Races

While anything and everything from a D&D book is allowed (and is theoretically present in the world), some races will get more stage time than others, simply because there’s so much to draw from.

In no particular order:

Humans

Humans in Generic Fantasy World are much like they are in other realms: widespread, populous and highly adaptable. Prominent human-influenced locations include The Northern Citadel, Teyrn, the Jewel by the Sea, and Volhkerhaast.

Elves and Half-Elves

The various elves of the surface world (High, Wood, Wild, Grey, and Sea) live largely isolated from each other. The Elven peoples had once made contact with one another, meeting as a council with the goal of uniting them across the world in a single community. The Grey Elves were not content to be equals among the others, seeing their own way as best. They tried to convince all the Elves present that embracing the Grey Elves as leaders would help bring them all “to the highest point of Elven civilization.” The Wood and Wild Elves were given the harshest criticism, and thus fostered the strongest resentment as the various Elven leaders left the failed council in disgust.

Orcs and Half-Orcs

The orcs are divided into two major factions: the Settled and the Wanderers. Settled orcs live in their own nation, located on the plains. The Settled orcish nation’s capital city of Tok-Fultaar, the Found Hearth has recently been recognized by and gained representation in the Council of Kingdoms, while Wanderers are regarded as threats to smaller villages and are often harried or killed by would-be adventurers, even when they are innocent of wrongdoing.

Dwarves

Dwarves primarily occupy the subcontinent of Thürn, a cold, hilly-to-mountainous region to the far southwest. In addition to being master craftsmen, the Dwarves are also known for their sailing ships.

Gnomes

Halflings

Kiloren and other Fey

Kiloren are largely unheard of, as they are almost never encountered outside of the Blue Tree Wilderness, except for some exceptional individuals. In recent years, tales of a “green-skinned girl” have been circulating, particularly in some sections of Lotash.

The majority of creatures defined as “Fey” by sages dwell within the boundaries of Blue Tree, and the difficulties of navigation within the forest is often attributed to them.

Tieflings and Aasimar

200 years ago, many of the outsider-descended were driven from the lands around Volkerhaast in what has come to be called “The Devil Purge.” A majority of them have migrated to the nearby (10 days’ hard march) city-state of Hellzapoppin, which welcomed them with open arms.

Goblinoids

Many goblinoids live as goblinoids do, in caves and so on, getting by with the occasional raid. However, a tribe of goblins (rumored to have been led by a Blue, or some other intelligent goblinoid) took over an abandoned fortress in The Giant’s Dice which was located near some arable swampland as well as a rich vein of iron ore. Over time, the tribe’s numbers became too great for the fortress to contain, so instead of splitting up into a new tribe and departing, the newer generations built what would eventually become the sprawling city of Hellzapoppin.

Races

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