Races of Alloterra

The nations of Alloterra are populated by people of many different races. All of the races present in the Player’s Handbook, as well as many of the other races of the D&D game, have a home on Alloterra. However, some of those races have cultures that differ from those of their kin elsewhere in the multiverse. This chapter provides cultural information about the common races of Alloterra.

This section also includes information on what a typical character from the race’s most commonly inhabited continent and from Erris might think of the members of each race. Although some of these accounts are accurate, others represent skewed perceptions or stereotypes. Many such perceptions have some basis in truth, but that truth has often been distorted by hearsay, prejudice, propaganda, or cultural misunderstandings.

In addition to the races of the Player’s Handbook, Alloterra is home to many other races, including the following:

* **Aarakocra,** Bird-like humanoids who roost on isolated mountaintops or in lush forests
* **Aasimar\*\*,** Beings who gain supernatural power from the angelic spark in their souls
* **Automatons/ Sentients,** Constructed beings created to serve a specified purpose
* **Bugbears,** Fur-clad goblinoids who combine hulking strength and deadly skulking
* **Changelings,** Beings gifted, or cursed, with the ability to take on any appearance
* **Firbolgs,** Forest guardians who engage in peaceful methods to protect their homes
* **Genasi\*\*,** Humanoids imbued with elemental power as a result of their birth
* **Goblins,** Outcast scavengers descended from the experiments of a dark god
* **Goliaths,** Hulking wanderers who dwell atop the highest mountains
* **Hobgoblins/ Kilrin,** Highly intelligent goblinoids who train militaristic minds
* **Kalashtar\*/\*\*,** Beings whose souls are touched by death and bond to a spirit
* **Kobolds\*,** Small scaled masters of cooking who live deep underground in massive clans
* **Leonin\*,** Lion-like humanoids who dominate the jungles and plains of Calgary
* **Lizardfolk\*,** Reptilian beings driven by core instincts and a need to survive
* **Loxodon\*,** Elephant-like humanoids who express stoic and tempered qualities
* **Minotaurs,** Massive bull-like humanoids who stand tall and proud in their homelands
* **Orcs,** Deeply spiritual and druidic hulking humanoids who live isolated from society
* **Shifters\*/\*\*,** Cursed beings who have learned to control their ancestral lycanthropic disease
* **Tabaxi\*,** Cat-like humanoids with an innate sense of wanderlust after their home was destroyed
* **Tortles\*,** Tortoise-like humanoids with a desire to explore all the seas have to offer
* **Tritons\*,** Humanoids who live in the depths of the ocean and fend off otherworldly beasts
* **Yuan-ti\*,** Altered humanoids who worship snakes and alter themselves to mirror them

*\*Races with histories that are not divergent from rules as written and exist in isolation (will be assessed as there is player interest). As a result, most of these races will not include any information about them on this page.*

*\*\*“Races” that are of mixed race or are altered in some way. These “races” are assumed to be partially human RAW, but can be of any race. For example, A Half-Elf could be Half Elf Half Dwarf or an Aasimar could be of Tabaxi origins.*

## **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 Calgary**

On the various islands in the Cardinal Confederation and from the Navasiil Jungle, Aarakocra tend to mimic the appearances of various tropical birds (parrots, toucans, birds of paradise, and great hornbills), favor fruit diets, are used to vibrant communities, and spend more time in shade and trees than others. They are not often seen in society as they stay to their own, but some have entered towns near the now Ember Wastes as a result of the loss of the jungle. They may be a source of wonder for small towns or seen as simply another resident in areas where they are more common.

### **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.

### **Aarakocra in Forlei**

Even rarer than in Calgary, Aarakocra in Forlei mimic many desert birds (roadrunners, vultures, Falcon, hawks). They usually are found in small groups of scavengers, spending much of their time in the clouds surveying their territory looking for prey. Very rarely will an Aarakocra come into civilized society, and usually it is to see some scavenged device or artifact. They are generally feared because of their aggressive nature towards trespassers, which is mainly when you would encounter one.

