Races of Apia

# The Races of Apia

*“We're all of us children of the Gods. They've placed us on this world for as long a we have to live it! So stand your ground, grit your teeth and fight!”- General Barkley, to a mixed unit of Taskanda volunteers before battling an orc hoard.*

## Overview:

Scattered across the three continents of Apia Prime are all manner of sentient races. Some are created by Gods, mad wizards or circumstances. Others are visitors from other planets or even other planes. Still, all sentient races, despite differing numbers of limbs, cultural values, feathers fur or scales, have a few things that unite them. All have free-will and souls that allow them to pass on to the next life. While races generally have a common alignment (most dwarves are lawful good for example) there will always be exceptions to this rule meaning lawful good orcs and chaotic evil halflings do exist.

The following races are far from the only sentient ones on Apia, as beings such as dragons and scorpionfolk, among others, do exist, but they aren't known to adventure. Individuals of most of these races can be found anywhere, though they certainly have areas of prominence.

### The Lists

Below is the race, the description and sub-races (if any).

## Common Races:

Human: Humans are the most common race on Apia. They come in many ethnicities and cultures. (Neanderthal, Delorgan, Latrellite, Umgaran, Zamonian, Imperial, Dominion Human, Druzi, Coaster, Za'icoran, Taskandan, Nepwak (Inuit), Vekred (Indian), Cushite, Zusua (African), Showalla, (African), Echui (Native American), Tcho Tcho, (Varisian), (Métis))

Dwarf (Mountain): Stocky, honorable, grumpy, bearded. Most live in mountain holds. (Magma, Duergar, Arctic, Onyx)

Elf (High): Elves are an aloof, isolated people who often think of themselves as better than others. They are long lived and magically inclined. (Wild, Wood, Drow, Ghost, Shadar-Kai, Pale, Winged, Aelves (Fey Elves))

Gnome (Tinker): Industrious, boisterous, fey-like tinkers and forest guides. Quick with a laugh and quick with a joke. (Forest, Deep, Whisper, Sea,)

Half-Elf: The offspring of a human and elf. Can be an unhappy or happy union (Half-Drow, Tel-Amhothlan, Raven-Blooded)

Half-Orc: The offspring of a human and orc. Numerous in Umgar and Druz among other places. (Tel-Amhothlan, Ogrillon)

Halfling (Hairyfoot): Short, wandering people who are quick with food, drink and smiles. Unusually lucky. (Stoutheart, Savage)

Minotaur: A race of rigid bullfolk, minotaurs live in the nation of Demauric and elsewhere. They are lawful, truthful and honorable warriors. Most enjoy logic puzzles, riddles and games of wit. (Bison, Boghaid (Highland), Cape Bison)

Bugbear: Large, brutal goblinoids who make up the final third of The Dominion. Foul tempered and bloodthirsty as a generalization. Remarkably stealthy.

Dragonborn: A race of humanoid dragons, they are much like their full dragon cousins, prone to good or evil. Most are honorable and possess some sort of code passed down by their clan.

Gnoll: Brutish hyena people who exist only to eat and pillage. Some are good-aligned forest hunters while many are demon-spawned beasts that do little except destroy.

Goblin: Considered pests in many parts of the world, goblins are a core member of The Goblin Dominion in the east and, as such, are highly respected there. (Blue, Norker, Vril, Fey, Snow, Night)

Goliath: Large, bulky, gray-skinned mountain or arctic dwellers. They love competition and believe passionately in fair play. A primarily tribal people, goliaths love adventuring and contests of strength.

Hobgoblin: Proud, martial, lawful goblinoids who look for perfection in all things and constantly discipline their lives. Mostly found within The Goblin Dominion.

Kenku: A race of flightless ravenfolk who long to fly again. They are sneaky and mysterious, perfectly mimicking any sounds they hear.

Kobold: Small, dog-lizards and distant cousins to dragons. They work as a team, love mining and are crafty, trap makers. Don't get along with most gnomes. Clean and organized.

Lizardfolk: Cold-blooded and consummate survivors. They have no emotions as humans understand them, instead focusing entirely on survival. They are primitive and superstitious, fond of dragons, and making weapons out of bone. (Blackscale, Poison Dusk, Trog-blood, Chameleon)

Orc (Hill): A race of savage humanoids, with a deeply superstitious nature. Those found in Umgar can be honorable warriors, those in the Hill-Lands and elsewhere are savage, murderous killers. (Gray, Desert, Orog, Tanarukk, White)

Ratfolk: A race of burrow-dwelling merchants, alchemists and scholars, ratfolk are friendly and clean, obsessed with trading and packing efficiently. They live in large families. Creativity and fairness are important to them. Not warriors but will fight when necessary.

