User:Spazalicious Chaos/The World of Varanost (3.5e Campaign Setting)/Races

Varanost has very few races from a D&D standpoint, but in actual game play the race variety may be overwhelming!

Kingdoms Races
The feudal lands known as the Kingdoms is the political power house of Varanost, known for its great cities, massive noble class, and of course the servants of God that inhabit the Kingdoms many churches.

Humans
Clearly ruling the Kingdoms since the days of the Niwar Empire, Humans have been super effective at making sure no other race ever took power in the homeland. Now, 400 years into Niwars collapse, the Humans are starting to lose power, which frustrates them to no end.
 * Description: Kingdoms Humans are known for their dark eyes and hair and for their smugness. Skin tones vary from pale in the northern Kingdoms to olive in the southern Kingdoms, and body type runs the gamut with slender features to the west and stockier frames to the east. Any sign of wealth is proudly displayed by those who can afford it, and the entirety of the Kingdoms is ruled by fashion. Only God and his servants ever remain constant, producing the Varanost stereotypes of the Cleric who labels anything fun as sinful and the Paladin who punishes every wrong doing no matter how trivial. While exaggerations, these stereotypes have some kernel of truth to them, and the presence of the Grand Priest in his Holy Citadel of God is always felt by all Kingdoms Humans.
 * Dialects (Common):
 * {| class="column" cellspacing="0"


 * Andric
 * Baln
 * Cervalic
 * Falic
 * Naltic
 * Pruevic
 * Omont
 * Valnic
 * }
 * Valnic
 * }

Orcs
Orcs, long having fled form their home lands from human incursion, have taken opportunity of the collapse of Niwar, and have moved to reclaim their homelands. The fighting has been long and hard, but after 50 generations have fallen before Human cavalry, the Orcs have taken hold.
 * Description: Orcs are tall and muscular, averaging at 7 feet and 300 pounds for males and 6 feet and 230 pounds for females. The hair is universally black and greasy, and often pigmented, while the eyes are red or orange. Skin ranges from green in the south to coal black or gray in the north. Prone to violence against strangers, among those they know Orcs are jovial and care-free, prone to random acts of playfulness in the heat of boredom. While every Orc is more than willing to help their own, outsiders are shut down harshly, given the cold shoulder at best and outright murder at the worst. Orc society prohibits the usage of anything that was not produced or won by the user, thus Orc possession are often eclectic couplings of self made and looted items. Indeed, if one needs to know who in an Orc army is new, they need only look for the naked and weaponless.
 * Dialects (Orc):
 * {| class="column" cellspacing="0"


 * Fallow
 * Fjord
 * Glade
 * Grotto
 * Haven
 * Inlet
 * Mesa
 * Plateau
 * }
 * Plateau
 * }

Somathan Races
The oldest civilization on Varanost, Somathan civilisation was perfecting geometry and astronomy when the races in the Kingdoms were still flinging crap at one another from trees, and were it not for the rapid spread of the Niwar Empire and the development of God, Somathan culture would have ruled the world of Varanost.

Humans
Formerly of the Elven slave caste of society, with the aid of the God empowered Niwar Empire they fought back against their Elven oppressor and have now established their own City-States.
 * Description: Traditionally slender of build, yellow or tan of skin, blue of hair and brown eyed, Somathan Humans had interbred with Kingdoms Humans for the past 600 years, resulting in the present day Somathan: golden skinned, purple haired men and women of fashion and philosophy. Well known for their flowing robes and togas as well as a penchant for amazing seafood and insight alike, Somathan Humans have now long since forgotten that all their philosophies, sciences, and cities are not their creations, but of their former masters.
 * Dialects (Common):
 * Somathan

