Races: Erris

Nearly all races are present in Erris, as especially Verdona is a melting pot. However, the following races either found origins in Erris or a large portion of the race is located here.

## **Aarakocra**

Aarakocra are quite rare within Alloterra and many prefer to stick to their own tribes or groups, however, in larger cities especially near the coasts, Aarakocra are more common. Those who know of them regard them as free-spirited in general and those who know not of them may know them by myth.

### **Aarakocra in Erris**

In Erris, Aarakocra are found largely in port cities or on the coasts resembling ocean birds (albatross, puffins, pelicans). Far more common than elsewhere on Alloterra these Aarakocra can be found working on boats favoring positions like lookouts. They are seen as any other humanoid would be, but they do tend to get in trouble more often than others because of their lack of sense of ownership.

## **Automatons/Sentients (Warforged)**

Native to Verdona, Automatons are extremely rare beings created through a blend of magical and technological means for an express purpose. These directives can vary wildly from creator to creator and patron to patron, but they are usually used for jobs other humanoids cannot perform, would be much less capable of, or just need a large number of bodies to complete. Things like guards, warriors, factory workers, or explorers in brutal conditions. In addition to Automatons, there are creatures that are created much in the same way called Sentients. These beings are nearly the same as Automatons, however, instead of being constructed from metal, they are statues, totems, or other naturally based constructs brought to life usually by druids. These Sentients usually have goals more aligned with things like protecting a particular natural location, or upholding natural laws. Think of them as the Druidic Practitioner is to the Inventor or Arcane Practitioner. Despite having a directly integrated goal, Automatons and Sentients are living individual beings. They are capable of making their own choices, feeling and understanding emotions, and having aspirations outside of their primary directive. Some Automatons and Sentients have even gone on to become members of society after their creator has passed or set them out on their own.

### **Automaton/Sentients In Erris**

Automatons were first theorized and created in Verdona. Most if not all Automatons are still located in Beaumont where much of their creation was completed, but a lone automaton or creator may live elsewhere and have come upon a different method of creation. Sentients can be found all over Alloterra, although they are far from a common sight. It is confirmed that at least a few exist in Verdona as the original concept for Automatons was inspired by reports and research conducted by an arcane practitioner who came into contact with a Sentient in Verdona.

## **Bugbears**

Deep within the Navasiil Jungle, gangs of bugbears roamed and hunted minding their own and rarely bothering anyone who had not bothered them. They used their natural strength and surprising agility gifted to them by their gods to get the drop on whatever their prey was in an attempt to feed themselves and honor the gifts bestowed upon them. However, with the loss of the jungle, bugbears were displaced from their homes and forced to adapt to whatever new home they discovered.

### **Bugbears in Erris**

Because of the intense development of Erris, there is little opportunity for the same style of group hunting they are accustomed to. As a result, many of the bugbears in Erris have made their way into civilization under the guise of a Firbolg in order to avoid the fear that is often associated with the name bugbears. Luckily because neither race is native to the continent few people know what a Bugbear looks like versus a Firbolg and only scantly know that Firbolgs are in fact real. These bugbears will often take jobs that require little physical effort or short bursts of extreme physical effort because of their lethargy. Some examples are private guards, librarians, managers, bureaucrats, grave diggers, or even strongman entertainers.

## **Dwarves**

Dwarves of Alloterra vary wildly in their culture and ideals largely based on where they grew up. However, regardless of where dwarves are, they tend to be fierce, loyal, deeply caring for their families, passionate about working with their hands and making things.

### **Hill Dwarves in Erris**

Dwarves from Erris are well-groomed and well behaved, often braiding or oiling their famous beards. They are trusted over their few centuries of life to serve as bureaucrats, administrators, and clerks, mastering the art of getting things done and keeping society in order. Errisian dwarves care much more about the functions and inner workings of material issues than they do about magic or religion. The people of Erris often respect and tread lightly around Dwarves as their passion for order can sometimes get in the way of social interactions.

## **Gnomes**

The story of Gnomes is an interesting one. The first Gnomes were actually a small nomadic group of Halflings traders from Erris who became lost in the Feywild on a journey to Sonzia. During the time they spent there the magic that permeates the plane their bodies were changed, growing close to the natural elements that they were attempting to survive in. After a great deal of time, this once small group of Halflings returned to Erris as a much larger group of Gnomes. Some of these Gnomes then went out in Erris and discovered a group of Dwarven smiths who were still residing in their ancestral homes in the Bytherain Mountains. As the centuries passed by these few gnomes began to change to the conditions of their new homes and with the aid of some interracial unions became a new type of gnome all on their own. More recently, some of the Rock Gnomes of the Bytherain Mountains copied what some Dwarves had done in the past and ventured deep beyond the mountain mines and into the Underdark where they were left to branch further from their Halfling ancestors and become something few people have ever seen.

### **Gnomes in Erris**

The Rock Gnomes are the most common type of gnome seen in civilized society. Many left their home in the Bytherain Mountains to head to Beaumont where they quickly latched onto the tinkering profession. These gnomes have created some of the most revolutionary devices of Beaumont’s history. Rock Gnomes can be seen in all levels of society in Beaumont, and are treated much like their Halfling relatives but with more of an expectation for magical creation than wanderlust. Some Gnomes exist in Velorus and Impor, though they are far less common in those areas. In Impor they are often consulted on matters of the Feywild as many Gnomes have heard tales of the plane passed down from generation to generation.