Tabaxi: Humanoid cats that dwell in tribes in the plains and jungle islands around Apia. Their coats come in many patterns and colors and their physical forms vary wildly. Most are hunter-gatherers.

Tiefling: Humans, or other races, with the blood of an evil outsider in their heritage, like a demon, devil or rakshasa. Many are drawn to evil but by no means are forced into it. They are often attractive and charismatic with some control over their infernal nature. (Alu-Fiend, Cambion, Fey'ri, Tanarukk)

## Uncommon Races:

Aarakocra (Eagle): A race of majestic, eagle-like humanoids, who dwell in nest-cities atop mountains. They are claustrophobic, and love flying. Solitary and proud creatures, Aarakocra relish their freedom and solitude. They are also notorious flirts. (Hawk, Vulture, Owl)

Aasimar (Angelblood): Humans with the blood of a good outsider in their heritage, like an angel or archon. Most are goodly people who often right wrongs and battle evil but some do fall. (Archonblood, Uni-Blood, Peri (Asura)-Blood, Ki-rin-Blood, Coatl-Blood, Valkyrie-Blood)

Bullywug: A race of crude, selfish frogmen who live in the Ocho Swamps. They are simple, foul beings that plunder the earth around them and then move on, to other villages and towns. A rare few become adventurerers, breaking the cycle of destruction and trying to make something of themselves, rather than naught.

Centaur: Half human, half horse, centaurs are nature loving mystics, who roam the great and southern plains. They despise evil creatures and those who despoil nature. As many poets and stargazers as rangers. (Alseid)

Cyclops: A race of one-eyed, small giants from the deserts of Zai'Cora. Former minions and bodyguards to the vile sorcerer-kings who used to run the region. With the downfall of those kings many serve wandering tribes as bodyguards. Short-tempered and gruff, cyclopes' are consummate survivalists.

Derro: An insane race of underground dwarves, the derro are utterly mad, living in a world of treachery, genetic modification and worship to dark gods. Some rise above the evil of their upbringing and become heroes in the worlds above.

Desmodu: Large bat-like creatures who live underground in The Hollow. They are strong and loyal but wary out outsiders, due to most underground outsiders being evil murderous creatures. They can glide and run quickly and many raise bats.

Feyblooded: Humans whose ancestor includes some Fey heritage. Most are beautiful and flighty, with an otherworldly spirit that grows bored easily and they are quick to seek new challenges.

Genasi: Humans with the blood of an elemental in their heritage. 99% of the time that elemental is a genie or mephit. They are heavily defined by which of the six elements makes up their ancestor.

Hadozee: A race of winged deck apes, the Hadozee resemble orangutans, chimpanzees and baboons. Thanks to their Patagia flaps, the Hadozee can glide like flying squirrels. They love adventurer and sailing, and most Hadozee are found in ports across Apia or sailing on the great ships that cover the seas. They are quick to laugh and overly expressive.

Half-Goblin: The child of a human and a goblinoid. Rare outside of the Dominion but tolerated there. Half-Hobgoblins are often recruited into the Dominion army. Come in three flavors. (Half-goblin, Half-Hobgoblin, Half-bugbear)

Half-Ogre: Brutish, lumbering humans with one ogre parent. Prone to violent rages but quick to show loyalty to those who treat them with kindness or respect. Enjoy the simple pleasures. (Orgillion)

Leonin: A proud race of humanoid lions, leonin are well renowned for their courage and ferocity. Firecly protective of their ancestral territory, families and friends, leonin are great servants of light and enemies of those who desecrate the planes. A few become wandering hunters.

Lucantusk (Longtusk): A wise race of elephant people who enjoy communion with nature, philosophy and solitude, except among their families. They are usually peaceful but can be terrifying if forced into war. (Shorttusk, Woolly)

Lupins: A race of wolf or dogmen, lupins hold werewolves in contempt and specialize in hunting them. They favor the goddess of the moon and the lifestyle of trappers and traders. Known to be honest judges of character and true to their word.

Maenads: A race of near human beings with long curly hair and skin that sparkles like polished diamond. They work tirelessly to keep their raging emotions in check for fear of unleashing them in powerful rages, so they can appear as emotionless drones but it is merely a shield to protect themselves from their emotions.