Elves
The former rulers of the Somathan Gulf, Elves have long since retreated into the forests, mountains and islands surrounding the Gulf to rebuild anew. While not as large or expansive as their ancient city-states, the Elves are proud of their works in progress.
 * Description: Short, slender, pale skinned, fair haired and eyes that shine like emerald or sapphire are distinguishing Elven features as much as the long pointed ears that Humans are quick to make fun of. Favoring light, flowing clothing and thin chains, the Elves continue their millennia old research into all the world philosophies, from Architecture and Astronomy to Xenology and Zoology. Indeed, Elves would be renowned scientist if the Humans they had bred as rough labor had not been liberated by the Imperials and their annoying Clerics. But they look at the past and laugh at the present, quick to point out that their former slaves are now puppets for an even less loving and dogmatic faith.
 * Dialects (Elven):
 * {| class="column" cellspacing="0"


 * Ahavel
 * Bruhavel
 * Falahvel
 * Iravel
 * Mehrevel
 * Palavel
 * Serivel
 * Unavel
 * }
 * Unavel
 * }

Drow
High Eleven for "corrupted", the fallen race of Drow live up to their name. Living in the massive cave network under the Somathan forests and mountains called Tartarus, the Drow are cruel and ruthless elves who came to close to Hell and were scarred by the darkness.
 * Description: Short, slender, obsidian skin, jet hair, eyes like burning coals, long ears- all are what one would see in a Drow were it decent enough to let you see it before slicing your throat. Indeed, Drow live in a society were the person in front of you may be planning on killing you or a devil in disguise subtly bargaining for your soul, thus Drow live a life of mutual distrust. All Drow are armed and armored whenever possible, constantly alert, and prefer to work independently but will refuse to lose sight of team mates.
 * Dialects (Undercommon):
 * {| class="column" cellspacing="0"


 * Dark Elven (Drow Native Tongue)
 * Illithid
 * Abolethic
 * Dark Dwarven
 * Deep Song
 * Shadow Speech
 * }
 * Shadow Speech
 * }

Doramik Races
The frozen wastes and mountains of the Doramik Highlands is home to some of the most unforgiving cultures in all of Varanost, in societies that promote raiding and pillaging as honorable practice, belief structures of divine warfare, and constant battle with the elements.

Dwarves
Populating the low mountain ranges, the Dwarves survive by creating defensible locations within the living rock itself, from which they can repel both Giant assault from above and Goblin ambush from below.
 * Description: Dwarves are known for their powerful builds, fair skin and hair grown long, and their dark eyes that burn with hatred when their homes are under siege. Dwarven culture is spartan by necessity, as well as highly structured with clear terms and duties that ensure every Dwarf know exactly what is expected of him. Family and clan are paramount in Dwarven society, with families bred to pass along a particular skill or trade through out the generations. However, this also results in a culture that is completely intolerant of breaks in tradition, be it as small as the blacksmiths son that wants to be an alchemist or as large as the general who threatens a coup on the king. Exile is the traditional punishment for most crimes, while some of the more serious crimes result in either execution on site or execution by defensistration (being thrown out a window, but a nearby ledge also works).
 * Dialects (Dwarven):
 * {| class="column" cellspacing="0"


 * Deep Tongue
 * Peak Tongue
 * Timber Tongue
 * Steel Tongue
 * Valley Tongue
 * Stone Tongue
 * Glacier Tongue
 * Trade Speech
 * }
 * Trade Speech
 * }

Gobliniods
A race of beings who were created deep in the earth at the hands of either the Illithids or the the Aboleths (of whom both claim the other race created the vile things), Gobliniods are a fine example of what happens to those who dwell too long in the dark, lacking a unified culture or even a common species.

Goblins
Puny, weak, and bred to be humaniod canaries for dangerous projects, Goblins have since come into their own and have yet to accomplish anything as a society. They stay in their burrows beneath the the Doramik Highlands, populating the massive cave network known as Svartalfhiem, fearing to venture into the world above. There are many clans with varied skin tones and appearances, all claiming to be the "true" goblin race. Genocide comes easily to their kind, as they wage weekly campaigns to kill off all the "wrong blooded" goblins around them. Providing, of course, that no fighting would ensue, because that is just plain dangerous!

