Race & Deities Details
All the details for the playable races and deities. I'm not sure favored-weapons are still in a thing, so ignore that, but the domains are pretty much intact.
Buteo Setting details
The buteo people are the mountain-dwelling hawkkin. They are the proud and fierce dwellers of the sky. They are skilled craftsmen, and they pride their culture, highly. They are known for their wild joyous attitudes and “twitchy” nature.
Personality: Buteos are fiercely proud, nearly vain at times. They are similar to humans in that they tend to be ruled by their emotions quite often. They can appear very arrogant at times, but they are fine warriors. They are also very observant and quick-witted. They value freedom above all, but will not say no to the occasional shiny object as well.
Physical Description: Buteos stand about 5’4” to 6’1” and weigh 100 to 150 pounds. The men are only slightly larger and heavier than the women. All buteos are generally lithe and slight, some might say frail. They have angular, birdlike features and gold earth-tone feathers, sometimes white that match their hair. Their eyes are green, bluish-green, or yellow-green. Buteo eyes can dilate and contract rapidly like a bird’s. All full-blooded buteos have a pair of large wings and claw-like hands. They have feathers on their calves that act like tail-feathers in flight. They have traditional brown, yellow, gold, or orange talons where feet would be. Buteos are considered of age at 18 and can live past 110.
Relations: Buteos like to show off and compete. They appreciate skill and passion and tend to form fast, strong friendships with people that show their loyalty to them. They tend to rub the wrong with dwarves with their reserved and serious nature. Gnomes and buteos are not fast friends. Most gnomish contests are usually too slight and subtle for buteos to truly appreciate them even if they do understand them. Elves, humans, and halflings get along well with buteos. Merfolk and buteos tend not to meet often.
Alignment: Buteos tend toward lawful because of their patron goddess and the caste system in which they live. Large portions do like freedom though, and like any sentient being there are all kinds.
Buteo Lands and Society: The buteos live in the high mountains of Hatim. Since buteos can fly so they tend to have very hard-to-reach cities. Historically they have never seemed to have any inclinations for imperial conquest. They live in one giant mega-metropolis with valleys between large city sections and valleys. Buteos live in a highly evolved caste system. It is very mobile for women (less so for men). At the top is a priestess-queen, then the clergy, the military (many officers are women, but the bulk is male), craftsmen merchants, and laborers. Buteos have some mobility in this system because of their innate love of freedom. Buteos don’t like being where they cannot see the sky.
Religion: The buteos worship Avis-Talis devoutly in their home city and often just as fervently abroad. She demands her people to be reverent and seek victory in all contests.
Language: Buteos speak their own unique language called Buteoi in their language. It has its own alphabet of slash-like runes that look like they could have been made with their claw-like hands or talons.
Names: Buteos take their surnames from the mother’s side of the family. This surname is hyphenated with the individual’s name placed at the front.
Matriarchal Names: Avis, Baris, Chori, Kivius, Matli, Serius, Ulari.
Male Names: Alkintu, Britonis, Cinatus, Kirho, Lustar, Oberitus, Talitis.
Female Names: Alina, Aurioi, Carria, Delis, Leth, Serria, Xinti, Zephyri.
Adventurers: Buteos of nearly any caste could go onto become adventurers. The laborers and craftsmen tend to be homebodies, but the merchant and former military personnel enjoy exploring. Also, there are elements that do not fit into the structure of buteo society.
Half-buteo setting details
Due to the forward and matriarchal nature of buteo women and the society they originate from, buteo women often attract or take human men as partners. The children born of such unions often face many problems and issues that other half-breed children of other races do not face.
Personality: Half-buteos have the haughty self-confidence of their buteo parent and the adaptability and acceptance of their limitations of their human parent. They are supremely confident, but it can be humbled and tempered better than most buteos would think possible. This fierce confidence is off-putting to humans, and the tempered ego is off-putting to buteos. They often feel as though they do not fit in anywhere
Physical Description: Half-buteos stand from 5½ feet to 6 feet tall, and can weigh 120 to 180 pounds. They tend to have angular features of their hawkkin parent, rounded off by their human parent’s features. They have human feet, hands, and they lack any wings or feathers. They have the downy hair of their parents, but usually grow it much longer than the buteos normally would. They also have their buteo parent’s birdlike eyes. They are mature at 16 and can easily live to be over 100.
