdfolk value freedom and safety while opposing all forms of a evil. This makes them excellent allies BUT they have a notorious fear of confinement and may become anxious in dungeon environments. Those that live in the society of other humanoids prefer open spaces, such as in villages or towns, and provide services that utilize their flight to great success.
Birdfolk are found in mountainous regions, primarily the Shield mountains of the Hold, but are also said to have large flocks in Raj-Hamut, Ptah-Hamut and Tazlani. They reach maturity by age 5 and rarely live past age 30.
You can find more in Character Crunch: Birdfolk.
Catfolk (Kothari). Proud, ferocious and specialized tribesman.
Catfolk are a race with four subraces: Lionfolk are strong and noble tribe, tigerfolk are deadly and stealthy warriors, cheetahfolk are swift and clever merchants, and leopardfolk are wise and secretive arcanists. These race each dominate the isolated regions they call home.
Among the other races and civilizations, catfolk are always outsiders. While some appreciate their exotic and earnest nature, they are seen as savage and primitive by others.
Catfolk are found primarily throughout Tazlan and Hamutia.Their lifespan is similar to humans.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Crowfolk (Kenku). Expert thieves, forgers and mimics.
Kenku are a race of flightless crow people, complete with large beaks, talons, and black plumage that are seen at seedy taverns and back alleys in major cities. They are notorious for their involvement in criminal activity, often working as bandits and thieves, and this is largely due to their problematic inability to form their own cultures and an inherent kleptomania. This kleptomania is said to be the reason the gods took their ability to fly and also responsible for them losing their voices.
Kenku are incapable of speaking normally and do not have their own language. Instead, kenku must speak by mimicing the sounds and speech of others. This makes interacting with kenku somewhat unsettling for those not used to their strange communication. They have grown incredibly apt at this skill.
Kenku are found in major cities but their communities tend to come from the Hold. They reach maturity at age 12 and rarely live past 60.
You can find more info in Volo's Guide to Monsters.
Dogfolk (Dhole). Loyal and earnest merchants.
The dhole were once the loyal servants of the Hamutian empire but, along with the Zafarians, most broke free of the oppressive and corrupt regimes of the southern empires. Today, they are sailors, merchants and mercenaries found throughout the countries bordering the Zafarian sea. They are known for their friendly and trustworthy nature.
If a man is as good as a word, a dhole's word is considered even better.
Dhole are found throughout Jalatia, Nadjabad, and the Hamuts. Their lifespan is similar to humans.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Foxfolk (Volpayaya). Foxy fey tricksters extraordinaire.
The foxfolk or Volpayaya [vohl-puh-yah-yah] are not like other beastfolk. They are fey creatures, their origins in the Twilight Realm of Dawn, and with a legendary figure, their patron god, and the clown prince of cruel pranks, Reynard the Fox. Reynard lived in the strange fey kingdom of Animalia, where talking animals play at being people, and he was an infamous criminal and prankster. He attained godhood, some say by stealing all the holy books in the kingdom of Animalia and rewriting them, and it is said his descendents are the fey race known as the Volpayaya.
Volpayaya live in small traveling bands that travel throughout Sublanarya performing services like fortune-telling, musical and acting performances, and some magical aid. To earn the trust of humans they often try to maintain their human form when dealing with them, making excuses to escape their attention and recover, and are a fairly rare/unknown to being the subject of many myths and legends among common folk.
Volpayaya that cause too much trouble for their kin are said to be "blessed by Reynard" and forced to strike out on their own. These foxfolk most often make their marks with their trickery, seeking out ways to test their skills against the "marks" of the world, and create stories worthy of Reynard himself. Unfortunately, their fey nature and propensity for trickery lands them into hot water, especially since they have little regard for the law. More often than not, such foxes are forced on the run from village to village.
More info can be found in Character Crunch: Beastfolk.
The dhole were once the loyal servants of the Hamutian empire but, along with the Zafarians, most broke free of the oppressive and corrupt regimes of the southern empires. Today, they are sailors, merchants and mercenaries found throughout the countries bordering the Zafarian sea. They are known for their friendly and trustworthy nature.
If a man is as good as a word, a dhole's word is considered even better.