## **Aasimar\*\***

Because of a deep divine influence on much of the land of Alloterra, the presence of Aasimar is much more common on Alloterra than in other places in the multiverse. It isn’t uncommon for any given person to know an Aasimar whether or not they know that person is an Aasimar. The birth of an Aasimar, to parents of any race, is often seen as a boon to a family bloodline or town, and Aasimar are usually met with much kindness by any given person. They may have some troubles with more villainous persons, and even with the law, as they may believe that their law is above the law of the land.

### **Aasimar in Erris**

In Erris, Aasimar are regarded similarly as they are anywhere else in the world. In Impor they may be recruited for positions of training to harness their powers, as their innate powers make them capable of more than the average person can accomplish.

## **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 Calgary**

Many Bugbears when forced from the jungle ended up in Alleris. Often joining forces with the other goblinoids of the jungle, as they do during times of conflict, to form nomadic groups who roam the deserts hunting and surviving on the land. Bugbears in these group generally act as ambushers as their strength and skulking nature lends well to this style of hunting, but when off the hunt they can be found lounging and delegating as a result of their intense innate lethargy, a price they believe they pay to keep their gods ever vigilant and alert.

### **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.

### **Bugbears in Sonzia**

Some bugbears left their homes entirely in search of a colder climate more suited for their thick furred hides. They found this home in the Latoure Wildlands of Sonzia where they could still hunt in packs but don’t have to endure the intense heat of their homelands.

## **Changelings**

In Erris, Changelings don’t have a particular home. They can be found in just about any city, but very few will reveal themselves as such. They can be found under one particular guise they’ve adopted to fit in or possibly shifting personas when convenient. They can fill any job any other humanoid would, but their shifting gifts lend well go jobs that require anonymity like spies, thieves, or other shifty activities. Impor Favors these talents especially, and as a result, quite a few shifters are found in Imporian ranks.

## **Dragonborn\*\***

Dragonborn are the result of a failed attempt by dragons to transcend humanoids. Chromatic dragons, largely living in current-day Forlei, saw an opportunity to take more land for themselves in the aftermath of the Battle of Planar Independence and so they began to amass power. Part of this effort was capturing and infusing groups of humanoids with bits of their blood in an attempt to create creatures that would serve as warriors in their armies (Draconic Bloodline Sorcerers). However, many of these subjects were corrupted by the blood and turned into dragonlike humanoids with only a fraction of the intended power called **Chromatic Dragonborn**. So, the chromatic dragons used these Dragonborn as servants and slaves until they were freed with the death of their masters which sometimes came at the foot of another group of Dragonborn, the **Metallic Dragonborn**.

Metallic Dragonborn were created in a similar way that their chromatic counterparts were, however, they were always willing. Metallic dragons approached valiant humanoids with a proposition, a modicum of the dragon’s power for the hero’s aid in defeating the evil chromatic dragons to liberate those cursed by their blood. Many of these Dragonborn were worshipers of metallic dragons or brave warriors devoted to helping those in need. These Dragonborn tend towards righteous causes and seek to aid anyone in need, especially those in peril of a chromatic dragon.

After being freed, many chromatic Dragonborn fled the areas in which they were enslaved to form new societies, serving only themselves. They often view helping others outside of their group as a painful reminder of the cruel fates their ancestors endured and the same for asking for help.

### **Dragonborn in Erris**

As Erris is flush with trade, many chromatic Dragonborn find themselves traveling in an attempt to get away from the land that cursed their families. Impor is a common destination for many Dragonborn both chromatic and metallic as power of any kind or source is always appreciated and cultivated there. It isn’t particularly uncommon to find Dragonborn in Verdona or Velorus, but they are usually individuals with their own reasons for finding themselves there.

### **Dragonborn in Forlei**

In Forlei there are very different responses to different types of Dragonborn. To some, a chromatic Dragonborn is seen as a reminder of the terror a city faced at the hands of a chromatic dragon or even a willing servant of such creatures. To others, Chromatic Dragonborn are seen as cursed creatures, whether this brings empathy or fear varies from person to person. Many of these Dragonborn turn to self-reflection, trying to understand what they are and how they can use what they have. Some will become clerics to gods to seek their aid in their quest, some champion a cause to proclaim their character, while others turn further inward in an attempt to master the power that lies dormant within them.