Relations: Half-buteos often resent their full-blooded cousins. Their lack of wings means they struggle to live among the hawkkin. Among humans they seem to be overachievers. They usually treat any other race on person-by-person basis.
Alignment: Half-buteos can be lawful or chaotic, and the human element only adds more variety. Lawful shines through in their innate longing to fit in.
Half-Buteo Lands and Society: Wanders by nature half-buteos have no lands. They have no society. The legacy of many half-buteos is the various monasteries and schools they found to provide guidance and martial training, originally to half-buteos, to any being looking for it.
Religion: Half-buteos have no religion. They usually do not worship Avis-Talis. They prefer, if any, Abadon. However, they have been found to worship any deity that suits their individual temperaments.
Language: Buteos know how to speak Buteoi and Common.
Names: Both human and buteo names are applicable. Most buteos give themselves their own unique names or are named after personal traits if they were raised in a monastery.
Adventurers: In terms of adventurers half-buteos give humans a run for their money when it comes to adventuring. Many half-buteos seek adventuring to find purpose.
Ability Score Increase: +2 cha, +1 Con
Speed: Land 20ft. (they're bipedal but their feet aren't perfectly formed), swim 40ft.
Amphibious: You can breathe water as well as air and have advantage on Strength (Athletics) checks to swim.
Darkvision: You can see in the dark 60ft.
Echolocation: You have blindsight out to 30 feet while immersed in water and can speak and hear Merfolk as easily as you can Common through air.
Merfolk Weapon Proficiency: Trident, net, light crossbow, darts.
Silver-tongued: Proficient in persuasion
Languages: Merfolk and Common
Ability Score Increase: +1 cha, +1 in two other of your choice.
Movement Speed: Land speed 30ft, swim 20ft.
Darkvision: You can see in the dark 60ft
Half-Mer Weapon Proficiency: Trident, net, hand axe, light crossbow
Child of Waves: Advantage in saving throws made against cold damage.
Natural-born Swimmer: Advantage in athletic checks to swim.
Languages: Merfolk and common.
Merfolk Setting Details
The underwater beings of the cold waves, merfolk make their homes, and their magnificent cities, underwater. Though they do occasionally build them on land and underwater, and they love art and music.
Personality: Merfolk are jovial and humorous in general, but they usually present this as a mask to the outside world. They tend to enjoy playing songs and performing for onlookers. They love their festivals and ceremonies. Even with their masks they are generally sincere. More, immorally-inclined merfolk are guileful and scheming.
Physical Description: Merfolk stand 6½ to 7 feet tall and weigh between 160 and 210 pounds. The men are noticeably heavier and only slightly taller than the women. The merfolk are generally considered very beautiful. They tend to have a very ephemeral kind of attractiveness about them. They have large eyes that have no pupil only a solid iris. They are bipedal and have fins on their forearms and calves, with the calve-fins being bigger than the forearm ones. In addition to the fins they have webbed feet and toes, with the toes’ webbing extending the full length between the toes. They have scale-like patches around their joins and fins and hair that is soft but seems slick like it is always wet. Their gills are located behind their ears on their necks. Their skin tone ranges from pale yellow to deep yellow. Merfolk reach maturity at about 35 and can live upwards of 250 years old.
Relations: Merfolk tend to be cordial and polite to even their enemies or people they do not like. They enjoy the company of halflings and humans the most. Half-orcs are a curiosity. Dwarves, gnomes, and buteos are not encountered very often by the ocean dwelling merfolk.
Alignment: Merfolk are likely to be neutral or chaotic in nature, and they tend toward good, but there are a few evil merfolk.
Merfolk Lands and Society: The merfolk live in a few grand cities. Each one is a mostly-independent city-state. Each one has a similar form of government, a kind of rule by senate with a single “recorder” who speaks the will of the senate. They meet every decade to elect the grand singer in the de facto capital-state. Some cities interact with humans regularly and have floating top portions or are built partly on the surface.
Religion: Merfolk worship Korrchiro their patron god and song-giver. Occasionally they worship Salinha’laan, but usually as a minor god to Korrchiro.