Naga: A race with the lower bodies of great serpents and humanoid torsos, Nagas are one of the most common races found in “The Land of the Living Gods.” They are evenly split between good and evil, with many serving as spiritual advisers guardians of pathways or vicious beasts. Some appear identical to humans above the waist and others have snake-like heads and bodies. A rare few have multiple arms. (Scaly-kind, Hooded)

Pixie: Tiny fey that enjoy pranks and putting travelers to sleep. Many enjoy adventure and revelry and so float off into the wider world to seek new things to pull pranks on or explore. (Sprite, Brownie)

Porcine: A race of boar or pig folk that live in the Hill-lands and great plains. They are savage but honorable and remarkably clean. Most are stubborn to a fault. They often clash with orcs over resources.

Sentient-Apes: In the southern continent is a kingdom founded by, and for, hyper-intelligent, sentient apes. While most remain in their home nation, some travel, intending to show the other races how it's done. They come in several flavors. (Silverback, Orangutan, Chimpanzee)

Shifter: A race of humans whose ancestors mingled with Lycanthropes. Shifters are wild and have the ability to take partial animal form, like claws or a fanged jaw to aid them in combat.

Taer: A race of yeti-like giant kin who live in the frozen region, they are savage and uncultured but with a complicated set of interactions among their own tribes and a rich oral history. They worship many ice spirits and usually take a trusty greatclub into battle.

Thri-Keen: Hunter gathering mantis-folk, the four armed Thri-Keen view themselves as the ultimate hunters, noble warriors who survive based on their own wits and skills, stronger than any of the weak city dwellers who need so many walls and weapons for safety. Many, but not all, are Psionic.

Tortle: Peaceful tortoise people who live on Tortle island. They are generous to a fault, benevolent and friendly to all. Most wander for an extended period in an attempt to discover the world and themselves.

Urskan: A reclusive bearfolk that mostly dwell in northern caves and icy regions. They are strong and slow, both to react and to anger but are dangerous when roused. They are primarily hunter-gatherers, enjoying sweets, fish and a good long sleep.

Vanara: A race of deeply spiritual ape folk from “The Land of the Living Gods” all Vanara are descendants of the Monkey King and, when not busy meditating, are often found adventuring or battling evil. Despite their goodness, like many monkeys Vanara do enjoy the odd moment of levity or rambunctious joking.

Walrusfolk: A race of hunters and nomads from the Great Sheet, walrusfolk are slow moving but powerful. They follow a strict code of ethics, hospitality and strength.

## Rare Races:

Changling: A daughter of a hag who has not yet transformed into a proper hag and likely will without interference. Magically powerful and often woefully naïve. Alternatively, many are deeply bitter.

Doppleganger: Shapeshifting, androgynous creatures. Most are friendly, curious people who wish to explore and experience all of what Apia has to offer.

Faun: Fauns are similar to satyrs but with a few minor differences. Fauns can be male or female, breed true and tend to be gentler of heart. While certainly living life to their fullest, a faun would never impose, sway or push someone the way a satyr would.

Hagspawn: The half-breed son of a hag. Hagspawn are massive hulking brutes whose appearance is influenced by the kind of hag they call a mother. Most are honest enough people but some are deeply depraved. They wander the world looking for acceptance.

Half-Giant: A desert dwelling race long ago bred by ancient Sorcerer Kings for their strength, loyalty and Psionic potential. Now are a full people of their own resembling large, tanned humans. Psionically strong.

Half-Medusa(Stheno): The child of a medusa and a human, they keep their mother's famous snake hair and gray or green skin but lack the petrifying gaze of their mothers. They can channel some of that power to stun an opponent several times a day.

Half-Nymph: The daughter of a nymph and a human/elf man. They are stunningly beautiful and fond of nature. Naturally compassionate and diplomatic. ( Half-Moon Nymph, Half-Mountain Nymph, Half-dryad, Half-Oceanid, Half-Nereid, Half-Lampad)

Half-Troll: The offspring of a human and a troll. Unpleasant in appearance and impossibly smelly, many are wanderers or warriors where their remarkable healing (inherited from the troll parent) ensures most can keep fighting despite harsh wounds.

Jovian: The child of a human and a giant (usually the mother). Personality heavily dependent on the Giant father or mother in question. Large, loud and strong as a general rule.

Kalis: In the “Land of the Living Gods” where many deities walk and live among their people, those blessed with the blood of those Gods grew to resemble them in, eventually breeding into their own race. Kalis are a blue-skinned near human race, differentiated by their four arms, rather than two. They are attractive, warm-blooded and passionate, quick to anger and quick to forgive.

Katane/ Dhampir: The child of a vampire and a mortal. Either conceived by a pregnant woman becoming a vampire of through more expected passions. Have weaker versions of most vampiric abilities. (Nosferatu-blood, Jiang-shis, Curst-Bloods)

Keptaur: A cross-breed race of minotaurs and centaurs, found in the outer regions of Demauric. Keptaurs resemble minotaurs from the waist up and horses from the waist down. They have a deep love of nature and freedom, valuing individual liberty but struggling with their inner drive for order and justice. Hot-tempered servants of the light.

