| Character Races |
| CHARACTER RACES:
The people of the Land of Arcana make up a rich tapestry of culture. All of the common races detailed in the Player�s Handbook are accounted for as well as a few optional races which are common to the continent of Jamir. Humans: Most humans are the descendants of pioneers, travelers, nomads, and conquerors. As a result humans are the most diversified race on the continent of Jamir. Humans are known for the most varied traits of any race they may be hardy or delicate, light skinned or dark, primitive and civilized. Humans arrived on Jamir at the end of the Age of Chaos, arriving in a terrible storm that originated from the east blowing in a civilization of ships sailing some say from another world. A world where this civilization of humans was wiped out by a terrible flood as a great kingdom known to them as Atlantis was sunk by a great catastrophe. It is believed that Galstan, the god of storms was the savior of this society, who blew a terrible wind that brought humans to the eastern shore of Jamir, opening a gateway to another world. Since then thousands of years later the race of humans has grown faster and built and destroyed more than any other race on the continent. Human Lands: The center of the continent of Jamir was once known as Holmgard. This was the largest most powerful nation on Jamir which grew to dominate the land as an Empire twenty years previously. To the south from Holmgard is a dark mysterious kingdom known as Taurious, the only kingdom to survive the domination of the Holmgard Empire. Taurious is survived the war due to the fact that its army is an army of the dead and was able to stand its ground with the Holmgard Warforged army. Now after the Grand Rebellion Holmgard, parts of the old elven kingdom Verradah and parts of the northern orc kingdom of Barrackham is now the Human, Half-Orc, Illumian ruled kingdom of Destingard. Dwarves: Dwarves are natural miners and smiths, they control most of the precious metals found naturally across the Land of Arcana. Many races look to the Dwarves of Jamir with disgust for their control of precious metals and hoarding of black powder cannon technology which they refuse to share with other nations. This shared racial hatred boiled to a point that Emperor Shanis used to fuel a campaign of genocide that destroyed the great dwarven nation of Hammerdale. Dwarves are one of the eldest races on the continent of Jamir. Born of flame, metal and power the race was created by the god of mountains, Latheous in the holy forge of creation. Latheous has decreed that after much strife and pain and suffering his people are the chosen ones who will once control the world. This prophecy has also made a target of these people for would be dictators. If this dream would be crushed the ruling faction would be feared greatly. Dwarf Lands: Dwarves originated within the deep caverns of the Hammerdale matrix. The great nation of Hammerdale rose up to dominate the central western portion of Hammerdale. To the west of Hammerdale is a nation of desert dwarfs known as Diamodia. This nation was crushed by the Holmgard Empire for their refusal to cooperate. Now all the remaining Desert Dwarfs are nomads and barbarians with no home. After the grand rebellion in the center of Jamir formed a new nation of Dwarfs, Gnomes and Goliaths named Stonesdale learning to rebuild once more. Many scholars believe that this nation may become the most powerful nation on Jamir in time. Many who fear the might of the dwarven nations already are plotting to sabotage it to make sure Latheous�s prophecy never comes true. Elves: The elf is the first sentient race created on Jamir. Known for being regal and aloof, concerned with plans that last for centuries and not in touch with the here and now. The elf was once one half of the ultimate immortal race known as the Uruk-El, the other half being the power and strength that is now the orc. The Uruk-El was created by the god of the hunt, Hexatos as a gift to the goddess of the forest, Ista, created in her image. Griak the god of might slashed the creation in half with his Falchion of destruction after his jealousy got the best of him. Snatching the pieces of Hexatos�s creation that lay at his feet, Griak breathed life into the race that would become known as the Orc. It is a belief to both races that each member of Elf and Orc has a double and fated enemy. It is believed that when a noble elf dies a natural cause his double infernal brother will pass away in a glorious battle wound. If his Orc double dies from a non battle reason, his elven double will suffer an unnatural and painful death. It is unknown how this link between the two races runs but it is known that when the Orcs of Barrakham�s