Dhole are found throughout Jalatia, Nadjabad, and the Hamuts. Their lifespan is similar to humans.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Foxfolk (Volpayaya). Foxy fey tricksters extraordinaire.
The foxfolk or Volpayaya [vohl-puh-yah-yah] are not like other beastfolk. They are fey creatures, their origins in the Twilight Realm of Dawn, and with a legendary figure, their patron god, and the clown prince of cruel pranks, Reynard the Fox. Reynard lived in the strange fey kingdom of Animalia, where talking animals play at being people, and he was an infamous criminal and prankster. He attained godhood, some say by stealing all the holy books in the kingdom of Animalia and rewriting them, and it is said his descendents are the fey race known as the Volpayaya.
Volpayaya live in small traveling bands that travel throughout Sublanarya performing services like fortune-telling, musical and acting performances, and some magical aid. To earn the trust of humans they often try to maintain their human form when dealing with them, making excuses to escape their attention and recover, and are a fairly rare/unknown to being the subject of many myths and legends among common folk.
Volpayaya that cause too much trouble for their kin are said to be "blessed by Reynard" and forced to strike out on their own. These foxfolk most often make their marks with their trickery, seeking out ways to test their skills against the "marks" of the world, and create stories worthy of Reynard himself. Unfortunately, their fey nature and propensity for trickery lands them into hot water, especially since they have little regard for the law. More often than not, such foxes are forced on the run from village to village.
More info can be found in Character Crunch: Beastfolk.
Frogfolk (Grippli). Wide-eyed and innocent hunter-gatherers.
The frogfolk, or gripplis, are considered to be a simple race and do not fit well into modern civilization. Within their own communities, the grippli are mostly concerned with protecting their swamp from predators and outside threats, collecting food and herbs to promote the health of their tribes, and trading precious gems and trinkets with passersby.
As adventurers, grippli are almost always working either to pay off a debt to an outsider or to protect their homes.
Grippli are found in swamp lands throughout Jalatia, Nadjabad, Nuar-Land, and Tazlan. Grippli mature by age 10 and rarely live past 50 years.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Lizardfolk. Lizard-brained hunters.
Lizardfolk are heavily-built reptillian humanoids with scales that are as tough as heavy armor, a mouth full of razorsharp teeth, sharp animalistic senses, long whipping tails, sharp claws and are at home whether climbing in the trees, running through the jungle or swimming in the swamp.
They are a savage race that has devolved from the long lost Tuataran empire that once ruled much of Narya. Today, in Sublanarya, they are primitive tribesman that can be found in the jungles and swamps throughout the southern continents. They are not necessarily evil but they have little regard for other life forms that aren't part of their tribe. They have no quibbles about eating other humanoids, even friends who died right in front of their eyes, and often hunt other humanoids that wander into their territory.
Lizardfolk, like other primitive races, often fall under the thrall of cults and evil, intelligent creatures that take advantage of them to act as muscle.
Lizardfolk are found throughout Tazlani, the Hamuts and even in the Grand Green of the Imperium. They mature as early as 5 years and can live up to 80 years.
More info can be found in Volo's Guide to Monsters.
Vanara translates to the "forest peoples". They are of the mythic valley of Kishkindha, found in the Dandaka Forest and Ondon Mountains of Raj-Hamut, resemble monkey-like humanoids. They are mostly known to be clever, curious and playful creatures that might irritate less patient creatures with their constant questioning and almost naive honesty. While vanara often admire the accomplishments of human society, they find human's comparably uptight customs and rules amusing. They prefer to play tricks upon people rather than resorting to violence to expel them from the sacred sites, such as temples and burial grounds, they often make their homes. That doesn't mean they won't defend themselves.
They are known for being impressive warriors who use their unmatched agility and bestial ferocity to overcome their foes. And their foes are, usually, evil, which vanara oppose universally. Vanaran heroes prefer martial arts whether they be masters of force like barbarians or fighters or instead prefer the subtlety of rangers or thieves or choose to find a balance with a monk.
The heroism, loyalty and bravery of vanara warriors is legendary.
Vanara are split between two subspecies: mountain vanara are more human-like and tend to build their homes around temples that they zealously guard. Valley vanara are more ape-like and tend to live by the law of the jungle.