Metallic Dragonborn on the other hand are almost always revered as upstanding citizens, willing to risk themselves for the sake of others. They are often found in adventuring parties in the area, serving as clerics or holy warriors, or in positions that allow them to defend those who cannot defend themselves.

## **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.

### **Duergar in Cillicia**

The Duergar, similar to the Drow, are Dwarves who’s skin and eyes have changed because of the nearly endless darkness of Cillicia. These Dwarves live along side the Drow, often serving as guards, military personnel, or enforcers. Their actions are less than good in the context of the greater world, but like anyone in Cillicia, their actions are often a response to a deep fear of the horrors that lie in the Perilous North. They are very feared for their might and ability to grow in hulking size with necessary, making them perfect for ensuring order through physical might and enduring the Perilous North to fend off the creatures corrupted there.

### **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.

### **Mountain Dwarves in Imlamar**

In Imlamar, Dwarves are much more in tune with the elemental powers of the world. They reside in high mountain passes and valleys in the mountains singing out across the various settlements or using massive horns to communicate. The Dwarves here are roaming farmers or merchants selling their wares across continents, and they invite new friends and strangers as part of their extended family. People within the Sirion Family value Dwarves just as the Dwarves value them. Within the other families, the Dwarves are often seen as weak and wasting their potential as glorious fighters in favor of helping those they could conquer.

## **Elves**

There are 3 main areas in which elves come from on Alloterra, which drastically alters how elves are presented in appearance and ideals. However, across cultures, elves are graceful, have an affinity for magic, have matriarchal societies, and have a nobility of character.

### **Dark Elves/Drow in Cillicia**

In Cillicia, a group of Dark Elves, or Drow, hold power in Blackstone. These elves in their own societies are seen as protectors of the world, suppressing the evil forces of the Perilous North. These Drow are very strict in their laws and use the threat of of their might and the horrible creatures to the north to hold control over the people of the continent. The corruption of the Perilous North has cause the area to fall dark for most days of the year which have darkened the skin of the Drow and made them sensitive to light. This corruption has also spawned evils that have infiltrated the minds of some Drow, turning them against their peers in an attempt to free what has been caged for centuries.

Drow, unlike in other settings, aren’t innately or mostly evil. Their propensity for cruelty only comes from the corruption of these defenders and their own intense fear of what lies past their borders. Many people within Blackstone fear this tendency of Drow and try to avoid upsetting them at any cost. Outside of Blackstone, Drow are hated and very rarely will a Drow survive more than a few minutes in a town or city without being confronted.

### **Elves in Erris**

Elves in general aren’t particularly common in Erris, although during the Primordial Chaos, some fled from Calgary to come to Erris to avoid the brunt of the damage. Because of the large trade that comes in and out of Velorus and Verdona, elves have become more popular in those areas, and Elya Caelora in Verdona is largely comprised of Wood Elves from Calgary. But outside of port towns and Elya Caelora, there are few elves in Erris.

Elves generally face no ill will, but any behavior that implies superiority over the people there is not taken lightly. Especially considering nearly all elves are not native to their homes and were accepted into existing societies.

### **Wood/Desert Elves in Forlei and Calgary**

The expansive nature of Forlei and the Navasill Jungle were very preferable for groups of elves that chose hunting and scavenging on their own over becoming a part of larger societies. Not much is known about these tribes, as their isolated nature makes it difficult for outsiders to create relationships with them.

After the burning of the Navasill Jungle, the Calgarian Wood Elves were forced into society which didn’t sit well with many of them. Some fled to Erris to form their own towns there, while others went all over Calgary to live in deserts or one of the many islands of the continent. These Elves tend to be more adjusted to society, but may still have issues socializing with people they are unfamiliar with. Most people leave these Elves to themselves except for in times of need, in which the Elves are usually wise enough to aid them quickly to return to their own devices.

