The Races

Common

The races of men make up the majority of the population in Ǽndrim.

Humans

“Men” here refers to the civilized men of Vasloria. Known to academics as the Tevas-Gol. They are the descendants of the men who built the Caelian Empire and intermarried with the local Bronze Age people, the Gol.

Theirs is a feudal society. Under Good King Omund, they developed or rediscovered the plough, the screw, the stirrup, the windmill, the hourglass and spinning wheel. Plate Armor and the compass are both known, but not common. Clothes are handmade. The flying buttress will not be seen until the Age of War, 300 years from now.

Uncommon

The uncommon races are the minority populations of Ǽndrim.

Dwarves

Elves

Polder

Polder

Also known as halflings. Created millennia ago by the Beast Lords of Kham, the Polder were fashioned to be cooks and servants. The same traits which make them quiet and unnoticed servants make them excellent thieves and soon the Lords of Kham were employing them as assassins.

The Polder were the last of the Beast Lords’ creations to have the ability to reproduce. Their independence was a constant curse to the Lords of Kham. Now they have integrated with human society so well, they are considered by most as honorary humans, sharing their towns and cities and worshipping their gods.

Their culture is intertwined with that of Men, they venerate the Gods of Men.

War Breed

War breed

Orcs and Men cannot mate under any circumstance, but powerful wizards sometimes invoke a ritual to create half-orcs for the purposes of war. These creatures are as intelligent as Men, but as strong and battle-ready as the Orcs.

War Breed in Ǽndrim were created by the Evil Wizard Mortus for the Battle of Holden’s Bluff fifty years ago. Mortus and his war bred orcs were defeated by Good King Omund and it was in this battle that Omund became King.

The War Breed have no names, instead each is branded with a number on his forehead. Some embrace this, some seek to have it removed, others ignore it.

Though bred using similar rituals and for the same battle, there is no biological reason for War Bred and Dragonborn to hate each other. Many Dragonborn respect the War Bred. However, since the Dragonborn can mate while the War Breed cannot, many half-orcs resent the Dragonborn.

Ability Score Adjustments: +2 Strength, +1 Constitution
Size: Medium
Speed: 30 feet

Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.

Menacing: You have advantage on Charisma (Intimidation) checks.

Languages: You can speak, read, and write Common and Orcish

Battle Ready: You have +1 hit dice. You can spend a hit dice to automatically succeed on a Strength, Dexterity, or Constitution saving throw. You can use this ability after rolling the saving through normally

Rare

The rare races are not often seen in Ǽndrim, and when they are they attract much attention.

Barrowmen

Known locally as the Barrow-men because they come from the mountains above the Barrow hills, these tall humanoids are demi-giants. Their own name for themselves is the Hakaan. They are long-lived and solitary with no centralized leadership.

They view feudal society as a kind of madness, do not ride horses and do not fight in heavy armor.

Ages ago the Hakaan were Stone Giants who bargained away their great size and strength for oracular vision. But the Stone Men were betrayed. Instead of the ability to see the future, each knows only the manner of his own death, his Wyrd. This knowledge is considered both a blessing and a curse. Typically, Barrow-men found among civilized lands are Hakaan seeking to fulfill their wyrd.

Their culture worships the spirits of the earth and sky—the Primal paths—with no proper gods, preferring veneration of ancestors in place of Saints and Heroes. They have little use for worldly knowledge or lore, relying instead on their power of their minds and will alone.

Ability Score Adjustments: +2 Strength, +1 Wisdom
Size: Large
Speed: 30 feet

Powerful Build: You have advantage on any non-combat Strength checks. You don’t even exercise.

Discerning: You have advantage on Wisdom (Insight) checks.

Languages: You can speak, read, and write Common. In addition you can communicate telepathically with any creature you can see within 50 feet.

Wyrd: You can spend a hit dice when making a death roll to gain the same effects as rolling a natural 20. You roll your hit dice and gain that many hit points instead of 1. You must take a short or long rest before you can use this ability again.

Dragonborn

Dragonborn

The remnants of Good King Omund’s elite guard, they are now renegades. Wanted men, favorite targets of the Slave Lords. They were once a battalion of Dragonborn Paladins. But many have resorted to mercenary work and forsaken their earlier vows. Most people would never dream of betraying a Dragonborn because the Dragonborn are feared for their power, and respected for their previous station, but those who seek money or power will sell them into slavery, and should a Hawklord or any other noted agent of the Overlord show up, any man who values his life will sell out any Dragonborn nearby.

The Dragonborn were created by Good King Omund’s wizard Vitae for the Battle of Holden’s Bluff. Though they are the half-dragon product of a powerful ritual, they can reproduce. The Dragonborn are each hermaphroditic and therefore each is able to mate with any other.

Ability Score Adjustments: +1 Strength, +1 Charisma
Size: Medium
Speed: 30 feet

Dragon Phalanx: You belong to a dragon phalanx, chosen from the table below. Your scales match the color of your phalanx, and your breath weapon and damage resistance are determined by dragon type.

Breath Weapon: You can use your action to exhale destructive energy. Your dragon phalanx determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of exhalation must make a saving throw (DC is 8 + your Charisma modifier). They type is determined by your dragon phalanx.

A creature takes 2d6 damage on a failed save, and half as much on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you cannot use it again until you take a short or long rest, or spend a hit dice.

Resistance: You have resistance to the damage type associated with your dragon phalanx.

Languages: You can speak, read, and write Common and Draconic

King Omund’s Reckoning: You have advantage in combat against usurpers of King Omund’s throne.

Half-Elves

No two races can naturally interbreed. But when an Elf and a Man fall in love, they may find a powerful priest to petition the gods on their behalf. If the gods find favor on the union, they grant the priest a ritual allowing the couple to mate.

The offspring of such unions are Half-elven. Because the Half-elven cannot breed even with the aid of a ritual, they may, at any time in their lives, choose to be fully Elf or fully Human. A choice that cannot be unmade.

Because Elves are, in a sense, artificial beings created by the Celestials, they cannot normally have children. This ritual is their only means of extending their race. Most consider it disgusting and unnatural, but some few seek it out, desiring children.

Gnomes

Tiefling

The Races

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