souls were used by Emperor Shanis to create his Uruk-Hai army the souls of recently dead elves could not pass on to the other side and Verradah became a land haunted by ghosts. Elven Lands: Wood elves ruled the land of Verradah governing the land that keeps their precious Eternity Tree, a tree the size of a city. High Elves ruled a kingdom to the south known as the Magiocracy of Cyanthica until it was completely decimated by Shanis�s rule and its people imprisoned in the creation of the Illumians. Now High elves are spread throughout Jamir refugees of war with no homeland to call their own. Many High elfs have now taken to a life of adventure. The wood elves of Verradah have united with the Halfling nation of Oliandros and parts of the broken orc nation of Barrackham has now become the home of the Rapturians forming a new nation known as Wilderdos. Gnomes: Gnomes are addicted to knowledge in a way that can only be described as a obsession. Gnomes were created by the goddess of gemstones, Ellenha by breathing life into the most perfect gems she ever created. Since that day gnomes have outshined all races in the areas of technology, creativity and knowledge. Gnomes are crafty and diplomatic, their old nation of Dargal stayed neutral in the building of the Holmgard Empire for much of the expansion due to extensive negotiations until it was discovered that gnomes were harboring refugee Dwarves from Hammerdale. Much of their society is still intact with its cities of automated clockwork machinery and steam powered transportation. Dargal was the last nation to fall to the Holmgard Empire. And the spring board nation for the rebellion. Gnomes are highly respected for that fact, but also feared. Many accuse the Gnomes of being a race of neutrals and flip-floppers to this day. But the dedicated union of their society and the Dwarf society is gaining them some credibility. Gnome Lands: The center of Jamir is where the old kingdom of Dargal lie, with its smokestack laden cities and magically enchanted steam powered rail systems connecting city to city. Now united with the Dwarfs and Goliaths the new nation of Stonesdale is growing in power and is soon to be a force to be reckoned with as their people are having a revolution in thinking and new interest and faith in technology and science. Stonesdale is in the beginning of its own industrial revolution and soon may leave the rest of the continent behind in advancements. Gnome Lands: Dargal was the name of the former kingdom of Gnomes. The landscape of this land is now covered in clouds from numerous industrial complexes. There is soon to be a rail system that connects the former capitol of Dargal, Norheesh with the former capitol of the dwarven nation of Hammerdale, Grekas. Culturally the gnomes of this region are known for a culture who is hard working as well as hard playing. They are known for their use of hallucinogenic herbs in much of their foods. The use of mind altering drugs is not frowned upon in this region in fact it is part of cultural and religious events. Goliaths: (described on Races of Stone pg. 53) New to the landscape of the Land of Arcana is the subterranean race of seven foot tall humanoids known as the Goliath. These massive humanoids are competitive, strong and not afraid to throw their weight around. Goliaths are known for their almost reckless foolhardy daring. Goliaths were introduced to the Land of Arcana during the great rebellion when the dwarves of Hammerdale sought refuge within their kingdom deep within the underground Hammerdale matrix. Their land was then invaded by the Uruk-Hai/Darkling army and a huge battle ensued destroying the caverns of the Goliaths. Now the Goliaths returned to the surface to help their brethren the Dwarves to crush the armies of Warforged that claimed the Dwarf cities, liberating them one city at a time. Goliath lands: The Goliath�s homeland of Kavioc was devastated, now all the remaining Goliaths have surfaced to live above ground like nomadic vagabonds. Most are found walking the land between Hammerdale and Dargal. Many other ambitious Goliaths are helping to build the Trans-Stonesdale rail system which will eventually bring the nation together as one. The Goliath�s nomadic traits make it fully capable to be encountered anywhere on the continent of Jamir, but their numbers are extremely low. Half-Elves: Half-elves are common in Jamir. The race grew out of treaty and alliance between the human kingdom of Holmgard and the elven lands of Verradah. While the majority of half-elves have an allegiance to their own racial identity. Many Half-elves have an allegiance to either their human side or their elven heritage. Half-elf lands: Half-elves have no land of their own per say, but