Races
Human
Humans can be every class, depending on start location.
Humans are the most common race found on the continent of Aêthoril. They vary in disposition, motivation, and aptitude almost as greatly as they vary in number. Despite this strong sense of individuality, four common human cultures exist on Aêthoril:
- The Ba’Haara, a proud seafaring people whose history dates back to the fall of Hathalia. They are rumored to align with powerful supernatural forces.
- The Tarrellians, like the Ba’Haara, also migrated east during the Second Deicidium. They are a powerful and noble people whose queen is rumored to have gone mad.
- The dour and superstitious people of Easthymn, whose love of tradition and bureaucracy is topped only by their affinity for corruption.
- The nomadic Sojourners, whose clans of wildlings, tinkerers, entertainers, and travelling merchants can be found throughout Aêthoril.
Gnomes can be the following classes: Cleric, Elementalist, Enchanter, Fighter, Necromancer, Paladin, Rogue, Spellblade, Wizard
Gnome
No race on Aêthoril is as inventive or creative as the diminutive gnomes. Their ceaseless pursuit of truth coupled with extraordinary epiphanies make them unrivaled in their genius.
Behind the chaos of their workspaces and curt, distracted demeanors, they are kind, gentle souls and perhaps the most benign (as well as brilliant and charming) of Eth-ur’s races.
However, you should be warned: some gnomes have fallen to the allure of dark gods and seek to use their brilliance for vile purposes.
Deep gnomes can be the following classes: Beastmaster, Druid, Elementalist, Enchanter, Necromancer, Rogue, Shaman, Wizard
Deep Gnome
Descendants of gnomes, this curious race emerged after the great cataclysm, transformed by something they experienced while deep underground.
Where gnomes are Eth-ur’s greatest engineers and researchers, deep gnomes are the preeminent meta-scientists and explorers of the worlds beyond. The curiosity of deep gnomes is relentless, and they are fearless in venturing where others dare not go.
While deep gnomes make it a point to mingle with other races, they are only interested in doing so if it furthers their research.
Unlike their surface cousins, deep gnomes do not seek to understand the truths of the universe, but rather those of the multiverse. They are the deep divers of the dreamscapes, explorers of the astral planes, and spelunkers of the Spirals. The more they learn, the more pressing their desire becomes to return to the surface.
Dwarves can be the following classes: Bard, Cleric, Enchanter, Fighter, Paladin, Ranger, Rogue, Spellblade, Wizard
Dwarf
The origins of the dwarves are not entirely clear, but many historians trace their arrival on Eth-ur to coincide with that of the dragons, after the “Burning Heavens” cataclysm.
Creation myths suggest that the dwarven people originate from the great mountains of the Galdri Range to the east. These myths state that they were created from the blood of their ancestor god, a great titan who formed their homeland upon his death. His blood gave life to the stone and shaped the dwarven people in his image.
Dwarves are fond of strong drink, fine craftsmanship, astronomy, and exploration. They are quick-tempered, fierce fighters whose fortitude resembles the stone from which they are believed to have originated. Dwarves can be found throughout Aêthoril as both master craftsmen and insatiable explorers. To befriend one of these stout and loyal folk is to make a friend for life.
These enigmatic, dark reflections of their dwarven cousins are believed to originate from the same titan’s blood. The stories of the deep dwarves' origins (often told to frighten dwarven children before bed) speak of the blood of life flowing into the darkest crevices of the Deep below Aêthoril. It was there, amongst corrupted stone, that the first of the deep dwarves took form.
However, the deep dwarves' relentless drive to collect spirits and trap them in their creations has led many to think that they are but trapped spirits themselves. Perhaps the titan’s blood encountered something more than corrupted stone in those dark crevasses, where the separation between realities can be so thin.
The deep dwarves are a calculating, methodical race. They tirelessly reshape the Deep with cold precision and incredible skill. They not only carve and shape the stone, but breathe life into strange creations that assist them in their efforts.
These insidious strategists see Eth-ur and its Fonts of Life as something to exploit and conquer. Their steady, plodding determination is matched only by their stony strength.