Hobgoblins
Originally bred to be foot soldiers, Hobgoblins are organized and militaristic by nature. From the time a Hobgblin is strong enough to lift a sword he is trained to use it, and the trainning only stops when the Hobgoblin has personally collected 100 Dwarven scalps, at which point he is instructed to train others. Even Hobgoblin women are trained this way, though they remain at the homestead to organized captured loot and to set ambushes for invaders. Though they live in Svartalfhiem with the other Gobliniods, it is well known that they alone have truely ruled the cave system since the absence of the far more dangerous Illithids and Aboleths.

Bugbears
Bred to be the perfect hound, Bugbears have run rampant in Svartalfhiem ever since their leashes disappeared. Running in "packs", Bugbears are nomadic, violent, and live entirely by killing and pillaging. Indeed, the Dwarven rumor that Gobliniods eat the flesh of the fallen originated entirely from Bugbears. The only unifying feature of Bugbear culture is their custom of their mighiest warrior wearing a chain choke collar around his neck, believed to be an heirloom passed down by the pack from the days when they were the vicious attack dogs of alien creatures.
 * Dialects (Goblin):
 * {| class="column" cellspacing="0"


 * Trader's Goblin
 * True Goblin
 * Hobgoblin
 * Hobgoblin, War Code (sign language)
 * Bugbear
 * Bugbear, Heraldic Howling
 * }
 * Bugbear, Heraldic Howling
 * }

Giants
While the many breeds of "True Giants" are amoung the original six races of Varanost, since then two new kinds of Giant have appeared.

True Giants
At one piont there was a unified Giant race, just as there was a true Dragon race, but then they divided into their multitude of species just as dragons have through the same process of selective breeding. However, due to the Doramik faith the True Giants divided themselves into two cultural factions- frost and fire.

Frost Giants (including Cloud, Forest, Frost, Ocean and Storm Giants, as well as ny giant with associations with weather, darkness, plant, cold or water) are followers of Thyrm, King of the Frost Giants, and believe that the Ragnarok will be won only if the Giants bide their time and mass their numbers in preparation for the the grand cataclysm, and until then should fight a defensive battle.

Fire Giants (including Fire, Hill, Mountain, Stone and Sun Giants, as well as any giant with associations with fire, earth, animals or light) are followers of Surtur, King of the Fire Giants, and believe that the Ragnarok is already happening, and thus Giants everywhere should be fighting to the last breath, sparring no resources to end the threat of Dwarven civilization. However, years of such fighting has proven to leave the Fire Giant decimated in numbers, resulting in a generation of Fire Giants who now plot and plan their attacks instead of just charging the field.

Ogres
While only barely related to Giants by the extreme margin of ancestory, Ogres set themselves outside the religeous warfare the True Giants are son involved in, instead living day to day and only making the occasional raid on Dwarven and Halfing settlements. As a result, Ogres are now the most populous giant race in the Doramik Highlands, even to the point of being labeled a "common occurance" by Halflings and Dwarves alike. Ogre culture is tribe oriented with a "non agression pact" that prvents all but the most desparate tribes from attacking one another. The Ogres reputation of eating the flesh of the fallen is true to an extent, as Ogres believe that is the flesh is eaten then the victim will not return in a new form or in his current one, thus they eat the flesh of dangerous foes in the beleif that this will prevent the individual from returning to life.

Trolls
Often considered little more than dangerous predatory animals, Trolls come in a variety of sub species, are little more intelligent than animals, have no unified culture beyond their small roving clans, and have a reputation for being easy to fool or trick. Troll society is nearly non-existant, though individual clans led by exceptionally intelligent leaders have been known to make agreements and treaties with other cultures, though these are often little better than tributes paid to the tribe to keep them form eating travelers. Trolls will eat anything that looks remotely appitizing, thus these agreements are usually in a villages best intrest.
 * Dialects (Giant):
 * {| class="column" cellspacing="0"


 * Fire Giant
 * Frost Giant
 * Ogre
 * Forest Troll
 * Steppe Troll
 * Gutter Troll
 * Snow Troll
 * Rock Troll
 * }
 * Rock Troll
 * }