Vanara are mostly found in Raj-Hamut. They have similar lifespans as humans.
Otterlings. Cunning predators and curious sailors of the sea. Cuddly or deadly?
Otterlings are a diminuitive beastfolk race native to the swamps and seas of Zholtovka. They often make a living as sailors and swamp guides, being the only non-humans exempt from their local inquisition, and are known for being as brave as they are curious.
Ratfolk (Raskaar). Resourceful and scrappy scavengers.
Ratfolk live on the outskirts of human society and are often treated as little better than vermin. This is a mistake. A community that is clever enough to make an alliance with the ratfolk are going to have less trash, less waste and less pests. This is due to the pack rat instinct of ratfolk that, properly focused, can allow ratfolk to serve a community by doing the jobs that nobody else wants.
They are small, strange and curious people but people nonetheless.
Ratfolk are found wherever humans allow them to survive. They mature to adulthood by 10 years of age but rarely live past 40.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
You can also find their Mousefolk subrace in Character Crunch: Mousefolk.
Dragonborn. Honorable and loyal soldiers.
Once human prisoners, corrupted and molded by magic into a rare of heavily-built draconic humanoids with scaley bodies and reptillian heads, dragonborn are the culmination between the machinations of dragons and their mage servants to create an elite race of shock troops to maintain order in the mines and put fear in the hearts of all rebellious slaves. With scaley hides and powerful bodies, they can take a beating, with elemental breath inherited from their draconic heritage, they are intimidating, and raised from a young age to value loyalty and obedience above all, they are the best soldiers an army could ask for.
Not nearly as numerous as kobolds and requiring much more training/indoctrination, they are considered valuable resources. Dragonborn are physically mature and ready for deployment by age fifteen, serving in barracks under experienced captains, from where they are summoned to run drills for any number of scenarios until those hypothetical situations come to pass. Dragonborns are a proud race with an honor code passed down from captain to soldier and from generation to generation.
Of all the slaver races, dragonborn are mostly likely to be exported as elite troops gifted to valued allies or to serve on escort missions of the most valued race of slavers. Some dragonborn break away from the service and, when this happens, it is rare for a guivre to force them to return. Instead, they believe the dragonborn will return of their own volition and, while they often do, others don't. Due to their strong beliefs tied to honor and loyalty, they are drawn to adventure and make excellent allies, despite their reputations.
Dragonborn are found wherever the empire has forces but are primarily found in Smolder. Dragonborn mature by age fifteen and live as long as humans.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Guivre. The emissaries of dragons and ambition incarnate.
While dragonborn are bred from humans, guivre or "dragon elves" are created from draconic intervention in elves. To create a guivre, an expectant elf mother, usually in the service of a dragon, allows a dragon to imprint onto her unborn child and fits the child to the dragon as soon as it old enough. They develop much the same ways as any high elf, but inherit the raw intellect and ambition of their draconic patron. Physically, the develop patterns of scales, slitted eyes and other draconic attributes, that quickly separate them from other elves. They're created to serve as the ambassadors to their draconic patron, their medium by which to interact with the world of humanoids, and to manage the affairs of their draconic masters.
Guivre are often mislabeled as dragons in humanoid form. This is a mistake. While often driven by the same ambitious nature of dragons, they loathe the lazy, they are not satisfied with creature comforts, and they are fully aware of their own limitations. In fact, is these very qualities that turn them to despise their masters. Above all else, guivres desire power and respect those with the will to seek it. It is their desire to acquire power for power's sake that often put them at odds with dragons and, ultimately, can make them a much more threatening enemy.
As long lived as high elves, dragon elves serve dragons as their ambassadors. After all, dragons would prefer to leave the minutia of managing their hoard to someone else and that someone is usually a guivre. The silver-tongued bureaucrats travel through the empire, and beyond, in the name of their patrons to ensure their power and wealth increases. They also manage and oversee their property by giving orders to dragonborn and planning various projects. Even as guivre serve their masters, they often have ulterior motives to promote their own power.
Guivre are primarily found in Smolder but also found anywhere the dragons need representation. They reach physical maturity around age 50 and live for no more than 400 years.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Kobolds. Weak, small and pathetic slavedrivers.