Languages: The merfolk have a song-like language. Some say it puts the Elven language to shame in terms of structure and beauty. They have their own musical-notation-like style of script and writing. They often scribe it onto kelp-paper scrolls.
Names: Merfolk have an identifying name and then usually have a family name and the name of the city-state where they were born. Using the particle to (sounds like toe) to mean of. It is a mark of shame to not have a city name.
City Names: Hydo (Hydia), Slacho (Salche), Calyopi (Calyopolis), Mereni (Meropolis), Islaso (Islas).
Family Names: Apalio, Coriccu, Garuko, Maniko, Saracchi, Zyto.
Male Names: Arrachi, Bakko, Cobri, Manto, Salro, Variccho.
Female Names: Akki, Curi, Karicco, Narini, Tulindo, Urandi
Adventurers: Merfolk are naturally inquisitive so looking for new things comes naturally. Societally, most merfolk are commissioned as singers for powerful people or royal entertainment. Some are hired to explore sunken or half-submerged ruins.
Half-Merfolk Setting Details
The exotic beauty of the merfolk have swooned many a human into unions. Sometimes, this is seen as insidious, but it is no more sinister than the average marriage. The children of such unions often have it the easiest of most half-breed children. Still, they are often considered odd and have their own unique challenges.
Personality: The jovial and almost-lackadaisical façade of the merfolk and the adaptability and skill of human ambitions mix to make a being that appears to have effortless skill bestowed upon them. Nothing seems to be difficult for a half-merfolk; they seem to laugh off even the most difficult challenges.
Physical Description: While the ephemeral beauty of the full-blooded merfolk parent is grounded somewhat by the human elements, however, half-merfolk are still captivating. The range in height from 6 to 6½ feet tall and can weigh 130 to 200 pounds. They have the traditional merfolk eyes and the scant scale-like skin around the joints. Only their toes are webbed, and not to the extent of their full-blooded parents. They also have a strange combination of regular human hair and merfolk hair. They reach age at about 30 and can live over 175 years old.
Relations: Merfolk get along best with anyone who likes to live near or on the water. They have a natural affinity for water themselves. They often work with humans and halflings. Dwarves and gnomes to a lesser extent, and they tend to have more interaction with buteos. Orcs are treated on an individual basis.
Alignment: Merfolk tend to be neutral like their full-blooded parents, but the diverse possibilities of humanity come through as well.
Half-Merfolk Lands and Society: They have no lands of their own; they tend to enjoy living near the water. Sometimes they will stay in one of the city-states that have above-water districts as go-betweens or laborers. Some seek employ as sailors for Barden or the New Imperium. Some can even be pirates.
Religion: Half-merfolk tend to worship Abadon, Korrchiro, or Cyroca.
Language: Merfolk speak Mer and Common, the languages of their parents.
Names: Human and merfolk naming conventions are both possible. Those who live in one of the merfolk city-states tend to take merfolk names, those who live elsewhere tend to use human names or a combination of conventions.
Adventurers: Merfolk are called to the high seas, they enjoy the ocean immensely and often seek professions and adventures on the high seas.
Dwarf Setting Details
The dwarven race of Alabastra is a tough and hardy one. They live in palaces and fortresses of ice and stone. They are known for their exceptional craftsmen, their skill at war, and their isolationist nature. They are a highly structured people and believe intensely in order and tradition. They are a naturally reserved and stoic.
Personality: Dwarves are terse and gruff by nature. They tend to reserve their emotions for family and close friends. Even the anger non-dwarves would assume that the fierce warriors would show to their ancient and hated foes is actually reserved most of the time. Dwarves prefer their emotionless masks of strength and skill.
Physical Description: Dwarves stand only 4 to 4½ feet tall. Dwarves are stocky, broad, and compact. This means that they weigh about as much as humans. The men are slightly taller and noticeably heavier than the women. They have skin tones ranging from pale to a dark tan. Their hair ranges from deep brown, to red, to black. They have brown or black eyes. Dwarven men prize their beards, and spend much time grooming and braiding them in elaborate fashion. The women prefer elaborately braided hair embellished with precious gems and metals. Dwarves come of age at 40 and can live past 400.
