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Custom Races and Sub-races of Avarath

Avarath is home to many races and creatures, a good number of which are playable. Even within the more 'standard' races - such as elves and dwarves - there are unique sub-race options which allow for a wide variety of characters with different backgrounds and natural abilities.

There are two lists below, one featuring the official 5E races found in the source books, and the other featuring the new custom races and sub-races unique to Avarath. A brief description of the custom races can be found below, with more information available in the compendium.

Official 5E Races in Avarath

Aasimar

Dragonborn

Dwarf

     Hill

     Mountain

Elf

     Drow

     Eladrin

     High Elf

     Wood Elf

Genasi

Gnome

Goliath

Halfling

Half-Elf

Half-Orc

Tiefling

​

Custom Races in Avarath

Avian

Dragonborn

     Drakkar

Dwarf

     Coastal

     Rime

Elf

     Moon Elf

     Sea Elf

     Sky Elf

     Snow Elf

Half-Dwarf

Kasgar

Pandiir

Riverfolk

Scathian

Sunuri

     Leonid

     Pantherim

     Tigra

Ursine 

 

AVIAN

     The avian race is similar in build to the arrakocra that roam the Howling Gyre in the Elemental Plane of Air, but instead are natives of the mortal plane, evolved by magic from large, predatory birds like eagles and hawks. Avians are tall, winged humanoids with feathers, talons, and beaks. They have functional, feathered wings like their smaller, bestial kin, but also have arms, unlike regular birds.
Choosing to live in isolation from the civilized world around them, avians make their homes in high mountains and cliff regions or in deep forests. Like other beast-races, the avians have strong ties with the woodland elves, the only non-bestial race the avians view as being as respectful of and connected to nature as they are.

 

DRAGONBORN - DRAKKAR

     Most dragonborn are wingless, appearing more humanoid than their ancient draconic masters. These common dragonborn are able to use a breath attack similar to those utilized by full-fledged dragons. There are other dragonborn, however, a breed that is less common though no less impressive. These winged dragonborn – or Drakkar – have large, leathery membranous wings like real dragons, and can use their wings to soar through the skies. The drawback – if you consider it such – is that winged dragonborn do not have the same breath attacks as their kin. When the chromatics created the first dragonborn as slaves during the Dragon War, they realized they could not imbue their new creations with all of their own draconic traits. It was a process of give and take. Dragonborn could not change form like some of their dragon masters, and could either use breath weapons or fly, but seemingly could not do both. Having a breath attack was deemed more useful for the dragonborn ground troops who made up the brunt of the dragons’ infantry troops. The metallic dragons soon felt that having more aerial support would be beneficial however, and they created the first drakkar, the winged dragonborn. They were fearsome warriors who, although unable to breathe fire or spit acid, could drop out of the skies with deadly spear attacks or fire bows and crossbows from above, raining havoc on their foes in different ways. The drakkar proved to be such an effective force that the chromatics created their own version of the winged dragonborn, and the two sides fought alongside the true dragons for dominance of the skies.
     When the war was over and the chromatics were scattered across the world, the metallic dragons offered sanctuary to all of the chromatic dragonborn – including the drakkar, who were welcomed into dragonborn community as brothers and sisters. Though the drakkar were fewer in number than common dragonborn, they assimilated into the fledgling culture and lived alongside their wingless kin.

 

DWARF - COASTAL AND RIME

Coastal

     Whereas most dwarves are content to live underground in deep mines and fortified caverns, or high in the mountains and foothills of the world, as their name suggests, coastal dwarves make their living at sea, plying their trade as sailors and swashbucklers, ship captains and shipbuilders. Driven above ground by a throng of orcs generations ago, the dwarves of Gungrim Island decided to adapt to their new environment, knowing it would be centuries before they could hope to return to their citadel, if ever. The Gungrim dwarves became adept at making ships and navigating the waters of the Sea of Storms. Using their dwarven knack for tinkering and designing, they developed the first black powder pistols and cannons of the region, and exchanged heavy warhammers for scimitars and sabres. After living above ground and at sea for generations, their physiology slowly changed.
     They grew taller than other dwarves and began to rely more on agility and dexterity in place of raw strength and fortitude.

