The Glass Shores
This often isolated race has led a long and toiling racial tale. Where once, mines and Dwarven strongholds were frequent and bountiful, eventually the mines began to dry up. As they did the viability individual clans became less probable. Simultaneously a strange malady struck Dwarven society. Fertility in Dwarves began to fall, and numbers dwindled. The clans consolidated reaching out to cousins in other mountains. This continued until the city of Unther stood as the final stronghold. While other tiny holds remained scattered throughout the mountains, Unther remained the pinnacle of Dwarven culture for nearly 500 years. As numbers started to rebound Unther reached out to the nearest, abandoned stronghold. The council of the pinnacle installed Kynon the low-king of Underhold in recognition of his efforts taking back the lower chambers.
Nativist Dwarves are dwarves that have remained in the mountain. These natives of either Unther, smaller holds, or Underhold. These Dwarves admire heritage above all else, and are often seen as too stubborn to die. Though they rarely express it, Nativist Dwarves often resent Integrated Dwarves for abandoning their heritage. (see Hill Dwarf description)
Integrated Dwarves hold on less tightly to their heritage, though they are still proud of their kin. These dwarves left the isolation of their holds and integrated into greater society. These dwarves often serve as emissaries, or traders and are often assumed to be the skilled smiths and stone masons. (see Mountain Dwarf description)
Elves are an ancient race whose longevity allows them to look at events in a deeper perspective. Distant, and most advanced children of the fey, Elves are often more attuned to the natural coarse events. Perhaps for this reason the elves were most surprised at the re-emergence of the divine. Through pride, or disbelief, elves typically refuse to acknowledge divine inspiration, recognizing it instead as corruption of nature.
Elves of Taum are the inhabitants of the great Elven City of Tuam Taure, high in the canopy of the Asvarian Forest. Because of their high aptitude for study, many find themselves in the Academy of Valant training as wizards. More so than other elves, these elves refuse to acknowledge the existence of the divine. In addition to the High Elf template these elves are never proficient in the Religion skill.
Rana Elves, similar to Integrated Dwarves, have traveled out of the High Forest and mingled with the other races. These elves are far more common than their Dwarven counterparts, and are often looked to as guides, and scouts. These elves are not quite as quick to ignore the divine and, while skeptical, are often found apologizing for their kin’s quickness to scoff. (wood elf template)
Lower Elves were once only denizens of the chaotic and dangerous lower wards. Until recently Dark Elves were only spoken about in bedtime stories as moral lessons to children. However, recently a guide from the North has shown many of her race the way out of the darkness, leading them instead to the warmth of the Great Ball. Unlike other Elves these have perhaps the most acute relationship with the divine as contact still remained, though at a very minimal degree, throughout the Era of Dedolentia in the Lower Wards. (see dark elf template)
Halflings are a slight race apt to agrarian lifestyle. Their aptitude for agriculture and culinary arts make them highly sought after in the Lanladen region. Most halflings have long been integrated into common society alongside humans, Wood Elves, Integrated Dwarves, et cetera, though many communities of halflings are found in vast rural areas.
Lithe Halflings are innate gardeners, and talented herbalists. What they lack in physical presence they make up for in friendliness and cleverness. These small folk can always expend a proficiency in the herbalists kit or a proficiency in agriculture. (see lightfoot)
Irongut Halflings’s talents arise from taking the crops of their cousins and turning them into delicious feats and potables. These small folk can always expend a proficiency in a chef’s kit, or brewers kit. (stout halflings)
Plaguelands Halflings are unknown to most, though those who have encountered them are quick to describe the unwavering stoicism of the Plaguelands Halflings. With a long history of living in the dangerous wilds these small folk are skilled marksmen and have a keen aptitude for riding dogs.
Humans are both present, and dominant throughout the realms. Versatile, and ambitious, humans are instrumental in most non-isolated cities.
The Dragonborn are a newly discovered race from the far-away continent they refer to as Granmoun San. Distant ancestors of dragons themselves these folk have never encountered their powerful ancestors that were left on the mainland during the Great Sundering so long ago.
Gnomes are often overlooked member of society. While occasionally integrated to common cities, they more frequently inhabit isolated cities as cousins of other traditional races.
Tuare Gnomes are rare and reside on the outskirts of Halfling society half way between the Halflings of Lanladen, and the Elves of Taum Tuare. These tiny folk are secretive and neither society truly understands their real motives. (see Forest Gnomes)
Gnomes of the Mountain are seen as smaller cousins to Nativist Dwarf societies their ingeniousness and knack for contraptions often lead to great advancements in Dwarven life, though they just as often lead to minor calamity. (see Rock Gnomes)
While it is true that Half-elves can result anywhere humans and elves encounter one-another, most frequently this occurs in the Valant Empire, as an Elven parent who is a student or graduate in the Academy pairs with a human (or other race) within the capital.
