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  • Writer's pictureMrPuddins

SteamSpell - Evaryn: Player Race Lore

Updated: Sep 24, 2019



 

So I made a tweet joking about how I sent a 20 page word document to a friend. This document contains brief lore for each player race that in the setting. (At least the ones I am focusing on and am 'allowing.') Enough people showed interest in the lore, so instead of obtaining individual email addresses and sending a bunch of emails, I figured why not just make a blog post! After all I do wish to share some of the lore for the homebrew setting I've been putting together. So, enjoy!

 

Human


Humans are one of the most numerous peoples of Evaryn. They are a people full of variety and are legendary for their abilities to adapt to most environments that many races would tend to avoid and their inventiveness. Humans can be found on every continent of Evaryn, and they are one of the driving races behind the industrial revolution sweeping across western Maywikt. Thought to have developed on Evaryn, some claiming the Higardi were the first of humankind in the land while others believe they were born of the starborn Aedellions.


Humans are a superstitious race. Legends, stories, and myth are common across all human cultures, and they often hold a distrust to the unfamiliar and supernatural as this has aided them in their survival in a world rife with monsters and fiends. Human culture is just as various as humans are as a people, and it is these cultures that the humans of Evaryn prefer to identify with.

As a race, humans lack the subraces that often separate other races, but are rather a single people. The development of the Mayward culture of people is a proof of these eroding lines between people. The other human cultural groups include the Higardi, Norsic, Dyndris, Amautik, Dracokain, and Woad. Humans can master any pursuit in life they set out to master as it seems they have an inner desire to leave their mark on the world in their relatively short lives.


Dwarf


The Dwarves of Evaryn are thought to have come into Evaryn sometime after the arrival of the elves and before the development of Humankind. Their stories teach that their people were forged by Moradin, the Dwarvern god, from stone to serve as ‘shields to the realm.’ Dwarvern people are a proud race with their cultures steeped in tradition that originally called the mountains and various caverns beneath the surface of Evaryn home; thus giving them an affinity for stone unlike the other races of Evaryn.


Dwarves tend to be bold, brash, wise, and hardy as a people. They often speak their minds freely but respectfully. In their societies, they value authority and respect the elders of their clans. Dwarves have great respect for clan and family, and each act in a way that would honor their name and clan to the best of their abilities. They can inhabit all manners of regions, being hardy, as they have proven through their settlement of the barrens of Athundum and the harsh land of Rendwood.The Mountain dwarves are considered the “progenitor” dwarf as they were the ones who lived in the great caverns beneath the mountains, but wars with elves, men, lizardfolk, vampires, and the vicious Voraath caused their mighty kingdoms to fall. Despite having lost their kingdoms, the mountain dwarves try their best to hold onto old dwarvern tradition.


The remainder of the dwarf subraces developed as the dwarvern people were driven from their traditional homes and to the surface. The confident, inventive, and refined Hill Dwarves came to settle in the barrens and dunes of Evaryn where they came to rely more on clan and family than their kin. Hill dwarves greatly value material wealth. The Boreal dwarves left the foothills and highlands hill dwarves settled to live in the woods of the land and are perhaps the greatest deviators of Dwarf tradition. They live in a more tribal society and often eschew stone for the more readily available materials of the forest such as wood or bone.

The Duergar were the dwarves who were long enslaved by the Voraath, and thus have lost their honor and pride, devolving into a savage people. They battle for lands they traditionally hold as theirs that other people came to settle. Finally, the Azer dwarves are a strange subrace of dwarves thought to be born of dwarvern people intermingling with elemental powers. Other strangely magical dwarves such as the Syegoir or Leaf-Beards exist, but they are rare.


Elf


Traditional elf lore states that they were one of the first races to arrive on Evaryn long ago, perhaps only predated by the Tufts and the Lizardfolk. Their writings tell that elf-kind come from a place named Selle Esteen where their pantheon of gods, the Sel’ Adrin reside. Though the reasons may vary, the elves were cast out from Selle Esteen, where they traversed the Feywild for some time. From here, they eventually discovered a young Evaryn where they came to inhabit.


Due to their connection to the fey, the elves have a deep connection to magic and the world around them, and their alleged link to the Sel’ Adrin has gifted them with long lives, some elves living just above 1,000 years. They hope through this long life that they can ascend to rejoin their ancestors and gods in the gardens of Selle Esteen.


Elf-kind was various during their time prior to inhabiting Evaryn, but arriving in this realm cemented the differences in the elf people that led to the development of the subraces and cultures seen today. The high elves claim to mirror their ancestors in Selle Esteen the closest. They inhabit grand ivory cities and are well versed in the arts of magic. Wood elves held onto the culture and beliefs elves developed while traversing the Feywild and have formed a close link to sylvan creatures and the forests of the land.


Moon elves diverged through a nocturnal lifestyle and came to live closely with the other races of the realm, especially the Tufts. Moon elves are considered to be kindly creatures with a natural charm about them that even those prejudiced towards elves cannot ignore. Dark elves believe that their gods turned on them and have forsaken the worship of the Sel’ Adrin, thus earning them disdain from many of their kin. They went east to Shivar and developed a warrior culture steeped in honor. Referring to them as ‘Drow’ is considered a grave insult that means ‘outcast’ or ‘pariah.’