Relations: Dwarves are more clan-like and private than any other race of Alabastra. They do not make friends fast without some true forging, and they do not make friends lightly. Most other races are kept at a distance. Gnomes make the best foreign friends to dwarves. Elves are considered aloof, buteos and merfolk daft birds and fish respectively, and most the other races are outsiders. Half-orcs are treated with suspicion at best. They do have a respect for the warrior class of the arboreal elves.
Alignment: Dwarves are normally lawful. Much of their society revolves around structure, order, and tradition. Dwarves who do not conform are often treated as strange or daft at best.
Dwarf Lands and Society: Dwarves live on the continents of Corvis and Telvidia. This is where the distinctions between dwarves become apparent to most other races. There are two distinct types of dwarves. They are not as separate as humans, or even the two races of elves, however, there is a distinction. Dwarven society is built on long-running clans. The more powerful live in the deep of the mountains, while the lesser clans are located more toward the surface. The long-running dwarven lifespans usually means the status quo is very rarely upset and deep clans do not shift position with the shallower clans. All clans are famous for something like mercantile, military, or crafting. Each time the head of a guild-clan dies the other heads meet in the dwarf capital to assess the wealth of each clan and elect a new leading clan.
Religion: The dwarves worship Ferrorun the Star Forger. He is father of the dwarves and demands that his creations to attain wealth, power, knowledge, and skill in all fields.
Language: Dwarves speak their own language with its own unique runic alphabet. They can use parchment, paper, or scrolls, but they like to record on clay tablets or stone.
Names: Dwarves take their clan’s name with pride. Clans are extensive and twenty dwarves can easily be of the same clan. They use their first names to differentiate themselves for records more than individuality. Dwarves often identify more with clan than the self.
Clan Names: Baldrek (Axe-Crash), Corbred (Mountain-Son), Germclav (Gem-Carver), Hilgrade (Hill-Guard), Mertgral (Metal-Smith).
Male Names: Barendd, Cognar, Eberk, Forrlask, Grinlock, Ulfgar.
Female Names: Aryn, Audhilda, Diesa, Gaia, Hilde, Liftrasa, Terra.
Adventurers: Dwarves in general to further their place in the clan, and the clan’s place in dwarven society. Some dwarves are unsatisfied with traditional occupations or dwarven society. A clan can be raised in status by honor and wealth.
Arctic and Forest Elf Setting Details
The Arctic and Forest Elves
There are two races of elves that call Alabastra home. They are the older arboreal elves and the younger (in elf terms) auroral elves. The former are free and highly cultured with traditions in the art. The latter are more cautious and chose a life away from the forests of their cousins where they could live with the animals of the ice and water. I have chosen to place them in the same entry because they have only been considered two separate races for about ten thousand years, a relatively short time for elves (about nine generations).
Personality: Arboreal elves tend to be more free-spirited and individualistic. The majority of the elves tend toward chaos, barring their warrior-lords, the lethios warriors. All tend to have an innate curiosity in them. Arctic elves tend to be more neutral in disposition among their leaders, and chaotic like most of their cousins. They prefer to live in harmony in being a part of the tapestry of nature. Unlike traditions rooted in mastery of nature, they prefer synthesis with nature.
Physical Descriptions: Both races of elves stand 4½ to 5 tall and weigh 95 to 135 pounds. Arboreal elves have pale skin and fair hair, with green eyes of varying shades and they are canted in nature. The auroral elves have much darker hair, blue, canted eyes, and slightly darker skin. Both races of elves are slight and lithe, and lack facial or body hair. Auroral elves tend to be a little less fragile-looking than their forest cousins and also have more round facial features. Both sport large pointed ears. Both reach maturity at 110 years and can live to be over 700 years old.
Relations: Forest elves tend to be haughty. Humans are unrefined, gnomes and halflings are treated politely, but are seen as trivial, dwarves are gruff and stuffy, orcs are treated with total mistrust in general. Elves and buteos tend to mirror each other in terms of arrogance, but the buteo tends to be grounded more in self-skill than racial superiority. Elves get along best with the merfolk because of their mutual love of the arts and song.
Arctic elves are more accepting, but a little more isolated as well. They get along with halflings, merfolk, and humans because they often trade with them. Dwarves are still stuffy; gnomes are interesting but a little too bookish. Buteos are often a little boisterous. Orcs are still mistrusted. As for the relations between the two elf races, they tend to get along, but have somewhat formal relationships at best.