### **High Elves in Sonzia**

Sonzia is home to a particular type of Elf, who through a close connection to the Feywilds, retain a much more Fey appearance than the other groups of Elves of Alloterra. These Elves tend to have many seemingly odd rituals and customs, making offending them without your knowledge quite an easy task. The High Elven society within Sonzia is nestled in the middle of the County of Sonzia’s land deep within the Latoure Wildlands from which they rarely emerge. Many people know of these Elves and their lands, but have never seen their cities or their people. Some believe they are simply old wives tales for children warning them of the dangers of the Wildlands, but others know how real those tales are.

## **Firbolgs**

Firbolgs are a forest-dwelling race native to the Navasill Jungle, but with the burning of the jungle, they were forced into the deserts and societies of Calgary. Their bodies are covered with thick fur ranging from tones of earthen brown and ruddy red to cool grays and blues. Their bodies are bovine or camelid in appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects.

Most Firbolgs live in extended family units, and it is unusual to find one living alone. However, they are introverted to the point where they seldom engage with other Firbolgs outside the family unit, and Firbolgs rarely form their own cities, villages, or even large tribes. Despite this, many Firbolgs enjoy visiting other nations’ settlements for a short time for trade, sightseeing, and to visit friends.

### **Firbolgs in Erris**

Most citizens in Errisian countries have never even heard of Firbolgs. Stories involving these folk are rare, and typically liken them to the giants, depicting Firbolgs as hulking humanoid warriors rather than fur-covered nature lovers.

## **Genasi\*\***

Genasi in Alloterra are quite common. Because of the centuries of primordial influence on the world, the likelihood of being born in the midst of a storm or near a source of elemental planar power was not uncommon. Most Genasi don’t have an ancestral home, just like many other altered humanoid races, but there are certain societies that embrace their elemental attunement more than others.

Genasi vary wildly in their appearances. Even Genasi of the same elemental influence may present it in largely varying ways. For example an earth Genasi may have skin made of stone, dirt, clay, quartz, marble, or any other mineral. A fire Genasi might have flaming hair or skin that is hot to the touch, maybe their skin is ash or looks like cooled magma.

### **Genasi Around the World**

Certain areas of the world were effected more deeply by certain elemental creatures during the Primordial Chaos. Cillicia was ravaged by Earth Titans and elementals, Imlamar by Air, Calgary by fire, and Forlei by Water. As such, these areas have more Genasi, and particularly more Genasi with ties to the element that attacked their homeland. In many cases, people are aware that this change was not willing or wanted, and as such have no ill will towards Genasi. However, some extremists find the reminder of the Primordial Chaos to be fear inducing and thus may wish a Genasi to leave their sight or even wish them dead. These people are rare, but they are dangerous enough that some Genasi avoid leaving their homes where they are known.

### **Genasi In Erris**

Because Erris was much less effected by the Primordial Chaos, there are far fewer Genasi here. In addition, because their origins aren’t known to be tied to the Elemental foes of Alloterra’s history, they are often simply regarded as humanoids with elemental abilities. Especially in Impor, this is not a fear inducing sight, but rather a sign of power and source of admiration. Impor has gone to great lengths to make it known that Genasi always have a home in their lands. Elsewhere in Erris, Genasi are quite rare and as many other races that are still obviously humanoid, they are folded into the population with little hesitation. In Beaumont, a Genasi may find they are often questioned about their origins and powers by academics who love to understand the world, but these questions are generally harmless, only somewhat annoying.

## **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 Navasill 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 Calgary**

In the deserts and wilds of Calgary, Goblins are far more often in roaming groups of Goblinoids and other bestial humanoids. The reputation this holds means people are generally afraid of Goblins at the very least because of their association with larger more dangerous beings. Far more so here than anywhere else, Goblins are foes in the untamed wilds more than they are seen in civilization.

### **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.

### **Goliaths in Imlamar**

Within the DeLaine Family territory, Goliaths are incredibly common. Similar to Goliaths in other lands, the DeLaine Family values independence, strength and fair play. Far less willing to branch out of their territory but farm more likely to kill intruders on sight, the family is ruthless when they deem it to be just.

## **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 Calgary**

Similar to Velorus, Calgary scratches the itch Halfling have by promising adventures at sea, with a much warmer climate as an added bonus. Most Halflings are found in port towns or on the move, generally loved by anyone who hears of their stories.