The uncouth snow elves are the only kind of their kin to inhabit the harsh, frozen north of Evaryn. Their pure white skin helps them to hide in the frozen north where their ice palaces stretch into the sky. Sea elves have since disappeared from most of the known world though to only inhabit islands on the backs of great sea turtles. Meanwhile, the gold elves of Dragonsand live a nomadic lifestyle and are seen as savages amongst their own kind.

Half-Elf


The result of the union between humans and elves, half-elves are much more numerous than either race would like to admit, and they have existed since both humans and elves have inhabited the Realm. Half-elves often find themselves caught between both worlds. They may wander the land their whole life without finding a place to truly call home or people to truly call kin. They tend to inherit the best traits of both parents, getting the beauty, grace, and connectedness to the world from their elven parents and the adaptability, ambition, and curiosity of their human parents. They will also look like a physical hybrid of a human and an elf. It seems that their parent races will notice the opposite race in a half-elf before noticing their own. For example, a human will notice the elven part of a half-elf almost instantly, although depending on their traits and deceptive abilities, half-elves may pass for either race.

Half-elves will often seek out a culture or community to reside in that is accepting of their heritage, often finding it difficult to find a place that truly accepts them. This often leads them to living with Moon elf, Dyndris, dark elf, or halfling communities where they may even be adopted by some of the kind halflings as surrogate (albeit tall) children. There have been rare instances were kindly dwarves, traditional rivals of elves, have taken in half-elves. Half-elves that only experience cruelty and rejection from others often turn to lives of dissidence, destitution, or outright cruelty.


Halfling


Named for their diminutive stature, halflings are also known as other names such as Tufts (due to the tufts of fur that grow on the tips of their ears), Kindred Folk, Kibbers, or Wilders. Halflings are aptly named for standing at about half the height of a grown person, and from a distance, they do look like short men, but upon closer inspection, they are drastically different in appearance. Halflings sport fur all along their bodies.


Tufts are known for their kindly and trusting nature. In their culture, it is considered a terrible thing to turn away a guest or a hungry mouth. Many halflings prefer the comforts of home and often stick to their communities where they enjoy the lives of artisans in all its forms such as artists, potters, cooks, brewers, and clergy. They are known for their ballads and songs, as most of the legends of the land do not feature Halfling warriors, but rather, they feature bards, friars, and druids. The halflings see this as a testament to their peaceful ways.


Halflings enjoy nature in all its splendors. They care for animals, plants, and try to treat it with respect, which causes many halflings to refuse meat. They take great care in grooming their fur, and they are known for their grand feasts and celebrations. Tufts are thought to be one of the first races to inhabit Evaryn.


The kindred folk are thought to live in the shadows of other races, often residing in their hamlets of mushrooms, mounds, or trees in an area of another races settlement. Due to their kindly and trusting nature, many wonder how the halflings have made it this far, and some jest it is pure luck. Halflings do have a natural dexterity unseen in the other people of Evaryn, owing to their stature. The Stout halflings are slightly taller and gruffer than others of their kind and often are considered the Meadowhart, as they tend to inhabit nature. The Lightfoot are the urban halflings that often reside in cities and hamlets. The Ghostwise are a strange type of halfling thought to have a connection to the Astral Star, and are seen as the most kindred of their kind.


Gnome


With the discovery of the strange substance known as aether and the advent of the industrial age, new sciences and advances of previous sciences have seen an explosion in recent years. Alchemy combined elements of a new form of science known as biomancy birthed the race that would become known as Gnomes. Grown in the labs of alchemists using aether, an assortment of natural ingredients, and mysterious components, gnomes were originally created with the idea of being the perfect laborers and lab hands. It is thought they were created using dwarf essence, hence their similar appearance.

Intelligent, creative, and small enough to get into tight spaces, gnomes made for the perfect lab assistants. With their calm demeanor, the level-headedness was perfect for what alchemists and gadgeteers needed.


Due to their alchemical nature, gnomes sport all sorts of skin and hair colors, and it is not uncommon to see a gnome with blue skin and pink hair walking the streets.

Their nature has made them a target of being “servants” in more technological cultures, but many gnomes have escaped those areas and have gone on to form their own communities. Due to their built-in knack for tinkering, they quickly adjust to life outside of their original homes. Many gnomes will tag along with travelers to leave their homes or escape cruel masters, and they are denoted as ‘rogue’ gnomes. The League of Liberations head is a Gnome known as Moses-2. Gnomes were quick to develop their own language; it sounds like gibberish to known speakers.


Rock Gnomes are considered the traditional lab hand gnomes. They are well versed in the knowledge of magic and technological items and are master tinkerers. They are referred to as rock gnomes due to the use of more mineral components in their creation. They are often quick witted, ponderers, and appreciate puzzles. Forest gnomes are the gnomes who formed their own societies beyond the city and being servants to alchemists. They quickly formed a bond with the natural world, and many of them can naturally project magical illusions. They form bonds with small animals, preferring their company to those of people. They are often caught with their heads in the clouds.