The lowliest of the slaver races are the kobolds.
Kobolds have populated mountainous and wild regions of Sublanarya long before the high elves left the shores of Saesun. Cowardly, weak and pathetic, kobolds have always resorted to numbers, trickery, traps, beasts and a little magic to compete against other races. These pitiful creatures have always been attracted to power and, believing themselves to be created by a draconic god, seek out opportunities to serve dragons in exchange for the protection of the more powerful creatures.
On Smolder, the serve as the bulk of the slavers and run the minutia of the mines. After all, of all three slaver races, due to their ancestry and diminutive size, they are the most comfortable in the mines. They even participate in mining, when slave numbers are low, but mostly manage by whip, forcing the slaves to work hard, and taking glee in their relatively insignificant power. Despite their weakness, their numbers make them vital to the security of the mines and their loyalty make them the perfect cannon fodder for the machinations of their dragon masters.
As they say, "if you ever have a problem, throw kobolds at it. Worst case scenario, you wind up with less kobolds."
Kobolds are found primarily in Smolder but are also still found in mountain warrens throughout the realm. They mature by age 6 and can live to 120 but rarely do.
Fore more info check Volo's Guide to monsters and read Dragonkind: Pyramid of Power & Character Crunch: Dragonkind.
One-In-A-Million Kobolds. Exceptional heroes of koboldkind.
From time to time a kobold, perhaps blessed by the draconic gods, is born with a spark that sets it apart from the pack. While this spark sets them apart from other kobolds, emboldening and shaping them into something special, they are not paragons of koboldkind. At least not by kobold standards.
These kobolds, usually taller and hardier than their kin and born with draconic scales and coloring, are more compassionate, more courageous and more bold. These kobolds are emboldened by an inner-spirit that not even by the mountains of excrement that most kobolds endure in their lives can dampen. These kobolds want to be heroes. And this... is a problem.
These kobolds, the one-in-a-million kobold, have a bold nature that is the antithesis of their species culture and values. Kobolds value cunning, they value opportunism, and they value survival. Being heroic? That's not something that the vulnerable and scraping species of reptilian minions ever respect. Kobolds are killed by heroes. Kobolds kill heroes. They don't become heroes. They are cowards, by nature.
Inevitably, the one-in-a-million kobold leaves home, either miraculously surviving some disaster, leaving behind their more craven kin after becoming disgusted by a kobold-eat-kobold society, or being banished for not falling into line. These kobolds most often become allies with dragonborn guards of Smolder, who are surprised and impressed by the curious one-in-a-million kobold, and often take them on and treat them like miniature dragonborn which, with their uniquely draconic scales, they resemble.
If only the dragons and guivre realized the threat this presents.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Cat Fairy/Dog Fairy (Cait Sidhe/Cu Sidhe). Loyal pets born of dark rituals.
Cait Sidhe (witch cats) and Cu Sidhe (fairy dogs) are created using a spell similar to Find Familiar but, rather than summoning an otherwordly spirit, the magic user splits off a piece of their own soul. They then impart the piece of their own soul into a recently deceased animal, usually a domesticated cat or dog.The cost of such a spell is several years of your own life (depending on how long you want the sidhe to live) and the component costs are much more complicated than a low level spell. Only powerful and mad magic users would even attempt to create such a creature. The result is a sentient dog or cat, capable of speech and reason, imbued with a piece of the spellcaster's soul and personality. The sidhe is naturally inclined to obey and serve their creator until death. The sidhe is capable of shifting between their animal form and a more bipedal form. They are as intelligent as humans and can be trained in combat and spell-casting.
Primarily, sidhe are used as spies by very powerful spell-casters, usually fey or other long-lived creatures. It is considered very dark magic to create a sidhe and the means to do create a sidhe are long lost by all but a few practitioners. Such a practitioner can create as many sidhe as they have years to spare but usually try to limit the number. After all, sending out creatures with a piece of your soul is a very dangerous act by a magic-user. An enemy with the right know-how can use a sidhe to find, harm or even kill the creator.
The lifespan of a sidhe is equal to that of the humanoid they are spawned from.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Changelings. The Ultimate Chameleons.