### **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.

## **Half-Elves\*\***

Most Half-Elves owe their existence to desperation. During the Primordial Chaos, many Elves realized that their lives and lineages were at stake if they died before they could have children. So the Elves began to mate with any humanoids, preferably humans because they are most like them in build and passion. Many of these elves then raised their Half-Elven children in their traditions in an attempt to preserve their legacy and culture. This trend caused a surge in Half-Elves but after the Primordial Chaos ended the number of Half-Elves plateaued.

Some Elves realized having Half-Elven children wasn’t as bad as they once thought and became more willing to mate with other races, while others swore it off completely and will barely acknowledge their children even in their presence. Other Half-Elves spawn from two Half-Elves, or a Half-Elf and another race (their child is still called a Half-Elf even though they're more like a Quarter-Elf). Half-Elves that remain in Elven-dominated territories often serve as communication links to other races but are otherwise accepted into the culture.

### **Half-Elves Around the World**

In most areas, there are 3 ways Half-Elves are viewed. In areas where elves are more present than other races, their non-Elven blood is often a reason for distrust. In areas where their other race is more present than Elves, their Elven blood can make people assume certain traits like aloofness or magical ability. Finally in areas where there is an equal mix or simply a mix of many races they are simply viewed as another person, as anyone is.

### **Half-Elves in Erris**

In Erris, because there are so many people from so many different races, Half-Elves are simply a part of the mix. Their appearance isn’t particularly jarring like a Full Orc or Minotaur would be, so they don’t tend to have a particular assumption about them. Especially considering the drastic differences between their two bloodlines, a Half-Elf Half-Human could be raised a hundred different ways depending on how much time they spent with people of their mixed identities.

## **Half-Orcs\*\***

Unlike true Orcs, Half-Orcs tend to inherit all the worst traits of both their parents. They are not nearly as beautiful as true Orcs, they are often wild and uncontrollable and tend to be more ruthless, cunning, and brutish in their approach to life. Half-Orcs usually integrate themselves into the societies of the other races and rarely interact with their full Orc brethren. It is this savage, cunning, and brutish nature of Half-Orcs, combined with the fact that full Orcs rarely interact with any of the other races, that has resulted in a complete misunderstanding about Orcs.

### **Half-Orcs in Erris**

Half-Orcs are quite common in Erris. They are usually less aggressively focused than the Half-Orcs in Imlamar as many left when the Halton Family began to talk about expanding their territory by force. This isn’t to say no Half-Orcs are interested in the military or other combat-focused careers, simply that it is less common.

### **Half-Orcs in Imlamar**

Half-Orcs in Imlamar is one of the strongest, most determined groups of warriors in the world. They have cultivated a society that praises the traits they have taken from each parent, feeling that what others may see as the worst parts are actually the only ones worth admiring. Some Half-Orcs here fall outside of this ideal, but many are indoctrinated into this thinking from a young age. As a result, they are usually quite feared and unwelcome outside of their Family’s territory.

## **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 Navasill 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.

## **Minotaurs**

There once was a thief in Sonzia who snuck into the lair of an Archfey and was caught. As a  punishment, the Archfey cursed the thief to lumber and draw the attention of anyone who sees him. The thief was cursed with a form of Lycanthropy that caused them to turn into a massive bull creature whenever the sun went down. As their life went on, the thief found love despite their curse and had a family. To their horror, the curse was not only put on them but on all of those who came from them. Over the generations, the curse changed, and eventually, the thief’s kin all became hulking half-bull half-human creatures. They are referred to by the family name of the thief, Minotaur.

### **Minotaurs in Erris**

In Erris, Minotaurs are almost nonexistent. They may be seen there as dignitaries or on very rare occasions living and working there. Most of the resident Minotaurs in Erris are for hire muscle or military leaders, very rarely will they leave the albeit cold acceptance of Sonzia for the interesting looks and whispers of the outside world.

### **Minotaurs in Sonzia**

Sonzia is the home of the Minotaurs, meaning they are most widespread here. Some people have heard the legends of their origins or simply based on their appearance have hesitance towards them. However, in recent times, Minotaurs have been recognized for their extreme martial prowess, being brought into Sonzia’s army and guard as respected warriors and protectors.