Deep gnomes were created with the intention of delving into caves and mines to retrieve ore, aether, or components for an alchemist. These gnomes were created with the intention of being superior to navigating dark areas and rocky terrain. They tend to be timid, agreeable, and enjoy studying when they aren’t being made to work.


Half-Orc


In the land of Dragonsand reside the orcs, and from there, they have created an extensive trade empire with many of the other lands of Evaryn. Orcish spices, tools, weapons, and alcohol are highly sought after in the rest of the world. They are some of the finest craftsmen, but Orcs also produce some of the strongest warriors as well. Orcs often interact with humans, be it the Dracokain people of Dragonsand or through their trading, and their interaction has led to the pairing of humans and orcs leading to the birth of Half-Orcs. Similarly, to Half-Elves, Half-Orcs take on the traits of both parents. They may have the skin complexion, hair, and facial features of a human, but they may sport the ears, bulky build, and the tusks of an orc.


Unlike the half-elves, Half-orcs are often welcomed in Orcish society as they are still viewed as an orcish child. The Orc Empire will often employ Half-Orcs as emissaries to some of the human nations they trade with as their appearance is more familiar to humans. Much like their orcish parents, half-orcs make fine warriors, often surpassing some of the finest warriors their human heritage would have to offer up. Half-orcs that do not reside in Dragonsand with the Orc Empire are viewed with some distrust, but some may find themselves at home serving as a protector to a Kindred Folk settlement. They often find employment as mercenaries, or they may find a tribe to adopt them where their superior strength lends them an upper hand in those cultures.


Half-orcs sometimes bring with them the religion of the Dragon Cults that their orc parent may have taught them causing them some trouble in certain areas, but half-orcs also have no problem exploring the harsher areas of the world as the adaptability of humans and the hardiness of orcs is built into their being.

Dragonborn


During the Sunless Era, when the terrible Dreadlords ruled over the land, people looked to the mighty dragons for hope. The dragons could not do battle with the vast armies of the Dreadlords alone, and it is thought the Dragon god Azor Bael bequeathed upon the members of the early dragon cults a gift of a massive clutch of eggs. These eggs were held secret in Bael’s Peaks were they eventually hatched to reveal the first ever Dragonborn. The Dragonborn were to serve as the dragons’ foot soldiers in the war for Evaryn.


Upon the victory of the mortal races at the Battle of New Morn, Azor Bael freed the Dragonborn from their service before departing from Evaryn. The Dragonborn people spread throughout Evaryn, and many of them went onto settle in the lands of Enra, Dragonsand, Dragonfrost, and Shivar. They are an honorable and proud people full of a sense of purpose. They believe their destiny is intertwined with that of Evaryn. Some Dragonborn still serve dragons, often forming communities around them, while others took to the freedom Azor Bael offered their kind.

Dragonborn features and personality are often tied to the color they are born as.


For example, red dragonborn are often quick tempered, free spirited, and courageous whereas white dragonborn tend toward contemplativeness, regimented, and wise. Dragonborn are very proud and often avoid asking for help. Dragonborn living outside of their clan will often take up the life of a mercenary or assimilate into another society. One of the most renowned examples of this is Tardogor, the commander of the Kovithian Janissaries.

Tiefling


Dawnless, Dreadkin, and Devilborn are some names often used for tieflings by the people of Evaryn. When the Dreadlords came to invade Evaryn in the events leading up to the Sunless Era, they had infiltrated kith society and had gone onto produce tieflings to serve as interlopers and foot soldiers in their conquest of Evaryn. As the Dreadlord’s hold increased on the world, they were able to usher in their vampiric and demonic minions into the world. When the Dreadlords were banished on the Battle of the New Morn, their children, including the tielfings, remained.

Tieflings often take up residence with some communities that will be more welcoming of their kind while others may take up service with one of the Vampire Manors of Duskwind Vale.


Duskwind Vale is also home to whole settlements of tieflings who took up residence there. Tieflings, due to the circumstance of their birth, are often viewed with discontent and mistrust by other races despite the fact many tieflings turned against their forefathers. The founder of the Black Coats, supernatural hunters, was a Tiefling, and without his aid, the resistance against the Dreadlords would have been unsuccessful.


Tieflings, like any other person, can vary in personality with some of them being very cruel while others are the gentlest and kindest individuals. Their appearances can vary, but many tieflings sport either crimson, greyish, or white skin, and they grow horns that betray their fiendish heritage. Some tieflings may try to pass for humans, elves, or sometimes genasi within some communities. Like other outcasts, they can still find a roof to rest under within the home of a Tuft. Tieflings are easily overcome with wanderlust, and they seem to have a desire to be social creatures, perhaps owing to the purpose of their birth.


War-forged (Sentinel)


War-forged, more commonly known as Sentinels, were originally constructed to be unthinking, unfeeling, untiring soldiers that would serve as an unrelenting fighting force. The Steam Priests who created the Sentinels did not foresee them gaining sentience and becoming a sort of people of their own. A Council of the Nimmod determined that although they are artificial, the Sentinels were people too, and thus were not to be forced to be soldiers.