Half-orcs can be found in many environments, though they often don’t live past birth in the Valant Empire. Most frequently pregnancies resulting in half-orcs arise though rape scenarios of male orcs and females of common races on the outskirts of noble domains, and the burden and shame is often too much for the mother to carry beyond term. Still, half-orcs occasionally results from consensual encounters in untamed lands, such as the Westcountry, the Plaguelands, and the Division Mountains.
These distant children of ancient outsiders rarely travel east of the Division Mountains. Any community of either race exclusively occurs in the Westcounty. Occasionally, one of these race that can mask themselves effectively finds a way to integrate themselves into common society, but by in large these folk are distrusted by Eastern Cities. Being descendant from polar opposites from other planes one might expect these races to be constantly battling, though this is often the exception. Typically, there is an understanding between Tiefling and Aasimar who trace their lines to a wholy different world that abandoned them long ago. The new discovery of Dragonborn offers these two races to see solidarity in a new brethren born to bear the tradition of ancestors who abandoned them so long ago.
While Dragonborn evolved to be strong and proud, free of the dominion of their namesakes, the same cannot be said for the Kobolds that evolved in the shadow of their often tyrannical wing. Most commonly, Kobolds live in servitude to the biggest monster around. Typically, though not always, that is a powerful and evil dragon. Occasionally, if their regent dragon is slayed, or somehow they manage to escape, Kobolds can set out with their own aims, and their own wills. Still, they rarely overcome their tendency toward fear and servitude, often finding powerful friends and ways to support them. Most enemies see Kobolds as pathetic, which is generally true, but those enemies also often make the mistake of assuming they aren’t dangerous. In addition to the entry on Kobold traits, all Kobolds are also proficient with trap-making kits.
Goblins, Bugbears, and Hobgoblins
Typically these ignoble races all work as subsections in the hierarchy of Orc tribes. Therefor they are generally located the Westcountry. Still, tribes of these folk have been documented throughout the realms in less violent situations. For instance, in the Plaguelands there is a record, of a tribe of Goblins that have become apt cavalry alongside a tribe of Kobolds, and Halflings, under the guidance of a mysterious mage known as The Blue Wizard.
Firbolgs are native inhabitants of the Glass Shores. They live deep within the forests of the region and their villages and strongholds have never been encountered by any but the residents of the Glass Shores. Still, their willingness to avoid conflict that encourages curiosity. Some have ventured to Commonwealth to serve as guides and traders, fewer still have travelled to the Val to learn the ways of folk so far from home.
Neither side would ever admit it, but Dwarves and Giants must have common ancestry. The proof is in Goliaths. These mountain folk tower over humans and are dwarfed only by the giants who they, often begrudgingly, call cousins. Goliath have tenuous relationships with Dwarves, though their tribal lifestyle often keep them far above the common folk, high in the Division Mountains. They encounter tribes of half-dragons far more often than villages of common folk, and it could be best for all parties if it stayed that way. The code of honor they adhere to, and their penchant for competition, would likely would be seen as unreasonable to the common races.
These flightless birdfolk were once the servants of great beings on the Shadowfell, but long ago were abandoned. When the Great Sundering shattered the veil between realms on the Glass Shore, the Kenku took up residence in the material plane. For centuries these folk have been natural thieves of the Glass Shores stealing from Firbolg, Felix, and Yuan-ti alike. Recent attempts to map the Glass Shores have found flocks of Kenku in the Northern forests of the region.
The Lokinu of the Asvarian Forrest have long lived under the reign of the Elves of Taum Tuare. Living in the midst of the path of the dead, on the forest floor, the lizardfolk have long resented the Elves that live so easily. Still the Lokinu have honed their skill for the hunt refuse to be prey. Recently, through grand concordance with the former High Druid of the Asvarian Forest, a peace has been brokered between surface and canopy. This, along with the interruption of souls along the path of the dead has given the Lokinu the opportunity to pursue aims beyond mere survival.
The final surface race from the Glass Shore is a species of Catfolk, Tabaxi. These natural climbers scale the canopy of the jungles, as easily as they do the mountains of the Eastern Island. Ike the Firbolg, these catfolk are equally curious, though their motives seem to align more with acquisition of knowledge, rather than keeping the peace. Still, they are talented, and exotic storytellers, and often barter in lore and secrets as frequently as treasure.
Deep below the water’s surface on the Glass Shore live a proud race of amphibious folk known as Tritons. Often confused by sailors as mermaids, these folk are far more proud, cultured, and militant. They use practiced discipline to wage war on the leviathans of the deep and rarely come to the surface, save the limited trade they care to engage in. Still, the Tritons are constantly assessing potential threats, and as Commonwealth grows, trade and integration offers them an opportunity to ensure the safety of the Glass Shore.