## **Full Orcs**

Deeply spiritual and caring people, Orcs are often misrepresented as brutish or barbaric. They have a very rich understanding of history and time and have a unique culture centered around Druid craft. Because of their natural and unique hermetic societies, they rarely interact with the outside world. When they do venture out into the wider world, some have fallen in love with members of other races, creating Half-Orcs. Unlike true Orcs, however, Half-Orcs tend to inherit all the worst traits of both their parents. They lack the beauty of true Orcs, they are often wild and uncontrollable and tend to be more ruthless, cunning, and brutish in their approach to life. Half-Orcs usually integrate themselves into the societies of the other races and rarely interact with their full Orc brethren. It is this savage, cunning, and brutish nature of Half-Orcs, combined with the fact that full Orcs rarely interact with any of the other races, that has resulted in a complete misunderstanding about Orcs.

Full Orcs don't really care about this reputation. By and large, they are happy living their lives and keeping to themselves and if the other races choose to stay away from them, then all the better for it. If an Orc cares about this stereotype, it's likely to be a Half-Orc.

### **Orcs in Erris**

Nearly no Orcs live in Erris. The continent’s lack of forests and other areas of natural beauty provide no appeal to most full Orcs. In addition, their isolation makes traversing from Imlamar or Forlei to Erris almost impossible. The only Orcs that will live in Erris are parents of Half-Orcs that want to remain with their humanoid partner in their home. People in Erris who don’t know what an Orc is may mistake them for a massive Half-orc or simply a monster. They will probably be met with hesitation, but most likely not hostility.

### **Orcs in Forlei**

Orcs in Forlei are not very common and act mostly as nomadic scavengers and hunters. They come into society only to sell things they collect and are usually tended to and sent off.

### **Orcs in Imlamar**

Orcs are quite common in the Halton Family but tend to stay mostly out of the business of the Half-Orc warriors. Some have been rallied into fighting with their Half-Orc peers as fierce hulking warriors, but these are among the minority.

## **Shifters\*\***

Shifters are the result of the union of a humanoid and a lycanthrope. The result is a humanoid who can control the curse of lycanthropy, but in exchange, they lose the ability to completely transform into a beast form. Shifters lack an ancestral home as their existence is created by chance encounters between a lycanthrope and an uncursed humanoid. They can sometimes be found in small groups that honor their powers, or as individuals passing as a normal member of their race.

### **Shifters in Erris**

If a Shifter were to be open about their powers in Erris, very few places would welcome them. They may be praised in Impor for their super-humanoid powers, however, even people there may fear them. Instead, most shifters avoid revealing their shifted forms and live happily as a normal member of their presenting race or live outside of the judging eyes of society.

## **Tieflings\*\***

Tieflings are the result of a humanoid touched by one of the lower planes. Whether by direct interaction with one of these planes, a creature from it, or ancestral ties, a tiefling has somewhere in their family a connection. While this result is often from the union of a demon or devil and humanoid, this may not always be the case. Someone exposed to the horrible effects of the Shadowfell, or spent a period of time in the depths of the Abyss could be included under the umbrella of Tiefling. Although a certain mystique surrounds their kind, many civilizations within Alloterra have welcomed tieflings as soldiers, merchants, entertainers, and eventually as members of their community. Those who fear or wish harm on Tieflings are, for the most part, simply afraid of their origins and assume their existence is a sign of evil worship.

Because of their many origins, Tieflings on Alloterra may have drastically different appearances. What stays consistent across all tieflings is obvious signs of their divergence from their ancestral race, usually manifested in things like vibrantly colored skin, horns or antlers, solid-colored or abnormally colored eyes, and tails. Any single tiefling may not (more likely will not) display all of these or only these traits. They vary wildly from person to person, even within the same family.

### **Tieflings in Erris**

Tieflings in Erris are quite common. Like other magically touched humanoids, Impor will always welcome Tieflings into their ranks. In Verdona and Velorus, they can be found in many different walks of life, although many avoid the clergy as they would rather stay away from those who might discriminate against them.