Halflings
Also called "dwarflings" Halflings are indeed closely related to Dwarves, albeit their race at some point decided to live in the lowlands between the mountains. Halflings live in isolated villages, though it is beacause of the more easily accessed villages close to the Kingdoms that is responsible for the grand reputation of Halflings as master craftsmen. In reality, the border villages are trade towns, and true Halfling culture is a society of stealthiness and secrecy, for all it would take it one Ogre to tail a Halfling home for an entire community to be destroyed.
 * Description: Halflings are short, slender and dark of eye and hair, often being described as "miniature elves", though their pointed ears are proportionately much smaller than those of the Elves. Halflings prefer simple clothing that tightly conforms to their bodies and is sudued in color to aid in stealth, though pockets are a popular feature. Indeed, halflings can recognize the wealthy among their number by the number and concealment of pockets on their clothing. Halflings live in small isolated villages where everyone knows everyone, but every halfling also invests in a wagons or horse at first opportunity. Halflings live with the knowledge that any number of things could happen that neccessitate an evacutation, thus every Halfling prepares for this "eventuality". As a result, while Halflings are close knit communities, not a single mentaly healthy Halfling has any qualms about leaving possessions behind.
 * Dialects (Halfling):
 * {| class="column" cellspacing="0"


 * Baudis
 * Conalis
 * Derulis
 * Gabranis
 * Lamanis
 * Nabrudis
 * Paladis
 * Quavalis
 * }
 * Quavalis
 * }

Valturivi Races
Peopled by various tribes and clans both agricultural and nomadic, the peoples of the Valtur Wastes are hardy and and grim, for their land is full of dangers both political and natural. From the monsterous jungles of the west to the high rocky deserts of the east, civilized life has always found a way to subsist here.

Valturivian
Nearly identical to humans, the Valturivians differ from Humans only in skin color and location, at least on the surface. Behind closed doors, the Valturivians are much more creative and intelligent than most give them credit for.
 * Description: Built like tall, slender, dark skinned and haired Humans, Valturivians are nearly identical to Humans except for the eyes, which are always silver and have spiral shaped pupils. Valturivians prefer loose, billowy clothing that breathes due to their continual habitation of the Wastes desert covered eastern half. Highly intelligent, Valturivians are master craftsmen and improvisers, able to create solutions to nearly any problem. Indeed, Valturivian culture promotes craftsmenship of all kinds, including magical. As a result, the quickest way to befriend an Valtuivain is always to crreate his gift before his eyes. However, Valturivian inventiveness often prooves to be a generals worst nightmare, as historicaly the Valturivi are skilled not only in the creation of last minute defenses, but also in the sabotage and complete destruction of enemy machinary.
 * Traits:
 * +2 Intelligence, -2 Charisma. Valturivians are highly intelligent, but are often introspective and distant.
 * Human subtype
 * Medium sized
 * Base Speed 30 feet
 * Inventive: Vlaturivians recieve a +2 racial bonus on all Craft, Disable Device and Use magic Device checks.
 * Starting Languages- Common and Valturivi Bonus languages- Any.
 * Favored Class- Any
 * Starting Age, Height and Weight are all determined as per Humans.


 * Dialects (Valturivi):
 * {| class="column" cellspacing="0"


 * Balilambala
 * Gijinanbala
 * Jalikanbala
 * Kalindanbala
 * Obrahdadanbala
 * Quinvalibala
 * Rabanosabala
 * Zildanijanbala
 * }
 * Zildanijanbala
 * }

Gnomes
In the rolling grasslands and obelisks of the central Wastes live the Gnomes, one of the Origianl Six races, now sandwiched between the combined hostile forces of the Reptillians to the south and Gnolls to the north.
 * Description: Gnomes are secretive and cunning by necessity. An inborn mastery of illusions and knack for getting out of trouble helps keep Gnome society alive. They live in secret villages hidden by illusions and clever construction, leaving vistors unaware of their visitor status. The individual Gnomes themselves are well educated in the art of hiding and deception. A Gnome never willingly leaves his village unless on a mission of dire importance, and even then will take every messure to ensure he arrives home as whole as he left and as soon as Gnomishly possible. Once underground in his home, a Gnome immmediately transforms into a jovial creature completely unrecognizable from his surely and paraniod surface self. Indeed, a Gnome at home is a playful and jesting being that enjoys nothing more than a good joke to help him laugh away the knowledge that if he is discovered, his whole village is dead already.
 * Dialects (Gnome):
 * {| class="column" cellspacing="0"