they are most common in the central Jamir near the Holmgard/Verradah border. A large group of half-elves reside in central Taurious along the Bay of Siege thanks to an infusion of elven blood from the former nation of Cyantica. Half-Orcs: Half-orcs were rare in the days before the Empire but now they are quite common to the north of Jamir. The half-orcs of the north-west near the old citadel of Azharm live much like the human society does. They dislike savage humanoids and actually see themselves as being more civilized humanoids. The Half-orcs to the Northeast of Jamir are savage often barbarians living in camps scattered across the frozen lands, Half-Orc lands: Half-orcs have no land of their own unless you consider the ex-slaves of Azharm. Half-orcs can be found from coast to cost often within cities and citadels. They are usually great at making money and love to sell their wares, in a city its common to have a half-orc craftsman. They are found of weapon smithing and armor crafting. Halflings: Created by the sky god Valen, this dualistic and misunderstood society was meant to carry heavy burdens on their tiny bodies. It is said that Valen made them so short and close to the ground so that they would work harder than other races to reach the sky where he dwells. There is a duality in the Halfling society of Jamir. Half of the Halflings are homebodies. They are afraid to leave their town comfortable to hide in their holes and keep to themselves. Rarely adventurers these Halflings are known as �rooted� Halflings and many are happy to live out this life. The other half of the Halflings lives out their lives as nomads. Thes Halflings do never own a home always renting houses and staying in inns. These Halflings are said to have the blood of the dark half of Valen known as the �Blooded�. Blooded Halflings are cocky bold adventurers who often join adventurer groups with the thirst of adventure on their lips. Rooted Halflings look down upon Blooded Halflings seeing them as degenerates and outcasts. If a Rooted town sees one of their children showing signs of the blooded in their cockiness they often turn them over to a traveling circus, theatrical troupe or adventuring party to banish them from their society. Halfling lands: The coastal land that used to be Orinios was home to the rooted Halflings for over a millennium. The incursion of the Empire has forced Halflings to scatter and now many are living in the north central Jamir. Blooded Halflings may be found anywhere on the continent of Jamir. The Empire�s control has barely effected the nomadic lives of the the blooded Halfling. Illumians: (described in Races of Destiny pg. 51) Illumians are the newest race on the Land of Arcana. They were created about twenty years ago to serve the Empire as living weapons for Shanis�s dark army, once the link to Emporer Shanis was severed they like the warforged gained their own identity. It is a quest in the Illumian society to find a place for them. For now the Illumians hide away in keeps and castles separated from society. Afraid of persecution and lumped in the same category as Uruk-Hai and Darklings it is difficult to find other members of races who would accept them into their society. Their society meets in secret cabals discussing how to move forward within the shattered empire. Illumian lands: From the eastern corner of Holmgard citadel to the Orinion coast the cabals of Illumians can be found teaching new traditions and magic. A cabal consists of one hundred to three hundred members. Family is not necessarily that important to the Illumian society as much as there is loyalty to the cabal. Nine major cabals cross the continent of Jamir taking root around the fallen empire of Holmgard. The nine cabals are Swordslayer, Palechant, Rubykeeper, Lorecloud, Driftdreamer, Rustdelver, Everwind, Astralborn and Stormshade. Raptorian: (described in Races of the Wild pg. 65) Raptorians are a race new to the continent of Jamir. They arrived blown onto the western coast by a great storm about 25 years ago on Jamir fighting Darkspawn in the Doomlands of Quara. The nomads were a race of refugees from a tyrannical Empire of Demon lords on the Western Continent of Ergos, The Raptorians are gifted with the ability to fly due to a pact with a powerful entity from the elemental plane of Air. The stormtalon soldiers of the nomads made a deal with the elf Magnus of Estes to join the rebellion against the Holmgard Empire. Raptorian lands: Raptorians were given the land of the Greywood hills in the central portion of what used to be Holmgard and Barrakham. This is now part of the elfish-halfling controlled land of Wilderdos. This is a much uncivilized land where there are constant skirmishes between civilized