Sentinels are constructed of a combination of metal, wood, stone, and other materials used by the creator. Some people added ornamentation such as horns, spikes, and other adornments to make Sentinels intimidating. Some sentinels will add these modifications to themselves to help provide a unique identity to themselves. Sentinels often struggle with the strange looks they get when they walk within a community since they are essentially living automatons.


Sentinels often find themselves seeking out a purpose in the world, some of them taking up their original purpose and becoming mercenaries. Some Sentinels struggle with being people but lacking in what other races take for granted such as a religion to follow, the ability to have children, and fitting into a society. Militaries and labor-intensive workers often welcome Sentinels as they do not need to eat nor drink. Sentinels may have difficulty picking up on some social ques or concepts such as puns, idioms, or similes due to lacking an understanding for such things.

Lizardfolk


Perhaps the race to inhabit Evaryn the longest, the Lizardfolk, Saurians, or Sslar in their own tongue are a relic of a primeval age before civilization truly touched the land. Having survive in this savage era led to Lizardfolk developing as a people that revolves around violence, and they are thought to enjoy combat. Lizardfolk are considered to have the greatest prowess in fighting compared to other races, and if one were to ever learn discipline, it would be the most dangerous fighter of all people.


Lizardmen tend to inhabit swamps, mires, jungles, and rainforests, but they may also inhabit forests and even the cold north in some areas. Lizardfolk live within tribes led by a matriarch. Lizardfolk are difficult to sex except for the fact that females are larger and have a more subdued coloration compared to males. Lizardfolk have a highly mobile society, but in order to move up, one must defeat a competitor in honorable, ritual combat. Contrary to what many believe, Lizardfolk are an honorable race and see personal honor as important.

The also value the ideals of cunning, guile, wisdom, and strength. At the cusp of adulthood, adolescent Lizardfolk are left alone in the wilderness to fend for themselves and are not considered an adult until the return home with a kill. Their warlike nature often puts the Lizardfolk at odds with other people, but recently, more and more of their warbands are justified as they have been losing their ancestral homelands to the rapid expansion of other people.


Aarakocra


Hailing from a faraway place, the Aarakocra are a strange sight for many of the people of the known world. The avian people find themselves at home in the sky more so than on the ground, their large wings giving them the power of flight. Some speculate that the Aarakocra hail from the legendary city of Droon, a city atop the back of a massive sky whale. Aarakocra can take on the features of various birds depending on their heritage, some sporting the looks of the majestic eagle, the wise owl, or the cunning vulture. Males tend to be more brightly colored than the females.


Aarakocra are most comfortable in the sky, and some claim that they build their cities in the clouds. As airship experimentation has begun, study of Aarakocra have slightly increased. The few Aarakocra settlements that have been witnessed are often built atop high mountain peaks or in the canopies of massive, tall trees. When an Aarakocra comes to the ground, it is generally out of reluctance or due to some other extenuating circumstances such as an injury or an errand, and they are often nervous when on the ground and surrounded by other people. Aarakocra are very peculiar about maintaining their personal hygiene, often grooming their feathers whenever they may find themselves idle.


Aarakocra appreciate fine things such as good food or shiny objects and often become fixated on it to the point of being compelled to bring the object of their attention back for their community to experience. Aarakocra do not understand the idea of ownership as they see the open sky as belonging to all and the world to be experienced. Aarakocra are rather private beings preferring peace, quiet, and solitude over dealing with other people. They are known for taming smaller sky whales to serve as beasts of burden.

Genasi


The magic that flows within, about, and around Evaryn is a strange thing, and the flux may bear a child itself. These children are born when magic energy causes a violent storm to take place, and sometimes after these storms, people traveling the areas that recently had seen such a storm come across a child. These children have come to be known as the Genasi.


Genasi take on characteristics of the storm and magic that birthed them. A magic storm of fire will birth a fire Genasi while an air Genasi may be born of a great air-based storm for example. The major types of Genasi are fire, earth, air, and water while other types exist as well such as cosmic, void, and ice. In some societies, Genasi are seen as a gift of the gods while in others they may be seen as an ill omen. These views may sometimes affect the way a Genasi sees themselves while others do not see themselves as different than men or women.


Like Dragonborn, Genasi personality may be predisposed to certain characteristics based on the magic they are born from. Air Genasi tend to have fleeting thoughts, quick witted, and sure footed while earth Genasi may be stubborn, hardy, and wise. Genasi grow, suffer, love, and bleed just like any other people, despite being born of magic. Genasi will often fit into the culture that they are raised in, and they will take offense to mages trying to reproduce the effects that birthed them in the first place.


Aasimar


Tinged with celestial and divine heritage, none are sure how the Aasimar of Evaryn came to be. They are a people that are thought to have the blood of celestial beings running in their veins, and it seems that their birth is often random at times. Aasimar are often born to those most devoted to their faith in their communities. Despite the practice of various religions in the lands of Evaryn, Aasimar are often linked with the Astral Star, a cosmic entity that is respected by the people of Evaryn and the basis of the oldest religion in the land. Due to this, Aasimar are often referred to as “Children of the Stars.”