 * Badger
 * Cerval
 * Chocobo
 * Corollax
 * Ironthorn
 * Monkey
 * Serpent
 * Weasel
 * }
 * Weasel
 * }

Gnolls
In the grassy plains to the north of the Waste live the Gnolls, a race of dog men that live in nomadic tribes that subsist by pillaging and killing the beings that dwell south of their homes.
 * Description: Tall, muscular, canine faces and coats that range from blackish grey to spotted yellow, Gnolls are lazy. The most exercise a Gnoll ever gets is fighting one another over possessions and breeding rights. They never manufacture anything other than corpses, stealing from other, weaker races. They live in small tribes ruled by an alpha male, with the tribes population being primarily female. Young male Gnolls are loners, either hunting alone or seeking a tribe with a weak leader he can kill. Gnoll lives are brutal and short if one is a male, but long and pampered for the females. If Gnolls can agree on anything it is these two points: females are property and property must be protected.
 * Dialects (Gnoll):
 * {| class="column" cellspacing="0"


 * Awoo
 * Grahl
 * Harugh
 * Heraldic Howling, Gnoll
 * Rwerg
 * Yiwrl
 * }
 * Yiwrl
 * }

Reptillians
The Reptillians are vast in variety and number, populating the swamps and jungles to the south of the Waste. All are decended from Dragons, but so far removed are they that even the oldest of wyrms feel no guilt in devoring entire villages of their "fallen" kin.

Kobolds
Living deep in the undergrowth of the jungles where the sun rarely reaches, Kobolds are prefectly adapted to their environment. Small, nimble and crafty, Kobolds spend their lives on the razors edge that comes with being in the middle of the food chain, above most animals but still beneath the giant predators and magical beasts that plague their homes. Kobold society is close knit, strictly regimented, and totaly territorial. A Kobold is intolerant of intruders and will plot cold bloody revenge on the perpetrator. Fortunately for most prepetrators, the first step is nearly always "report to my superior." Unfortunately, the ties that bind in Kobold society tie in to nearly every psychological level, thus all but the sociopathic Kobold feel a slight against one is a slight against all, and will work to resolve the situation as a unit consisting of the entire tribe.

Lizardfolk
At home in the swamps and marshes, Lizardfolk wander their homes in nomadic tribes, following the large fish and other swamp beasties in their migrations. While to many outsiders all Lizardfolk look the same with scales running from green to blue to black, Lizardfolk are highly partiotic in matters of tribe and can indentify tribal distinguishing appearances with little to no difficulty. While many tribes are peaceful, the Lizardfolk of all Reptillians seemed to have inherited their ancestors capacity for eternal grudges. Many tribes of Lizardfolk still wage endless war for minor slights that happened before recorded history, though many of these tribes become extinct in a few short decades.

Troglodytes
The Great Mountains of the West hold a massive cave system, said to span the entire western coast of the southern continent. And in these caves live the Troglodytes, a savage race with no ties to the outside world. Living as hunter-gatherers in the depths of the mountains, the Troglodytes have not unified society nor overriding behavior patterns. Each clan of Troglodytes believes itself to be the only in existance and it's territory to be the whole of the world. And evidence to the contrary occurs only once in a few generations, leaving plenty of time for future Troglodytes to incorporate these encounters into the tribes myths and legends of strange, alien beings with otherworldly speech and items from other planes (most often Hell).
 * Dialects (Draconic):
 * {| class="column" cellspacing="0"


 * Fell Draconic
 * Kobold
 * Lizardfolk
 * Low Draconic
 * Troglodyte
 * True Draconic
 * }
 * True Draconic
 * }