Rime

     A clan of mountain dwarves living and working in the northern mountains was taken captive by a ruthless band of frost giants in centuries past. The dwarves were enslaved and forced to work for the giants and their evil wizard allies. Taken to the frozen valley called Wintervale, they were interred in a ramshackle settlement called Bryte, where they lived for generations under the rule of a godlike frost giant jarl named Syggolf the Wide. Life was hard at first as the dwarves struggled to acclimatize to the frigid environment, but ever a hardy people, the dwarves prevailed, and as the generations passed on, the dwarves of Bryte adapted to the snow and the cold, learned a few tricks from the nearby wizards, and eventually rose up in great force to overthrow Syggolf and win their freedom. Rather than return south to their ancient mountain home, the dwarves of Bryte chose to stay and carve out a new existence for their clan as free dwarves.
     Rime Dwarves, as they came to be called, have pale skin and hair ranging from bluish grey to stark white. Their eyes are shades of bright blues and greens. They have grown resistant to cold and magic, and can call upon the memory of their people’s oppression to lash out in cold fury against their foes.

 

ELF

Moon Elf

     There are several places in the world where the mortal plane overlaps with the feywild, a plane of perpetual dusk, endless forests and deep twilight. The Moonwood to the south of the Shattered Sea is one such a place. No matter the time of day or season, the realm beneath the canopy of the enchanted wood is always bathed in soft, blue light reminiscent of moonlight, such that it is never as bright as day or as dark as full night, much like the feywild. The Moonwood is home to the magical Luminar, the Moon Elves, descended from the first Eladrin to visit the mortal plane many centuries ago.
     Like eladrin, the arcane lineage of the luminar is evident in the colour of their skin and hair, and in the enchanting glow of their near-pupil-less eyes. Though in truth they are more at home in the forests of the world than in the plane their ancestors called home, they still retain their deep connection to magic and to all things fey. Over centuries spent apart from the feywild, their appearance and abilities changed slightly. The luminar grew shorter than their eladrin cousins, and their skin turned from pale white to various shades of blue or purple. Their hair darkened to pure black and deep shades of midnight blue, though occasionally a moon elf will be born with hair of pure white or very light blonde. Such elves are often viewed with superstition and caution, and are even considered tainted by some luminar in high circles.

Sea Elf

     While many of their kin headed for the deep forests that covered much of the wild places of the world, the ancestors of the Sharinyar headed for the coast, looking to the untamed majesty of the sea and choosing to live both beside and below the waves. The chaotic nature of the ocean spoke to the free spirits of the elves, and they instantly felt at home by the water. For generations, the first sea elves made their living as sailors and navigators, and learned to fish with nets and spears. Daring sharinyar dove deep below the waves, searching for more elusive fish, hidden treasures, and the natural beauty of the deep that was unseen by most. The Sharinyar met and befriended the merfolk, and the two races became friends and close allies, learning from one another. As the sea elves observed the ways of their submariner friends, they fell in love with all that they witnessed and began to long for the ability to live below the waves, not just venture there for short visits. Sharinyar wizards spent a generation preparing and performing complex rituals, aided by merfolk shamans, and eventually they were able to cast a strong polymorph spell that permanently
altered the physiology of all sea elves, giving them gills that would allow them to breathe both water and air. They were given slightly enhanced webbing between their fingers and toes as well, which allowed them to swim more naturally underwater, much like their merfolk neighbours.

     Most Sharinyar live in the Sea of Storms on the Sharinyar Isles, though a few of them can be found in coastal communities all over Avarath.

Sky Elf

     When the ground began to shake and reality tore apart during the last great cataclysm, a civilization of elves found their home territory ripped right out of the earth and flung into the sky by wild magic. Rather than return to the earth in a deadly plummet, however, the floating landmass stayed up, becoming a huge earth mote
destined to forever hover above the world below. The elves found themselves temporarily trapped in a new world, isolated from other races dwelling far below. They developed a new society based on their newfound existence, and the Aegisar were born. The following centuries saw the sky elves evolve into a race as comfortable in the skies and in high elevations as their wood elf kin were in the secluded forests below. The sky elves became adept at riding winged mounts, such as gryphons and even wyverns, and were the first race to build airships capable of traversing the clouds and floating above the world, held aloft by a combination of engineering and magic.
     Sky elves have adapted to the thinner air and higher elevations, and have grown somewhat stronger than their earthbound kin. They’re tall, even for elves, standing well over 6 feet tall on average. They have slightly broader shoulders than other elves, giving them better control of their mounts and better suited to the hard work of both building and flying airships. The Aegisar resemble other elves in appearance otherwise. They typically have blonde hair worn long, and have eyes that are blue or silver. Their increased physical strength has given them slightly more pronounced jawlines than other elves, and their features are hard and angular as opposed to soft and slender.