Aasimar have many features that betray their celestial heritage such as otherworldly visages and luminous features. Their hair color, skin color, and eye color can often vary from those regularly seen in their parent race. They carry a radiance in their souls, and their births are viewed as grand events and blessings from the heavens by whatever community they are born into, but despite people believing that Aasimar are born into Evaryn to carry out a divine duty, Aasimar, like their Tiefling counterparts, have free will and make their own destinies. Some Aasimar have been known to turn toward a darker purpose.


Aasimar often like to try and hide their true identity and prefer to keep their heritage hidden from others as they often become the center of attention wherever they go, be that attention good or bad. Aasimar who have fallen often find themselves growing a strange “bone” mask over their face and horns to express their departure from the light. Aasimar will often grow up a part of the culture they are born in and identify with it as they traverse the world.


Goliath


Giants have walked the lands of Evaryn for as long as people can remember. Contrary to what many would tell you, not all giants are lumbering, dull minded savages, but rather civilized folk that often traded with other settlements. The giants in Rendwood live cooperatively with the dwarves of the region. It is thought that the Goliath people were born out of the union of giants and men, which has earned them the name of “Half-Giants” from others in the realm. Over the years, Goliaths have grown into their own as a race. Standing seven to eight feet tall, Goliaths tend to have grey skin that can be tinged with greens, blues, and other hues.


Goliaths tend to live sequestered away from the civilizations of Evaryn, preferring the harsh terrain of mountains, foothills, and the tundra. They live in close knit tribes where each member is expected to pull their weight and aid in the survival of the clan. Due to this, Goliaths often grow highly competitive, and often wish to prove themselves better than their kin. Goliaths who venture into the societies of the other races will quickly find employment as mercenaries or laborers due to their natural strength and endurance.


Goliaths are sent from the tribe as they enter young adulthood to go on a Dejhemma, or in the giant tongue, “Discovery” where they go into the world to find themselves and bring back tales for the tribe. Traveling for about five years, some Goliaths find a place in other societies and may never return home after a Dejhemma. Despite this, their clans do not view this offensively, but rather honorably as their kin are leaving their mark on the world. Golitah’s are born with strange markings on their skin, and they see these markings as linked to their destiny. To alter the markings would be to change one’s destiny.

Tabaxi


The Tabaxi, also known as Felpurr or Cat-folk, of Evaryn hail from a strange and distant land. Some scholars speculate that they developed supernaturally from cats into humanoids. Tabaxi fur can range from short to long and vary in colors from beige, orange, grey, black white, and all shades in between. Tabaxi are well known for being aloof creatures, keeping to themselves rather than socializing, but they can be greatly affectionate with those they are close with.

Tabaxi are unique in that they are truly nomadic in every sense of the word. They live in caravans, and their people never settle in one place permanently, but rather travel and settle somewhere for a short time before moving onto the next place. Due to this lifestyle, Tabaxi have little need for wealth but rather treasure an object or story over coin. A caravan may return to certain areas that fascinated them or where they made close friends during their stay.


Due to their traveling habits, it is difficult to learn much about Tabaxi culture as it is difficult getting one to divulge much personal information. Their religion is thought to revolve around a group of gods called the Shastei, and many believe that Tabaxi have a strange link to Rakshasa, some speculating they are fiendish Tabaxis. Due to their relationship to cats, Tabaxi are often the object of scholars and scientists who wish to know more about how they came to develop,

Firbolg


Children of the woods, Firbolgs are the descendants of fey creatures and giants like the way Goliaths are the descendants of giants and mankind. Stories say the Firbolgs were produced from Mother Trees that grew atop ancestral giant burial mounds. They sport skin the colors of grey, green, pinkish, brown, or other earthy tones. They often grow antlers, and their skin my sprout moss and flowers, and they often have drooping ears similar to that of a deer or animal, and they may sometimes have other animal-like traits. Firbolgs are kindly creatures and are very gentle and soft spoken. Along with this, they are very shy when it comes to dealing with outsiders.


Firbolgs, like other fey creatures, take it upon themselves to be caretakers of the wilderness that they inhabit. They are sometimes called the “Invisible Groundskeepers” as they prefer to remain out of sight from prying eyes while caring for nature. Firbolgs do not often attempt to fit into other societies, but they can be found amongst Wood Elf, Meadowheart Tuft, and Boreal Dwarf communities as they often live in close conjunction with nature. Firbolgs that have been witnessed often carry a pixie lantern as they like to keep a few pixie moths for company.


Firbolgs often practice the worship of nature and will bend the knee for most dryads. They are fierce in their defense of dryad burial grounds, Mother Trees, and fey groves. They often are solitary or live in small clans that serve a dryad while preferring the company of beasts and plants. Due to their naturalist lifestyle, Firbolgs have little need for material wealth, but rather value things such as rare seeds and creatures. Even when pressed, Firbolgs prefer to settle things peacefully and only strike out when in true danger.


Kenku


Kenku hail from Shivar of the East, the land shrouded in mystery, magic, and home of the honorable Dark Elves, Amautik humans, and the warlike Hobgoblins. Some stories say that the crow-like Kenku are outcasts from the legendary city of Droon while others claim they were brought to Evaryn by the Dreadlords as a sort of “tag along” to all the dark creatures they brought over. Regardless of their origin, Kenku are jealous that they cannot take to the sky. They dwell in high towers and tall structures, often roosting in ruins or abandoned buildings. Kenku live on the outskirts of other civilizations, often living a dissident lifestyle as thieves or cons.