Alignment: Arboreal elves are chaotic with a smattering of law for the ruling class. Auroral are chaotic with deference to their leaders and the realities of their daily lives that can pull some toward a neutral disposition.
Arctic and Forest Elf Society and Lands: Arboreal elves live in a monarchy. With the queen or king doling out the tree-top lands to his major lords, who then partition that between the Lethios, the warrior servants of elven law and culture. They have long lives, this doesn’t give them some kind of perfect nature, but there is a long time for them to get it right. They live in the great forests of Alatab’as.
Arctic elves live in the large settlements or wander the islands of Kosims in their canoes. They are a tribal race with a council of elders that provide collective spiritual guidance for the Aurora-Priestess, the living incarnation of Salinha’laan.
Religion: The arboreal elves worship Daylin’vaas, The Tree-Father and the lawgiver of the elven people. The auroral elves worship Salinha’laan, The Lady of Auroras as manifested in the high priestess of the race.
Languages: Both races use a common elven alphabet, but two distinctly different spoken languages.
Arctic elves speak Auroral Elven and Common. The forest elves speak Arboreal Elven and Common.
Names: Both races have a tradition of taking their family surnames from natural occurrences. The arctic elves like names reflecting animals in nature, and forest elves like floral names instead. The two races also give their children a name before coming of age, whether or not the named elf or his or her friends and family still use this name is up to the persons in question. After reaching maturity elves of both races pick their own personal names.
Family Names: Arctic: Alacia’faan (Snow Panther), Biliri’voon (Swooping Owl), Halieen’laan (Singing Whale), Savani’Keen (Prowling Fox), Tuuli’varr (Swimming Otter).
Forest: Alair’vaal (Flying Blossom), Bayran’chaan (Dragon Flower),
Dayrain’daas (Sword Among the Blossoms), Quinla’tuul (Diamond Dew).
Male Names: Forest: Alateer, Bantis, Dayvan, Korru, Masland, Waylan.
Arctic: Avatu, Bartu, Coryan, Manter.
Female Names: Forest: Anastacia, Banassa, Deera, Halee, Naussica, Tamra. Arctic: Alani, Barruni, Damma, Nammi.
Adventurers: Forest elves tend to adventure because of wanderlust or, for the lawful among them, as a matter of their lord’s honor. Artic elves tend not to wander as much because of the needs of the race as a whole, however, many go on pilgrimage to learn self-reliance or to help the race as a whole.
Arctic and Forest Half-Elf Setting Details
While the relations between human and arboreal elf society are cool, there is no accounting for the desires of individuals. The children of humans and both auroral and arboreal elves are a common occurrence in Alabastra. Half-elves find different experiences depending on where they are raised. Half-elves raised among humans seem aloof and unambitious and must watch themselves age slower than their human peers. When raised among elves they do not get the chance to learn the intricacies of either culture before they are physically mature.
Personality: Half-elves usually have the drive of their human parents and the curiosity of their arboreal parent, or the neutral reverence of an auroral parent. They usually do not have the rare lawfulness of the Lethios because no Lethios would intermarry with a human (or at least admit it), and it is more of a learned trait anyway.
Physical Description: To elves half-elves look human and are called half-human, among humans they look like elves. They range in height from just under 5 feet to a little over 6 feet tall. They can weigh from 100 to 180 pounds. They tend to have a mix of features from both parents. They tend to keep the green or blue eyes and their ears are just as pointed but not as big. Half-elves reach maturity at about 40 years old and can live to be over 180 years old.
Relations: Half-elves of either race tend to get along well serving as go-between and diplomats for a number of races. Arboreal elves tend not to trust half-elves of human rearing. Auroral elves are generally more trusting.
Alignment: Because of their mixed parentage elves can be just about any alignment, though they have a pull toward the chaotic in general. Those raised amongst auroral elves tend toward neutral.
Half-Elf Lands and Society: Half elves have no lands of their own. They are usually raised in one of the parents’ homelands, though humans and elves who decide to raise a child equally are rarer, they can happen.
Religion: Half-elves growing up in elf lands worship each one’s patron deity. Many in human lands worship nature deities or even St. Bellia. Still, like humans they may run the gamut.
Languages: Half-elves speak the languages of his or her parents. They tend to speak both eleven languages clumsily, but only elves notice.