## **Goblins**

Goblins have always taken the back seat in life. Whether followers or servants, Goblins tend to fill roles at the back, rather than the front. However, their service usually isn’t given because of a sense of loyalty but rather a desire to acquire something from the relationship. Their motive may be to supplant their master, become friends, or acquire wealth. Goblins take jobs no one else will so that they can go about their business without suspect. In their original homes in the Navasiil Jungle, this meant grunts and servants to their Goblinkin brothers. In society, this might include cleaning streets or chimneys, taking out waste, or working various service jobs. Whatever they do, their job is almost always a means to something greater.

### **Goblins in Erris**

In Erris, Goblins fill many public service or maintenance positions. Street sweeping, chimney cleaning, public transport attendants. To the average citizen, Goblins may be seen as a representation of the filth of the city, or on the other end, extremely helpful and necessary to the function of the city. But those who recognize the greater purpose a Goblin aspires too may be untrusting of them.

## **Goliaths**

Goliaths are a rare sight in most places in Alloterra. Most reside in the southernmost reaches of the world like southern Erris and Imlamar. They are incredibly competitive and desire fair play above all else, although few are at an equal level with a goliath in their home environment. Their tribalistic nature may be viewed as barbaric, but they simply have a very rigid social structure that revolves around self-perfection and being in complete harmony with your body and the environment. While they seem to have an inability to have sympathy for those who cannot pull their own weight in the group, when one leaves the tribe it is not shameful. They are honored for their work and time and let out to become one with the terrain they spent their life growing closer to.

### **Goliaths In Erris**

Velorus is the only Errisian country which has a number of Goliaths worth mentioning. There are a few tribes in the southern most reaches of the country, but they stick to themselves. They may come into contact with hunting parties or explorers, or rarely to trade with larger cities, but otherwise they wander the wilds and survive off the land.

## **Halflings**

Despite their short legs, Halflings are travelers in most societies. Traders, storytellers, archivists, pirates, navigators, explorers, Halflings travel the world in their ramshackle caravan towns, in tight spaces on ships, or with scholars searching for historical artifacts and works to record or acquire. Because of their travels, Halflings are often used as a means of communication and delivery for important information, and as a result, Halfling is a common language among those in power. This has led to a rise in Halflings becoming generals, entrepreneurs, and people of power. Their knowledge of the language information is in, their drive for information, and their natural bravery all make them excellent leaders.

### **Halflings in Erris**

In Erris, Halflings are most commonly found in Velorus starting or running businesses or working in ports. Their wanderlust is easily satiated with adventures at sea or into the frigid tundra searching for lost treasure. Some Halflings find the pursuit of knowledge meets their desire to explore and thus find themselves in Verdona. Those with a desire to gain honor in battle call Impor home, with its many opportunities to rise to power through intellect or magical capabilities. Halfling all over Erris are usually respected and regarded for their drive, making up some of the greatest minds and pockets on the continent.

## **Humans**

Humans were always regarded as the lesser. Less wise, less intelligent, less life. The only thing they had more of was people. So to appease the humans without potentially subjecting themselves to war, the longer-lived races gave them a chunk of land. The land was pretty poor, and not particularly pretty but it was large enough and had enough resources to accommodate the humans. Humans lived here, largely sticking to their own mediocre lands, but when the Primordial Chaos started, the poor lands given to them were out of the way from the brunt of the titans’ attacks. What was once an insignificant race who could do little but die too fast, quickly became a race that learned to endure and live in the harsh conditions of the world a prosper in spite of it. Their technological advances and works in magic have propelled them into a position where they are now seen as “up and comers”. The other longer-lived races had a much harder time living in the PC because for many of them it was only a portion of their lives. Because humans are so short-lived and reproduce so much more in comparison, they got used to the conditions very quickly and adapted better. Even better for humans, their conditions were far less dire than the other places in the world.

### **Humans in Erris**

Humans make up the majority of the people in Erris and fill positions in all areas, sectors, and levels of power in Erris. There is little feeling of contempt against other races from humans, in fact, many thank other races for the gift of the lands that provided them with protection. Many humans have found comfort in the workings of their own societies, and while they may enjoy stories about the unknown or the terrible wars of Alloterra’s history, poking at things that may stir the pot often lies far outside of a human’s idea of fun.

## **Kilrins**

Kilrins are in fact not their own race, but Hobgoblins who fled from the Navasiil Jungle and found a new life in society. Using their innate martial prowess and intellectual capabilities they often work in positions of power helping those around them. Often serving as sheriffs, guards, or even private investigators, these Kilrins seek to please and perfect as to remain in the good graces of other civilized races.

### **Kilrins in Erris**

Kilrins can be found all over Erris. Some are in Beaumont where they can excel in military, innovations, or government, some have gone to Impor to join their ranks and gain even more power, some have gone to Velorus to explore the seas and make a name for themselves.