Kenku are strange in that they are expert mimics.


They can mimic any sound they hear and forge any writing they have seen. They appear to only to be able to communicate through this mimicry, and they will use this to their advantage. Kenku tend to be greedy creatures, taking things that are not hammered down and wishing to acquire wealth however they can. They will often create duplicates and forgeries to swindle others out of money, the Kenku who take up a more legitimate lifestyle will take up the life of a musician, scribe, couriers, or artisan, using their mimicry to aid them in their pursuits.


Kenku typically are self-preservationists and will save their own feathers and often act selfishly. This often earns them the disdain of other people who view them as a nuisance on their communities. Kenku gather into flocks led by a Master who is the oldest of them. Kenku often bring back wealth for their communities where they split up some of the loot they come across. Kenku who are without a community will often search for a community and someone to follow to as a companion to mimic.

Triton


Stories of the sea and water nymphs tell how they often lure mortal people to the sea, often to their demise or their disappearance. The part the stories leave out is that the nymphs do this to reproduce, and their children will often be born as Tritons. Sea nymphs have done this long enough that the Triton race has grown into a civilization of sorts on its own. Being born of sea nymphs, Tritons have many characteristics for life in the sea such as webbed hands and feet to swim and gills so that they may breathe under water. They often have skin in hues of blues, greens, whites, greys, pinks, and any colors in between.


Due to their heritage with sea nymphs, Tritons often see themselves as a sort of guardian and emissary of the sea. They often speak on behalf of the sea to fishing villages when they feel they are encroaching too far into the sea. Besides interactions with coastal villages, it is not unheard of for Triton to keep to the sea and be ignorant as to the on-goings of the surface world. This misunderstanding of the and ignorance to the surface world often cause the Triton to not fully understand the peoples’ struggles and often come off as haughty, aloof, and strange while Tritons consider surface dwellers to be barbaric, cowardly, and clumsy.


Unlike merfolk, sea elves, and even their sea nymph parents, Tritons take no issue with making their presence known to nearby surface dwellers or sailors, and they gladly take any opportunity to showcase their abilities to bewildered strangers. Tritons will sometimes trade their coral trinkets and weapons for doodads from the surface world, as their human side yearns to be with their kind. Their settlements are a site behold, with some even telling of a grand coral castle at the center of a great Triton city.

Yuan-ti Pureblood


When the Dreadlords arrived in Evaryn long ago, their main incursion and espionage force were the tieflings who they slowly birthed over years. After breaking into the realm through the great portal storm, there were some people who decided it was better to pay homage and tribute to these beings than be fodder for their sacrificial feedings. One Dreadlord, Sslith, Demon Lord of poison, gluttony, fertility, healing, and reptiles, welcomed these human worshippers and bestowed upon them his ‘boon.’ His boon was transforming them magically into what became known as the Yuan-Ti. The Yuan-Ti were shaped and formed into many different shapes as they experimented in creating more variants of themselves. The Purebloods were created to serve the purpose of being emissaries from the aberrant Yuan-ti, thus in extension, Sslith, to the people they lorded over as they looked the most like them


Almost identical to their human ancestors, reptilian features such as slit eyes, scale patches, fangs, and a forked tongue often give away their presence. After the defeat of the Dreadlords, many of Yuan-ti were hunted down and exterminated by the Morning’s Cabal, but many escaped to hidden away lands. Some Purebloods were able to remain within human society, while others went into hiding with their kin. Yuan-ti remaining in mortal society do their best to remain undetected, but over the centuries, there has been some acceptance of their kind in some communities. Due to their origin, many Yuan-ti still exhibit cold, selfish, and cruel personalities, and even those who turn against their nature still deal with the pull of Sslith’s essence. Some of them seek to bring Sslith back to Evaryn while many others enjoy their freedom.


Yuan-ti Pureblood’s revel in social interaction, toying with conversations like a predator with its prey, but despite this, purebloods often come off as cold, calculating, and strange to others as they do not necessarily fit into mortal society that they try to blend in with.

Orc


Strong, hardy, and able-bodied are some words used to describe orcs. Hailing from the harsh and arid Dragonsand, the orcs are some of Evaryn’s greatest warriors, and with this, along with their proficiency in taming and riding Drakes, they have been able to conquer a large portion of Dragonsand, and their empire is considered one of the most successful and civilized in all of the known world. Their kind in some areas may be brutish savages, but the orcs of Dragonsand are civilized tacticians that boast some of the busiest ports and active trade routes in the land. Many nations clamor for trade with the orcs as they craft some of the finest weapons, armor, and have an abundance of natural resources.


Orcs are headstrong and quick decision makers. They don’t often think too long on an issue before coming to a solution, as on the battlefield, thinking too long will only leave oneself open to an attack. Despite boasting a civilized nation, orcs are some of the best combatants in the realm, but they have little interest of conquering land outside of Dragonsand. Orcs often see others as weak physically and spending too much time debating, squabbling, and discussing and not honing their craft as they often leave studying and philosophizing to the ruling caste. Their unity came through a disregard for selfish needs, but rather a desire to better society. Due to this, many orcs will act in a way that benefits the greater whole over individuals.