Raptorians and Orc savages. Goblinoids can be found in caves of the Greywood hills the hunters of the Raptorian society are on constant seek and destroy missions to wipe out the goblinoid threat and try to drive them south to the kingdom of Rashaal. Warforged: (described in the Eberron Campaign Setting book pg. 20) They were built as mindless war machines to fuel the Holmgard Empire�s expansion thirty five years ago. Once Emperor Shanis was slain and his darkstone crown was destroyed the Warforged gained a sentience and personality of their own. With each new model that rolls off the assembly line the warforged evolved until they became a new kind of race. They fight fiercely without remorse but display an adaptability that surpasses any mindless construct. Unique to warforged as constructs they have learned to modify their bodies to become stronger, more agile, and durable. Many adorn themselves with heavier customized plate armor and many also modify their bodies with magical enchantments to enhance their physical abilities. Warforged lands: Warforged can be found on any kingdom in Jamir armies of Warforged were donated to all of the kingdoms of Jamir to help fight the savage army of the Uruk-Hai. Unfortunately they had a dual sinister purpose they assassinated the heads of state of many nations and held them hostage for the Holmgard Empire�s expansion. To this day many folk in Jamir fear Warforged and they are not to be trusted. There is great fear that one day these men of iron and stone will try to take control of Jamir once more. As for now the Warforged only wish to be accepted in a continent that fears their power. Many of the recent models that are built are not built with the purpose of war, but instead are designed as sorcerers, healers, bards and laborers who have no intention of fighting. Other Races: Jamir is a complex continent where many members of many races come together. It is only fitting that many different character races are possible. Anything from the savage goblinoids of the north to the stealthy catfolk of the Elmoore forest are possible character races. Here is a listing of other possible character races, these are much rarer but they could be interesting to play and there are locations of where the race may be from. Aasimar, planetouched Monster Manual pg. 209, found all over Jamir, there are rumors that a colony of Aasimar is found on the twin moon, Lunas. Catfolk- Detailed in Races of the Wild pg. 92, they are found in tribes in the Elmoore forest in Wilderdos. Centur- Detailed in Races of the Wild pg. 95, found also in the Elmoore forest and in Parkinson forest. Changelings- Detailed in the Eberron Campaign Setting book pg. 12, found in humanoid cities across Jamir. Dromites- Detailed in the Expanded Psionics guide pg. 6, native to the Doomlands of Quara. Drow, elf- Detailed in Monster Manual pg. 103, found in central Hammerdale Matrix tunnels in Stonesdale. Duergar Dwarfs- detailed in Expanded Psionics guide pg. 8, native to underground under Eastern Wilderdos in the Duncrag Mountains. Elans- Detailed in the Expanded Psionics guide pg. 9, native to southern Destingard, were created as an alternate program of master race along side the Illumians. Githyanki- Detailed in the Expanded Psionics guide pg. 10, none are native to Jamir, but there are settlements of them in the Desert of Smaug. Githzerai- Detailed in the Expanded Psionics guide pg. 11, none are native to Jamir but there are camps and cabals spread out in the Doomlands of Quara. Gnoll- Detailed in Monster Manual pg. 130, found all over Jamir, especially in the Parkinson forest. Kalashtar- Detailed in the Eberron Campaign Setting pg. 16, found often in the Doomlands of Quara. Killoren- Detailed in the Races of the Wild pg. 102, native to the Dunghallow Hills. Half-Drow- Detailed in the Drow, commonly found in Stonesdale and Taurious. Half-Giant: Detailed in the Expanded Psionics guide pg. 12, very common to the desert of Smaug. Half-Vampire: Detailed in the Libris Mortis pg. 106, very common in the lands of Taurious. Maenads: Detailed in the Expanded Psionics pg. 14, many hidden villages of Maenads are found along the eastern coast of Jamir. Tiefling, planetouched- Detailed in the Monster Manual pg. 209, found all over Jamir, There is a rumor there is a colony of Tieflings on the twin moon Celenas. Shifters: Detailed in the Eberron Campaign Setting, pg. 19, common in Taurious. Xephs: Detailed in the Expanded Psionics pg. 15, known to inhabit the Parkinson forest and the Eastern coast. Many many others- Any race found in any Dungeons and Dragons Accessory book, may have a place in the Land of Arcana, this was just a listing of the most common alternate races and where they may be found. |
|