Deep dwarves can be the following classes: Cleric, Elementalist, Fighter, Inquisitor, Necromancer, Paladin, Shadow Knight, Spellblade
Deep Dwarf
High elves can be the following classes: Archer, Cleric, Elementalist, Enchanter, Inquisitor, Paladin, Spellblade, Wizard
High Elf
The Cilindrine, or “high elves,” are tall, beautiful, almost otherworldly beings. Their powerful physiques, innate grasp of magic, and calm, calculated demeanor further feed into this sense of otherworldliness. They embrace this perception, cultivating a sense of superiority.
Purity is a common theme among the high elves. They consider themselves the only uncorrupted remnants of the great Calafrey Conglomerate, an elven empire that once spanned much of Aêthoril’s western seaboard.
As the last of their kind, the high elves, who follow strict religious doctrines, are notoriously insular and one of the least welcoming of the civilized races on Aêthoril. It doesn’t help that their sense of superiority is often reinforced when the quality of their craftsmanship, magic, and military prowess is tested.
However, in recent years, a growing faction within their ranks has pushed for greater diplomacy and increased collaboration with potential allies. This infighting has begun to manifest as more than just raucous debate.
As the longest lived of the civilized races, the infighting may take some time to play out, for the high elves' plans can take centuries to unfold.
Wood elves can be the following classes: Archer, Bard, Beastmaster, Druid, Fighter, Ranger, Rogue, Shaman
Wood Elf
The Faelewyn, or “wood elves” as they are more commonly called, once resembled their high elf cousins. Today, these keepers of Aêthoril’s great forests no longer appear as the elves they once were. Having been denied shelter from the great cataclysm by the Cilindrine, the Faelewyn were spared when the Fae of the Branch interceded.
Unfortunately, all deals with the fae come at a considerable price. When this new generation of elves returned from the Fae Realm, they found that they were born of two worlds, but belonged to neither.
While reclusive and cautious, the wood elves are fair and hospitable. They are highly attuned to nature and share a special relationship with both the flora and fauna of the great wooded hills.
Their Preservers and Ardent Keepers maintain watch over the forests they have spent centuries rebuilding. Their druids quickly travel the world via natural “Wyrdgates,” while their Lambent Wanderers, a collection of Faelewyn bards and traders, roam the lands of Aêthoril to conduct trade and diplomacy, spread their lore, and gain knowledge of the world beyond their woods.
At home, the wood elves are monitoring the increasing growth of cults dedicated to the Fae of the Branch, who seek to return their people, and potentially even their lands, back to the realm of the fae.
Deep elves can be the following classes: Archer, Cleric, Elementalist, Enchanter, Fighter, Inquisitor, Monk, Necromancer, Paladin, Rogue, Shadow Knight, Spellblade, Wizard
Deep Elf
While almost eradicated as a people during the wars following the collapse of the Calafrey Conglomerate, it is believed that the Ail’trist are now the most prolific elven race. Once vanquished, banished, and hunted, these elves fled deep underground. It was here that they first heard the Shadow’s voice.
Having been warned by the Shadow of the impending calamity that burned bright in the heavens, the Ail’trist descended further into the shelter of the Deep. There they found a thriving ecosystem and adapted to the darkest depths of Eth-ur’s corrupt underbelly. They learned to subjugate even the most demonic of forces, or as their appearance and collective ethos began to transform, perhaps they merely learned to coexist with the power they sought to control.
In the years that followed, the Ail’trist claimed the title of “Masters of the Deep” and proved themselves formidable against the armies of the surface world. They have since reclaimed the ruins of the city from which they were driven by the Cilindrine so long ago. Now, deep below, rests the great capital city of the underworld, in which the Ail’trist scheme and the Shadow listens.
Ogres can be the following classes: Archer, Beastmaster, Elementalist, Fighter, Monk, Ranger, Shadow Knight, Shaman
Ogre
These furious and fearless warriors are capable of incredible violence. In a heartbeat, their temperaments can swing from the stillness of a placid sky to the unadulterated fury of a raging tempest. They vary greatly in intelligence and disposition, but none of them fear death, for only the bravest of them will feast in the Shattered Halls of their elders.