Half-doppelganger and half-human-- changelings are shapeshifters who can take on any humanoid's shape.
Treefolk. Peaceful gardeners created by iaurdin.
Treefolk are miniature treeants created by magically manipulating treeant seeds and are a popular addition to the garden of wealthy iaurdin estate. They are peaceful and steady gardeners who make excellent wardens and guards. Many druids and other nature worshippers see treefolk as a perversion of nature but the iaurdin see them as a triumph of their mastery of it.
Treefolk tend to have an easy-going personality, deep voices and enjoy humming. Some treefolk start a life of adventure by accompanying their master and others run away from home out of a desire to see the world.
Treefolk are generally found in Saesun and Albyon. They mature in 10 years and can live for hundreds of years.
More info can be found in Character Crunch: Treefolk.
Warforged. Mechanical servants who became self-aware.
Warforged, more commonly called "golems" or "automatons" in Sublanarya are found in only one place: Mithrak the City of Progress
Warforged are artificial automatons, mostly made of metal and wood and built to resemble humans, created by commission as a collaboration between artificers and other magic users. They require a tiny spark of the divine to create, usually combined from the creators souls, and all have instructions placed inside their heads when created. They are all born as slaves.
Warforged are owned by the various corporations that rule Mithrak. They, generally speaking, are simple minded. They are created to do specific tasks, such as working part of an assembly line or cleaning floors or building structures. They are not meant to have individuality. But that doesn't stop many warforged from becoming self-aware individuals. While some companies inhumanely destroy these evolved warforged when they pop up, others have taken a more civil approach and instead take advantage of the advanced warforged's new faculties by putting them to more appropriate tasks and/or treating them as employees, complete with a salary, that is completely loyal to their master corporation.
Other warforged become free, either by buying themselves or by the mercy of others. All awakened warforged seek to form their own identity and seek cohabitation with other conscious life-forms even if they face fear and discrimination from the ignorant.
Warforged are practically immortal and almost exclusively found in Mithrak.The frogfolk, or gripplis, are considered to be a simple race and do not fit well into modern civilization. Within their own communities, the grippli are mostly concerned with protecting their swamp from predators and outside threats, collecting food and herbs to promote the health of their tribes, and trading precious gems and trinkets with passersby.
As adventurers, grippli are almost always working either to pay off a debt to an outsider or to protect their homes.
Grippli are found in swamp lands throughout Jalatia, Nadjabad, Nuar-Land, and Tazlan. Grippli mature by age 10 and rarely live past 50 years.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Lizardfolk. Lizard-brained hunters.
Lizardfolk are heavily-built reptillian humanoids with scales that are as tough as heavy armor, a mouth full of razorsharp teeth, sharp animalistic senses, long whipping tails, sharp claws and are at home whether climbing in the trees, running through the jungle or swimming in the swamp.
They are a savage race that has devolved from the long lost Tuataran empire that once ruled much of Narya. Today, in Sublanarya, they are primitive tribesman that can be found in the jungles and swamps throughout the southern continents. They are not necessarily evil but they have little regard for other life forms that aren't part of their tribe. They have no quibbles about eating other humanoids, even friends who died right in front of their eyes, and often hunt other humanoids that wander into their territory.
Lizardfolk, like other primitive races, often fall under the thrall of cults and evil, intelligent creatures that take advantage of them to act as muscle.
Lizardfolk are found throughout Tazlani, the Hamuts and even in the Grand Green of the Imperium. They mature as early as 5 years and can live up to 80 years.
More info can be found in Volo's Guide to Monsters.
Monkeyfolk (Vanara). Playful tricksters and fierce warriors.
Vanara translates to the "forest peoples". They are of the mythic valley of Kishkindha, found in the Dandaka Forest and Ondon Mountains of Raj-Hamut, resemble monkey-like humanoids. They are mostly known to be clever, curious and playful creatures that might irritate less patient creatures with their constant questioning and almost naive honesty. While vanara often admire the accomplishments of human society, they find human's comparably uptight customs and rules amusing. They prefer to play tricks upon people rather than resorting to violence to expel them from the sacred sites, such as temples and burial grounds, they often make their homes. That doesn't mean they won't defend themselves.