Orc society focuses on apprenticeships and mentoring, and often an orc will try and serve as a mentor to a younger member of their group. Fathers and mothers take great pride in teaching their children their craft and how to fight, as every orc is conscripted into the Empire’s standing army for 2 years of their life upon their 17th birthday. Orcs have always revered dragons, and the mystical dragons are the center of their faith as many orcs are practitioners of the Dragon Cult.


Hobgoblin


The Hobgoblins are a strange people that have come over the ages to settle in the mystic lands of Shivar of the east. It is speculated they came to be when the Orcs of Dragonsand and Elves intermingled long ago with the resulting people being the hobgoblins, and they came to settle in Shivar when they were brought there by Dark Elves when orcs and elves denied them a place in their societies. (Hob is the Orcish word for ‘Elf’) Due to their distant relations to orcs, the Hobgoblins are a militaristic people, thriving by living the life of nomadic raiders.


Hobgoblins are great smiths and warriors, and some scholars believe that Dark Elf armor is derived from the style used by Hobgoblins. Hobgoblins often fight in warbands where they might serve under the banner of an Oni warlord while others have managed to integrate into Shivari societies such as the Amautik humans and Dark Elves, serving as elite soldiers or smiths as Dark Elf culture has begun to play an influence on them. All Hobgoblins though, regardless of what clan or tribe they serve, respect the words of the Great Khan.


Those that travel abroad may find a place with the Orcs of Dragonsand or as mercenaries teaching armies about brutal, cunning, and effective tactics as they are masterful tacticians. They have the quick decision making of the orcs yet the thinking and pondering minds of their alleged elf progenitors. Along with this, Hobgoblins are fiercely loyal to their clan, and turning ‘ronin’ is highly unlikely. When they develop a connection with non-Hobgoblins, they are just as loyal to that friend, forming a lifelong bond, and they become uncharacteristically affectionate with members of their “family.”


Goblin


The diminutive cousins of the Orcish people, goblins fulfill a role in their society that is like the one that Halflings fill in other societies. The word “goblin” in the Orcish tongue means ‘creature,’ as they are often seen as such by them, and due to this, they often live in the shadows of their larger cousins. Goblins often form tribes or clans that live in small farming communities where they sustain themselves on glofruit and sand-grubs, and they use their farming to pay tribute to their Orc rulers. Goblins when handed the proper tools, can be quite inventive though.


Their skin hues can range from green, grey, orange, and light blues, and they often sport greasy hair and bulbous noses. Some goblins will use their size and cunning to get by, often becoming petty thieves and pickpockets, as goblin status is not based on deeds, words, or the likes. It is based on how much personal wealth a goblin has, and this may include capital and property; this often leads goblins to also try and become swindlers or ‘used gear’ salespeople.


Despite their small size and lack of strength, goblins have managed to survive in the harsh land of Dragonsand, many claiming it is through their dogged determination and tenacity. Goblins are known to not give up on a task until all avenues have been exhausted and failure is imminent. While Orcs are credited with taming drakes and learning to ride them, many Goblins claim their people did it first in order to aid in their farming.

Bugbear


Brutal, cunning, and savage are a few words that are used to describe Bugbears. Coming from the colder regions of the Unending Tundra or Dragonfrost, the Bugbear is often called the bigger, meaner, and hairier cousin of Orcs and Goblins. Bugbears are covered in a thick, course fur all over their bodies except their faces, hands, and parts of their chest, and this fur can range from black, grey, white, and brown. Many bugbears often sport colorations that aid them in camouflage, similar to a tiger’s stripes, and they have begun to migrate other parts of Evaryn.


Although they are strong, Bugbears will often use ambush tactics to gain an edge in combat. In the few Orc Empire holdings where Bugbears reside, the Orcs often avoid interacting with them, but may sometimes conscript them into their military as shock troops. Bugbears love to fight, and their warrior culture is based around battles and feuds. Unlike Lizardfolk who see combat as an honorable practice, most Bugbears have no issue cheating or fighting dirty to get an edge on their opponents. It is often customary for Bugbears to partake in a Bloodfeast after a grand victory where they drink liquors brewed from the blood of their enemies.

Bugbears that break away from the cruel and barbaric nature of their people have been heard of, but they are very rare. They often come to live in Goblin communities or sometimes they are adopted by a community of halflings. These Bugbears are fiercely loyal to their adoptive families as they would be loyal to their family inside their tribes but slighting this family in the slightest will incur a grudge only a Dwarf could match.


Kobold


The stories say that the kobolds are the children of Bimpuk, the dragon goddess of lesser draconic beings, and were her servants sent out to find the treasures of her lost hoard. Kobolds are often compared to small, yipping dogs mixed with dragons, but they seemed to have a dog-like sense of a pack with the cunning and guile of a dragon. Kobolds don’t usually stand more than three feet tall, and they are covered in scales of varying color all over their body, and they have deep eyes that vary in shades. It is with these eyes that they can see in the dark as Kobolds are subterranean creatures by nature.