Kestrel: A crossbreeding of savage halflings and harpies. Unlike their wicked mothers, kestrels tend to favor their halfling fathers. They have beautiful singing voices and graceful wings. Unlike halflings they have clawed talons instead of feet and a predilection to hunt small game animals and eat them raw. Kestrels enjoy playing and games and those who escape the harpies nest alive are often full of joy at the lives they now lead.

Mallatox: Created by the same Sorcerer-Pharaohs who created the Half-Giants, Mallatox are a combination of humans and dwarfs that have been successfully bred into a standalone race. They are five feet, muscular, mostly hairless people who specialize in extreme focus on one task at a time. They are hardy and honest and make good warriors.

Mephling: While they are occasionally born from two mephit parents, mephlings are usually the result of wizards breeding with mephits. Mephlings are taller than mephits, and are more humanoid in appearance, with stunted wings and physical features drawn from their respective element. (Air, fire, water, earth)

Mongrelfolk: In places where radiation, dark magical or demonic energies linger, people can start giving birth to mongrels, a race of beings so horrifically mutated that they look nothing like any known race but rather a combination of all sorts of species. Despite their horrific appearance, mongrelfolk are overwhelmingly peaceable and agreeable, hardworking and kind.

Piper: The child of a Satyr and a human/elf/halfling woman. They are beautiful, free-spirited and charming, prancing around through life playing their pipes and frolicking.

Serpent Lamia:

Trixie: A cross between a forest gnome and a pixie, trixies are gnomes with gossamer wings and small antenna who possess the remarkable ability to shrink down to miniature sizes. They love pranks and games are are quick to laugh but slow to remain in one place.

Wookans: A race of small bearfolk native to the new world continent, they are a primitive, superstitious race, worshiping great spirits and armed with spears and bows. However, despite their small size, the wookans are brave warriors who are always willing to fight for what's right, no matter the odds.

## Artificial Races:

Android: Mysterious artificial beings that showed up in Apia one day without any understanding or memory of where they came from, their nanite powered bodies and near human appearances help them blend in, though without emotions it's often difficult for them to understand others.

Empty Men: An attempt to recreate the Warforged on Apian soil. Empty Men (and women) are living constructs, like Warforged, but unlike them are made of stolen body-parts and recycled flesh. Because of this, they are often viewed with even greater disgust and fear than the Warforged. Most are simply trying to make their way in the world. Empty Men are fueled by lightning magic.

Rogue Modron: The mechanical, clockwork servants of Machanacus and the primary beings that live on his home plane of The Clockwork Nirvana. Perfectly regimented clockwork beings programmed to the highest specifications, except when they break, going off on a journey of free-will and self-discovery. Comes in three flavors. (Monodrone, duodrone, quadrone)

Warforged: A race of living constructs, created in another plane to waged battle. Now they are trying to find their own identity in a world without a major war.

## Outer Planet Races

Aghrons: The native race of Agnorix, they appear as near humans, save for their red skin and four arms. Most are nearly hairless, with grim stoic expressions and battle-worn features as theirs is a harsh planet.

Biagawans: The native race of the planet Biagawa are legends to behold. Tall, beautiful near-human men and women who appear as the idealized versions of that race, saved for their green skin and small antenna. They are a race not opposed to battle and glory.

Giff: The Giff are not native to Apia and thus not found in large numbers. When their starjammer crashed on Apia, the Giff company took over a small castle and have remained since. They are humanoid hippopotamus' who are fond of fancy uniforms and titles, pompous speeches and black powder weapons. They enjoy battles and fisticuffs. Adventuring Giff are usually mercenaries.

Githyanki: Slender humanoids from the astral plane. They hate mind flayers and their cousins the githzerai. Vaguely psionic and obsessed with personal freedom...usually at the cost of others.

Githzerai: Githyanki cousins, monks who went to the plane of limbo and calmed it with their stoicism and meditation. Focused on perfection of self and achieving enlightenment.

Plasmoids: A race of sentient oozes, plasmoids can take a shape that is roughly humanoid, though no one would mistake a plasmoid for a human. They are a curious people, trying to understand all they can about the world of the “solids.”

Yaddithians: Though they call themselves the Yug-Soth, most know them as Yaddithians, due to the name of their fabled home planet Yadath. After their planet was decimated by alien invaders, the Yaddithians fled, setting up colonies wherever they could. A race of gentle scholars, wizards and scientists, most are friendly despite their unusual appearance and are quick to share knowledge. Live for thousands of years.