They are known for being impressive warriors who use their unmatched agility and bestial ferocity to overcome their foes. And their foes are, usually, evil, which vanara oppose universally. Vanaran heroes prefer martial arts whether they be masters of force like barbarians or fighters or instead prefer the subtlety of rangers or thieves or choose to find a balance with a monk.
The heroism, loyalty and bravery of vanara warriors is legendary.
Vanara are split between two subspecies: mountain vanara are more human-like and tend to build their homes around temples that they zealously guard. Valley vanara are more ape-like and tend to live by the law of the jungle.
Vanara are mostly found in Raj-Hamut. They have similar lifespans as humans.
Otterlings are a diminuitive beastfolk race native to the swamps and seas of Zholtovka. They often make a living as sailors and swamp guides, being the only non-humans exempt from their local inquisition, and are known for being as brave as they are curious.
Ratfolk (Raskaar). Resourceful and scrappy scavengers.
Ratfolk live on the outskirts of human society and are often treated as little better than vermin. This is a mistake. A community that is clever enough to make an alliance with the ratfolk are going to have less trash, less waste and less pests. This is due to the pack rat instinct of ratfolk that, properly focused, can allow ratfolk to serve a community by doing the jobs that nobody else wants.
They are small, strange and curious people but people nonetheless.
Ratfolk are found wherever humans allow them to survive. They mature to adulthood by 10 years of age but rarely live past 40.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
You can also find their Mousefolk subrace in Character Crunch: Mousefolk.
DRACONIC RACES
Dragonborn. Honorable and loyal soldiers.
Once human prisoners, corrupted and molded by magic into a rare of heavily-built draconic humanoids with scaley bodies and reptillian heads, dragonborn are the culmination between the machinations of dragons and their mage servants to create an elite race of shock troops to maintain order in the mines and put fear in the hearts of all rebellious slaves. With scaley hides and powerful bodies, they can take a beating, with elemental breath inherited from their draconic heritage, they are intimidating, and raised from a young age to value loyalty and obedience above all, they are the best soldiers an army could ask for.
Not nearly as numerous as kobolds and requiring much more training/indoctrination, they are considered valuable resources. Dragonborn are physically mature and ready for deployment by age fifteen, serving in barracks under experienced captains, from where they are summoned to run drills for any number of scenarios until those hypothetical situations come to pass. Dragonborns are a proud race with an honor code passed down from captain to soldier and from generation to generation.
Of all the slaver races, dragonborn are mostly likely to be exported as elite troops gifted to valued allies or to serve on escort missions of the most valued race of slavers. Some dragonborn break away from the service and, when this happens, it is rare for a guivre to force them to return. Instead, they believe the dragonborn will return of their own volition and, while they often do, others don't. Due to their strong beliefs tied to honor and loyalty, they are drawn to adventure and make excellent allies, despite their reputations.
Dragonborn are found wherever the empire has forces but are primarily found in Smolder. Dragonborn mature by age fifteen and live as long as humans.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Guivre. The emissaries of dragons and ambition incarnate.
While dragonborn are bred from humans, guivre or "dragon elves" are created from draconic intervention in elves. To create a guivre, an expectant elf mother, usually in the service of a dragon, allows a dragon to imprint onto her unborn child and fits the child to the dragon as soon as it old enough. They develop much the same ways as any high elf, but inherit the raw intellect and ambition of their draconic patron. Physically, the develop patterns of scales, slitted eyes and other draconic attributes, that quickly separate them from other elves. They're created to serve as the ambassadors to their draconic patron, their medium by which to interact with the world of humanoids, and to manage the affairs of their draconic masters.
Guivre are often mislabeled as dragons in humanoid form. This is a mistake. While often driven by the same ambitious nature of dragons, they loathe the lazy, they are not satisfied with creature comforts, and they are fully aware of their own limitations. In fact, is these very qualities that turn them to despise their masters. Above all else, guivres desire power and respect those with the will to seek it. It is their desire to acquire power for power's sake that often put them at odds with dragons and, ultimately, can make them a much more threatening enemy.