It is not uncommon for a settlement to go do work on the aqueducts or sewers to find that a community of kobolds have taken up residence below. Here, they rummage about through the trash for any sort of gems or treasure, as Kobolds have an innate desire and love of gems, said to be a blessing of Bimpuk upon them. Kobolds may also take a liking to an odd object that holds no intrinsic value outside of that the Kobold itself gave it such as a piece of scrap, rubbish, or a doll. Kobolds may be small, but they are well known for their ability to work together to take on tougher foes, and many consider Kobolds the ultimate team player.


Kobolds are said to wear their emotions on their sleeves, speaking freely and openly. They do not understand the concepts of kings or government as their societies operate on pure democracy. Kobolds will sometimes literally wear their emotions as some of their scales will shift in color depending on their mood, but some have trained themselves to use these shifts in color to deceive others. Kobolds are known for being quite cowardly and are known to turn tail and run when the odds are not in their favor. Some may even grovel and beg for mercy.

Shifter


With the advent of the various sciences, the major science to come under scrutiny is biomancy. Its experiments have led to the birth of many strange and bizarre creatures, and scrupulous experimentation with lycanthrope blood and humans and elves has resulted in the race known as the shifter. Their appearances vary depending on the type of lycanthrope blood that was used to create the shifter or their ancestors, with some sporting features from creatures such as tigers, wolves, bears, boars, and other creatures known to have a were-kin. This experimentation has left a mark on Shifters though, as they must battle with their primal instincts while also maintaining what makes them civilized.


Shifters are often treated with mistrust and suspicion in most communities they interact with, and this mistrust can lead to persecution of them. Many shifters wish to find acceptance with their human heritage, but often find they are denied that. Shifters that are driven to the edges of society may turn feral and wild due to their lycanthropic blood. It is very common for them to take on characteristics of the animal that they are associated with. A wolf-shifter will be loyal while tiger-shifters may be confident and brave.


Shifters may find shelter and a roof in a Halfling community or sometimes they will be taken into the ranks of fey or other outcasts, and some find employment as mercenaries or rangers as they thrive in the forests. Their connection with the primal world also makes shifters often take on a role in some communities as a shaman, druid, or the medicine person.

Simic Hybrid (Mutant)


Science has resulted in some of the races seen in Evaryn today including Gnomes, Sentinels, and Shifters. To create an army of soldiers to adapt for various situations, biomancers experimented with the splicing of animal enhancements with those of humans and elves to create what is known as Hybrids or Mutants. Mutants have human features, but often sport discolored and amphibian-like skin. They often sport additional appendages or parts from other animals including fins, tentacles, claws, a carapace, or other parts.


Mutants are often created with an adult, so the changes that the hyper evolution bring on can be difficult for them to adjust to. They often must grow used to their new bodies as they shift and change, and their mind can also change during this process often resulting in mood swings. Biomancers may obtain subjects to create Hybrids from prisoners, kidnapping, and in rare cases, willing individuals who wish to be subjected to the dangerous process. Some Mutants may serve their biomancer masters, be sold into labor or as a soldier as a part of a fighting force or are paraded around in a circus. Some Mutants do find freedom and try to live some

semblance of a normal life.

Those that do intermingle in a community are a rarity, and they are met with sideways glances and hushed whispers as they walk by. It is not uncommon for them to be treated with suspicion, mistrust, and outright prejudice as many people and communities see them as unnatural or an affront to the gods. Some Mutants may find asylum with other outcasts, halflings, and Shifters who feel a strange kinship to them due to their similar origins.


Minotaur


The Minotaurs were said to have arrived in the known world when a mysterious being known as the Horned One came to uphold unity in the land of Maywikt. The Horned One was said to have been born during the Sunless Era, and without his aid, the Morning’s Cabal would surely have failed. His retinue were the first Minotaurs, and to this day, the honorable race serves him as his own guards and standing army. Minotaurs are large beings, standing almost seven feet tall and having a muscular build, and they sport large, curved horns along with thick hair that covers their necks and backs. Some Minotaurs grow large manes to accompany their stocky build.


Although they appear to be built for combat, a Minotaur is a contemplative being, and they often only resort to violence as a last option. They were instilled with a strict sense of honor, and regardless if they currently serve the Horned One or not, they pay deference and show respect to their original general. It is due to this origin tied to the Horned One that Minotaurs are often afforded respect and admiration by their peers. Minotaurs are great believers in destiny and fate, and they often link it to the Astral Star, believing that they too shall earn their place in the great stars of the night sky.


Minotaurs often serve as constables, guards, or other professions involving law enforcement. They often will not take up work as a mercenary unless they see the work fitting of their strength and if it is honorable. Many Minotaurs serve the Horned One, but he does not force their service, and many have migrated to form orders of knights. The Knights of the Radiant Heart, one of the most renowned knightly orders in Evaryn, was founded by a Minotaur. Minotaurs without a master or purpose to guide them often feel lost and will wander until they find one that suits them.

 

There yah go! The brief player race lore for Evaryn! Let me know what you thought of it. Is there something you would do differently? Also, feel free to use it, abuse it, and enjoy it!


Until next time,


Happy gaming!


Puddins!

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