 

HALF-DWARF

     Most of the major cities of Avarath, though primarily human in makeup, tend to have significant dwarven populations living and working alongside humans, halflings, and other races. It’s not at all uncommon for romances between the races to flourish, and though most dwarves tend to prefer their own kind, some do find themselves attracted to members of other races. The most common non-dwarf prospects are humans. Though half-dwarves are not exactly numerous, they’re not entirely uncommon either, no more so than half-elves at least.
Depending on who their parents are, a half-dwarf can sometimes pass as fully human or even fully dwarf at first glance, though in truth they are a near-perfect mix of both races, at once fitting in with both cultures and neither.

     Half-dwarves tend to work in trades which are common to both races, such as smithing, mining, and brewing. Half-dwarves make great fighters and can frequently be found among the ranks of armies and guard forces or offering their talents as mercenaries and sellswords.

 

KASGAR

     Thousands of years ago, a group of nomadic humans stumbled through a portal to a dark mirror realm of the mortal world – the Shadowfell. The portal was temporary, and once it closed, the nomads were trapped, unable to return to their home plane of existence. The nomadic life had trained them to handle hardship and diversity, but nothing had prepared them for the overwhelming gloom and despair of the Shadowfell, a place of endless night and swirling shadows, of death and undeath. Many succumbed to the terror, dying of pure fear and hopelessness. Those that survived found a new strength, however, and made it their mission to not only adapt and survive in this place, but to survive. They soon realized that the dangers of the Shadowfell were many, and if they hoped to live and see more generations follow, they would have to give up their wandering habits and settle down, building structures and fortifications that would offer refuge from the creatures of the dark. They built a settlement and fashioned weapons and armor for themselves, and soon they did indeed thrive.
     The former nomads eventually adapted to the Shadowfell’s darkness and gloom, not just with tools and lifestyle, but in physical ways as well. Removed from sunlight, the colour of their skin faded, becoming shades of grey and pale blue. Their eyes lost all colour as well, turning pure white as their vision adapted to a world without light. Their hair became as black as night. They named themselves the kasgar, a word that meant “grey ones” in their native tongue.

 

PANDIIR

     These small, furry creatures are just one of many beast races that walk the face of Avarath. Pandiir live in deep forests, making their homes up in the trees or in deep underground burrows. They are the smallest of the intelligent races, but don’t let their size fool you.
     Pandiir are fearsome in their own right and are experts at speed and stealth. Most pandiir are good, though they tend to be more than a little mischievous, and their natural curiosity often gets them into trouble.
Pandiir seldom reach more than 3 feet in height. Their distinctive features make them easy to spot in the cities of the world. They have pointed furry ears and paws for hands and feet, a long, bushy tail ringed in red and white fur, and pointed, whiskered snouts. They have keen senses and quick reflexes, and are able to move quietly thanks to thick padding on the bottom of their feet. They are unable to wear boots or shoes of any kind.
     Pandiir are shorter lived than many other races, living for roughly half the lifespan of a human. They reach full adulthood at age 8, and most live until 50, although some pandiir have lived longer. Pandiir live in close-knit tribes, made up of clans and smaller family groups. Every tribe is run by the eldest clan leader.

 

RIVERFOLK

     There are many rivers, waterways, marshes, and lakes throughout the world of Avarath, and chances are high that you will find the Riverfolk navigating most of them, especially in the lands of Shaenkar, east of the Shattered Sea. The riverfolk – or ‘the folk’ as they call themselves – look like a cross between humans and halflings. Their origins are lost to history, so it’s unclear as to whether or not they originated from humans or from halflings, or some combination of both. All that is certain is that riverfolk love water. Most folk spend their entire lives living near lakes or on rivers, and unlike many other humanoid races, the folk love swamps and marshes and frequently build communities where few others would.
     Many communities that exist near water rely on fishing as a primary resource, and the folk are no exception. They are master fishers, adept at using all sorts of fishing equipment, both above and below the water. That’s not all the folk do in the water, however. Because they spend most of their lives navigating the waterways of the world, they have become masters of waterborne trade and travel. Their ability to navigate through even the thickest swamps and marshy rivers makes them some of the most sought after traders.
     Riverfolk are short in stature, but sturdily built, with strong, wide shoulders and thick, powerful legs. Their physique is perfectly designed for swimming and handling ships and boats. The folk stand a little taller than most halflings but still shorter than dwarves or humans. Their ears vary from small and slightly rounded to long and tapered, depending on their stock. Unlike the round-faced halflings, riverfolk have narrow features and pointier chins, more like elves than men. Like elves, they don’t grow facial hair, but the hair on their heads grows thick and long. Their hair tends to be earthy in colour, varying between dark browns and tawny blonde. Their eyes are typically green, blue, or brown. Riverfolk live slightly longer than humans on average.