As long lived as high elves, dragon elves serve dragons as their ambassadors. After all, dragons would prefer to leave the minutia of managing their hoard to someone else and that someone is usually a guivre. The silver-tongued bureaucrats travel through the empire, and beyond, in the name of their patrons to ensure their power and wealth increases. They also manage and oversee their property by giving orders to dragonborn and planning various projects. Even as guivre serve their masters, they often have ulterior motives to promote their own power.
Guivre are primarily found in Smolder but also found anywhere the dragons need representation. They reach physical maturity around age 50 and live for no more than 400 years.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Kobolds. Weak, small and pathetic slavedrivers.
The lowliest of the slaver races are the kobolds.
Kobolds have populated mountainous and wild regions of Sublanarya long before the high elves left the shores of Saesun. Cowardly, weak and pathetic, kobolds have always resorted to numbers, trickery, traps, beasts and a little magic to compete against other races. These pitiful creatures have always been attracted to power and, believing themselves to be created by a draconic god, seek out opportunities to serve dragons in exchange for the protection of the more powerful creatures.
On Smolder, the serve as the bulk of the slavers and run the minutia of the mines. After all, of all three slaver races, due to their ancestry and diminutive size, they are the most comfortable in the mines. They even participate in mining, when slave numbers are low, but mostly manage by whip, forcing the slaves to work hard, and taking glee in their relatively insignificant power. Despite their weakness, their numbers make them vital to the security of the mines and their loyalty make them the perfect cannon fodder for the machinations of their dragon masters.
As they say, "if you ever have a problem, throw kobolds at it. Worst case scenario, you wind up with less kobolds."
Kobolds are found primarily in Smolder but are also still found in mountain warrens throughout the realm. They mature by age 6 and can live to 120 but rarely do.
Fore more info check Volo's Guide to monsters and read Dragonkind: Pyramid of Power & Character Crunch: Dragonkind.
One-In-A-Million Kobolds. Exceptional heroes of koboldkind.
From time to time a kobold, perhaps blessed by the draconic gods, is born with a spark that sets it apart from the pack. While this spark sets them apart from other kobolds, emboldening and shaping them into something special, they are not paragons of koboldkind. At least not by kobold standards.
These kobolds, usually taller and hardier than their kin and born with draconic scales and coloring, are more compassionate, more courageous and more bold. These kobolds are emboldened by an inner-spirit that not even by the mountains of excrement that most kobolds endure in their lives can dampen. These kobolds want to be heroes. And this... is a problem.
These kobolds, the one-in-a-million kobold, have a bold nature that is the antithesis of their species culture and values. Kobolds value cunning, they value opportunism, and they value survival. Being heroic? That's not something that the vulnerable and scraping species of reptilian minions ever respect. Kobolds are killed by heroes. Kobolds kill heroes. They don't become heroes. They are cowards, by nature.
Inevitably, the one-in-a-million kobold leaves home, either miraculously surviving some disaster, leaving behind their more craven kin after becoming disgusted by a kobold-eat-kobold society, or being banished for not falling into line. These kobolds most often become allies with dragonborn guards of Smolder, who are surprised and impressed by the curious one-in-a-million kobold, and often take them on and treat them like miniature dragonborn which, with their uniquely draconic scales, they resemble.
If only the dragons and guivre realized the threat this presents.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
BUILT-BY-MAGIC RACES
Cat Fairy/Dog Fairy (Cait Sidhe/Cu Sidhe). Loyal pets born of dark rituals.
Cait Sidhe (witch cats) and Cu Sidhe (fairy dogs) are created using a spell similar to Find Familiar but, rather than summoning an otherwordly spirit, the magic user splits off a piece of their own soul. They then impart the piece of their own soul into a recently deceased animal, usually a domesticated cat or dog.The cost of such a spell is several years of your own life (depending on how long you want the sidhe to live) and the component costs are much more complicated than a low level spell. Only powerful and mad magic users would even attempt to create such a creature. The result is a sentient dog or cat, capable of speech and reason, imbued with a piece of the spellcaster's soul and personality. The sidhe is naturally inclined to obey and serve their creator until death. The sidhe is capable of shifting between their animal form and a more bipedal form. They are as intelligent as humans and can be trained in combat and spell-casting.