Ogres were created by the giants of the Storm Coast to assist in countering the hordes of filth that poured into Eth-ur during the first invasions of the Spiral Lords. Long after those wars, an unnatural cataclysmic event shattered the Storm Coast and killed off their giant elders, leaving the ogres both homeless and without masters.
Over the centuries that followed, the ogres resettled in the frigid north of Aêthoril and built a stratified martial civilization ruled by warlords. Today, these massive masters of violence can be found throughout Aêthoril. Their strength and discipline has earned them a reputation as renowned soldiers, loyal mercenaries, and skilled craftsmen.
Halflings can be the following classes: Archer, Bard, Beastmaster, Cleric, Druid, Paladin, Ranger, Rogue
Halfling
Halflings are the oldest of Eth-ur’s races by far, thriving as a civilization long before the other races had any significant presence on the planet. Like fae-beings, halflings are born from Eth-ur’s Fonts of Life and are deeply attuned to the sentient planet. Naturally curious and consummate lore-keepers, halflings were the first wanderers and storytellers of the world.
The halfling race has lived through and witnessed all the events that have unfolded on Eth-ur over the eons. When the world was safe, they roamed it, observing its marvels and spinning what they learned into wondrous stories and tales; when it wasn’t, they often (but not always) hid in their cozy warrens and waited until they could resurface again.
The world has changed much over the millennia and so too have the halflings. Today, the majority of halflings are jovial, peace-loving farmers and settlers, as opposed to the daring wanderers of old. Unbeknownst to most, including many in their own communities, they have retained much of the lore of ages lost, and there are still a few adventurous halflings looking to add to those tales.
Trolls can be the following classes: Beastmaster, Druid, Enchanter, Fighter, Necromancer, Rogue, Shadow Knight, Shaman
Troll
It is believed that trolls arrived on Eth-ur during the first invasions of the Spiral Lords. After cutting a swath across Eth-ur, they emancipated themselves from their masters and melted away into the swamps, crags, and caves that serve them so well as hunting grounds.
Millennia of war and catastrophes have tested and tempered them to become ultimate survivors. No race on Eth-Ur has the physical resilience, natural adaptability, or cunning of trolls.
They are self-serving and distrustful of everyone, including other trolls. They are cruel, calculating, and predatory, motivated only by power, self-interest, and survival. Above all, trolls value their independence. They bow only to power surpassing their own, but even then… that is what poison is for.
Trolls are supremely crafty hunters, trappers, and survivalists. This is not just out of necessity but also out of an innate sense of purpose. As such, the more ambitious and crafty of their lot have made their way out of the swamps and into the employment of those seeking only the most vicious bounty hunter, assassin, or beguiler.
Trolls may be found throughout Aêthoril, but they are not always welcomed and are always watched closely.
Goblins can be the following classes: Archer, Druid, Enchanter, Fighter, Necromancer, Ranger, Rogue, Shaman
Goblin
Greedy, sneaky, nasty, stabby, deceptive, and outright evil; these are the words the races of Eth-ur ascribe to goblins. They are only tolerated because of their unique intuition for sensing secrets and maybe their sick sense of humor.
Goblins have an aptitude for identifying hidden entrances and being able to tell when another is not being truthful. They find great utility in leveraging their race’s renown for secret finding, espousing themselves as invaluable guides to reluctant adventurers.
For a non-goblin, it would be nigh impossible to navigate the labyrinthine forest that shrouds “The Heap” that goblins call home; the ever-growing pile of riches and plunder the goblins have managed to attain from their nefarious activities.
What goblins lack in brute strength and size, they compensate for with an uncanny perceptiveness, chaotic presence, and mental alacrity. Goblins are supremely adept at seeing opportunities where others would not, connecting the dots that others miss and capitalizing on them. It is not simply how hard you thrust the knife, it is where the knife ends up.