Names: Half-elves can get names following the convention of either parent or a combination of the two cultures’ conventions.
Adventurers: Half-elves often find themselves going on adventures with beings of many races. They rarely would need a reason, just and opportunity.
Gnome Setting Details
My own race, I will endeavor to treat it like any other race. It would be a blemish on my scholarly career to do otherwise. Gnomes are the subterranean race of scholars and mages. They have an inquisitive and ever-curious disposition. They are very social and rival the close-knit family ties of the dwarves, but more on the level of comrade and family than structure, tradition, and law.
Personality: Gnomes are intellectuals by nature, how that manifests and to what degree depends on the individual gnome. Those with more jovial dispositions become entertainers, artists, pranksters, and writers. Those with more serious bents like research, mechanics, and scholarly debate. Gnomes are generally in good cheer whatever their pursuit.
Physical Description: Gnomes stand 3 to 3½ feet tall and weigh on average 40 to 45 pounds. Shades of skin range from light brown to woody brown, and gnomish hair is usually kinky but well kept. Gnomes keep neatly trimmed beards, and they also have eyes some shade of blue-brown. Gnomes like intricately designed earth tones. Gnomes are considered of age at 40 and can live over 350 years of age.
Relations: Gnomes are famous friends of the dwarves. The more jovial tend to get along well with elves, half-elves, and humans. Orcs and half-orcs are treated with a wary eye, and mostly mistrust. Buteos and merfolk are rarely encountered by the gnomes directly, and they trade often enough with halflings.
Alignment: Gnomes tend to follow their professions. Those who follow life as bards and pranksters tend to favor chaos, good or evil. Those who favor scholarly or magical professions are typically neutral or lawful.
Gnome Lands and Society: Gnomes live in various settlements like halflings, but they tend to be more sedimentary in their day-to-day lives. Gnomes prefer the creature comforts not moving around provide to getting out and above ground all the time. Gnomish society is a meritocracy. The more one does for the community the higher one’s standing is in the community. A council of the best gnome from all fields is formed and they govern the community. Some gnomes like to live in human lands as engineers, alchemists, bard, and machinists as well.
Religion: Gnomes worship Sargill Glitterholt, the Divine Prankster. He is the Taskmaster to the Gnomish people. He guides and protects them in all endeavors. Gnomes try to follow his example.
Language: Gnomes speak their own unique language, but they use the runic script of the dwarves. Many a great volume has been written in Gnomish.
Names: Names are integral to gnomish society. Gnomes attain names to show their standing in a community or communities. The more names a gnome has the more prestige a gnome has.
Family Names: Aberhold, Corwork, Dandywick, Gilderson, Gemcart.
Male Names: Alberon, Fankin, Gimble, Malier, Dilner, Ulid.
Female Names: Caramip, Ellywick, Roywin, Shamil.
Adventurers: Gnomes typically adventure for curiosity or wanderlust, or to further their knowledge of their profession. Greed is not unheard of either.
Halfling Setting Details
The nomadic drift wanders with their numerous outposts and paths. They are a small fast-moving people that are fairly amiable toward just about every other race. They often serve as guides to other races looking for help against Alabastra’s unforgiving climates
Personality: halflings are a people inclined toward action and adventure. They do not like to remain in urban or underground areas for overly-long periods of time. They like nature and the traditional ways of travel close to their culture.
Physical Description: Halflings stand around 3 feet tall and weigh 30 to 35 pounds. They have ruddy features and black hair with brown or brown-green eyes. They like practical clothes made for the outdoors and they travel light. They reach maturity at 20 and can live to over 250 years old.
Relations: halflings tend to try and get along with everyone. They spend so much of their time trying to survive against Alabastra’s climate that they rarely seek enemies of any race.
Alignment: Halfling need to be flexible and adaptable to survive, but they also need the support of the nomadic group they are traveling with. Like the environment they spend so much of their lives in halflings tend to be neutral. Good or evil, is more often than not, a personal choice.
Halfling Lands and Society: halflings are several groups of small nomads. Some mingle with more civilized areas; some spend their whole time wandering the wilderness between their long established routes and outposts. Each band is led by a religious leader of Odessa.