Primarily, sidhe are used as spies by very powerful spell-casters, usually fey or other long-lived creatures. It is considered very dark magic to create a sidhe and the means to do create a sidhe are long lost by all but a few practitioners. Such a practitioner can create as many sidhe as they have years to spare but usually try to limit the number. After all, sending out creatures with a piece of your soul is a very dangerous act by a magic-user. An enemy with the right know-how can use a sidhe to find, harm or even kill the creator.
The lifespan of a sidhe is equal to that of the humanoid they are spawned from.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Changelings. The Ultimate Chameleons.
Half-doppelganger and half-human-- changelings are shapeshifters who can take on any humanoid's shape.
Treefolk are miniature treeants created by magically manipulating treeant seeds and are a popular addition to the garden of wealthy iaurdin estate. They are peaceful and steady gardeners who make excellent wardens and guards. Many druids and other nature worshippers see treefolk as a perversion of nature but the iaurdin see them as a triumph of their mastery of it.
Treefolk tend to have an easy-going personality, deep voices and enjoy humming. Some treefolk start a life of adventure by accompanying their master and others run away from home out of a desire to see the world.
Treefolk are generally found in Saesun and Albyon. They mature in 10 years and can live for hundreds of years.
More info can be found in Character Crunch: Treefolk.
Warforged. Mechanical servants who became self-aware.
Warforged, more commonly called "golems" or "automatons" in Sublanarya are found in only one place: Mithrak the City of Progress
Warforged are artificial automatons, mostly made of metal and wood and built to resemble humans, created by commission as a collaboration between artificers and other magic users. They require a tiny spark of the divine to create, usually combined from the creators souls, and all have instructions placed inside their heads when created. They are all born as slaves.
Warforged are owned by the various corporations that rule Mithrak. They, generally speaking, are simple minded. They are created to do specific tasks, such as working part of an assembly line or cleaning floors or building structures. They are not meant to have individuality. But that doesn't stop many warforged from becoming self-aware individuals. While some companies inhumanely destroy these evolved warforged when they pop up, others have taken a more civil approach and instead take advantage of the advanced warforged's new faculties by putting them to more appropriate tasks and/or treating them as employees, complete with a salary, that is completely loyal to their master corporation.
Other warforged become free, either by buying themselves or by the mercy of others. All awakened warforged seek to form their own identity and seek cohabitation with other conscious life-forms even if they face fear and discrimination from the ignorant.
More info can be found in Character Crunch: Warforged Errata.
So, when developing a naming convention for Sublanarya I decided to create a simple rule. A person's first name can be as fantastical as possible. They can either be normal every day words or similar to names from the real world or as ridiculous as you like. Look in the player's handbook for some examples.
Surnames, on the other hand, are considered to be translated into common speech and are defined by a number of factors. Some speaking common say their family surname in the original language or tongue but this is considered to be a somewhat elitist behavior.
Surnames are always a combination of two words, usually an adjective and a noun, that have a poetic quality. Most people have surnames that are passed down that reflect a family trait or business. For example, if a family is known for their courageous warriors, they might have passed down the title of "Ironheart" or family that became famous for their ability to craft jewelry might be called "Gemsmith".
Other people eschew last names and instead are referred to by their homeland or as belonging to a lord. So a peasant from Hausberg named Hans might call himself, "Hans of Hausberg" and a lowly servent named Litha of the Duke of Nutberry would call herself" Litha of House Nutberry".
This naming convention can be seen in the name of places throughout Sublanarya. Even Hausberg is a dialectic conjunction of "House" and "Berg", referring to country being mountainous.
Here is a list of some sample names that I will be adding to periodically:
Geth Dawnbreaker, Sygarda Ironheart, Sweet Rosewater, Nara Ironeye, Donar Silverring, Eldin Halfblade, Tomas Brokethumbs, Jak Chickenfarmer, Balasar Redscale,
Here is a list of some sample names that I will be adding to periodically:
Geth Dawnbreaker, Sygarda Ironheart, Sweet Rosewater, Nara Ironeye, Donar Silverring, Eldin Halfblade, Tomas Brokethumbs, Jak Chickenfarmer, Balasar Redscale,
What else is there?
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