 

SCATHIAN

     If you stray far enough into the swamps and marshes of the world, you’ll likely encounter lizardfolk – savage hunters on the cusp of becoming civilized yet continuing on in their primitive habits and ways. Lizardfolk can speak in broken draconic, and are able to fashion crude weapons and armor from bones, sticks, and other materials they find lying around. Lizardfolk tend to hunt anything they can see, and have a particular taste for the flesh of men and elves. They are chaotic, and some would consider them purely evil.
     Not all lizardfolk chose to continue in the ways of the past, however. Emboldened by the words of a traveling human monk centuries ago, a group of the lizardfolk decided to turn their backs on the savagery of their past and seek culture and enlightenment. The Scathians were born, and a new race entered the world. Though they look like their brutal, barbaric kin, scathians are intelligent and eager to secure their place among the other races of the world. They have learned proper speech and culture, and can fashion proper weapons and armor using adapted smithing techniques. Though they are still shunned by many, including dragonborn, their distant draconic kin, they continue to prosper and to grow.

 

SUNURI

     Prowling through the southern jungles and the badlands and roaming the rocky steppes, the sunuri (sun-oo-ree) typically live in relative isolation, staying with their own kind and avoiding other races. For centuries, they refused to let their existence be known to men and others, fearing that their kind would not fit in, would not be understood. Not fully knowing the origins of their own nature, they believed that they would be shunned and feared by ‘normal’ people, or would be enslaved and treated like dumb beasts. Relying on magic and disguise, the sunuri would send scouts out into the civilized world to learn all they could about the ways of other races, knowledge that would be brought back to the tribes for dissimilation and, where possible, application into sunuri society. The powerful beings learned culture and language, learned how to forge weapons and armor for themselves and build structures out of processed materials, rather than hiding in dens and trees or ramshackle huts.

Leonid

     Evolved from lions, leonids are tall and powerfully built, with thick, broad shoulders, large heads, and long, flowing manes on the males. They are physically stronger than the other species though are not as fast, and often not as intelligent. They are not inherently stupid, however, and still possess wit and wisdom.

Pantherim

     The shortest and fastest of the three species, the pantherim owe their origins to panthers. Like their bestial cousins, the pantherim have different variations of colouring, ranging from deep black to spotted brown and anything in between. They are lithe and lean, suited to moving and hunting at night. Though they are physically much smaller and shorter than their leonid or tigra kin, they are much faster and are often considered more clever and shrewd than the others.

Tigra

     These descendants of tigers stand nearly as tall as the leonids, and though not as massive or wide, are still incredibly powerful. Tigra vary in colour between dark orange to pure white, but always have stripes that are black or deep brown. They are a combination of strength and speed and possess tremendous patience rarely seen in any race.

 

URSINE

     Bears have always been a common sight in the forests of the worlds. They are both feared and respected by many races because of their size and ferocity, and are often used on shields, tartans, and crests as a symbol of strength and courage. Druids treat bears with dignity and often refer to them as people of the forest. Wood elves understand that bears are dangerous and yet are a vital part of the life of the forest, keeping things in balance and helping to protect the woods from unwanted intruders.
     Many years ago, a circle of forest druids were performing an ancient ritual in honour of the three gods of nature, a ritual that involved powerful magic and communion with the divine. A group of large brown bears nearby were drawn to the ritual, and stumbled right into the centre of it. They were affected by the powerful forces of nature and were awakened, gaining the ability to reason, to recognize self, and to think and speak. The forest druids took these enlightened bears on as their charges and taught them the ways of the world and how to adapt to their new reality. Delighted by their new reality, the bears eventually set off to form their own colony with the help of the druids. They called themselves the Ursine, and a new race was born.

 

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