Religion: The halflings worship Odessa, their neutral-good goddess and protector. The halflings have several rituals of various sizes for before, while, and after they migrate. They pay homage to a host of lesser gods and entities in Odessa’s domain.
Language: Halflings speak their own language and use Common script. They have a fairly bare written tradition, but their songs and oral culture are extensive and diverse. Halflings do not like to speak in Halfling in front of other races.
Names: Halflings have naming conventions similar to humans. They have a family name, a first name, and possibly a nickname.
Family Names: Applebough, Driftwalker, Goodfire, Lightfoot, Underwarmth.
Male Names: Alton, Code, Darrin,
Garret, Milo. Sten, Tillman.
Female Names: Amber, Amaryllis, Portia, Serephina, Verida.
Adventurers: Halflings tend not to venture far from their bands because everybody is so crucial to the survival of the band. However, some solitary halflings or the ones whose bands interact with other races tend to go off on their own.
Human Setting Details
The variable race of short-lived beings, humans are a determined and persevering people. They are the descendants of pioneers, explorers, and conquerors. They have been masters and slaves, beings of great mercy and great evil. They have survived where other races might not have the will to go on. They are adaptable and determined.
Personality: While all races have all kind of people with all kinds of personalities no other races exemplifies this as much as humankind. You can ask four humans for their opinions on a matter and you will get five different opinions, but at the same time humans can be just as close-minded.
Physical Description: Humans typically range from 5 to 6 feet tall, and they can weigh 125 to 250 pounds. The men are often heavier and taller than the women. Their features can be soft or angular, heavy or light. Their hair can be straight and fair or kinky and dark; blonde, red, brown, and black are all possible. Eyes can take any number of shapes and range from gray to dark brown. They do all have round ears. Their shades of skin can range from very pale to deeply, deeply tan, some humans have had woody-black skin as well. Humans reach age at about 15 and, with luck may see a century.
Relations: Humans tend to get along with anyone, but may or may not strive for it like a halfling might. Elves and humans have cool diplomatic relationships because the War of the Crying Blossom that happened about 100 years ago. Though, the elves tend to hold the grudge more, because they have longer memories, and they lost the conflict. Humans are curious and enjoy learning about cultures, but they can be just as xenophobic and close-minded.
Alignment: Humans do not tend toward any one alignment. They can be evil or good, chaotic or highly ordered.
Human Lands and Society: While it is true that human lands and society exist in a more malleable state than most other races they do tend to have their great empires. The two in this current age are the New Centria Empire, a theocratic government ruled by a tribunal of religious judges. Created by Bellia Scioni when she cast off the shackles of the corrupted Centria Imperium (which had been taken over by Aller’daar II, The Mad King and his dark partners, demons from Diserin’baal), and cemented in Gloriana when they drove out the elves of Gloriana (while having no love for the Mad King were angered by humanity wanting them out of the continent).
The second is the Serene Maritime Duchy of Barden. A constitutional dukedom formed from several mercantile city-states looking to pool their resources into a seagoing merchant force. They used to have a king, but he was deposed in the Dockside Revolution and constitution was drawn up. No man or woman has claimed a ruling position higher than duke ever since. It has a relatively small aristocracy and a large middleclass.
Other than these two empires, countless small frontier towns and tribes of humans exist in semi-civilization. The allegiance to one of the bigger two empires is superficial at best out on the snow-blasted frontier.
Religion: The biggest religions worshiped by humans are the Church of St. Bellia in the New Empire and Atria or Atrius on the frontier. Barden tends to worship Abadon or Scarmiglione, but has no official religion and is just as likely to worship St. Bellia or Atrius or Atria. Humans tend to follow any religion that suits them; it’s where they worship that is more important. Though no religion of a non-evil origin is expressly forbidden by law, the court of public opinion is something else.
Language: Humans invented Old Imperium, more commonly known now as Common. It is a very extensive and adaptive language that assimilates words with little to no change. Therefor it was easy for most other races to pick up and use, and as such it has become the trade language for all of Alabastra.
Names: Humans tend to have names from all over the world. They can barrow them from any race and do an adequate job of translating them into common. Though there are some names that are considered human and Imperium.
Male Names: Atrius, Benecius, Gratus, Manius, Silas, Tacitus.
Female Names: Annia, Bellia, Dianna, Ferria, Persephone, Saccia, Telvia.
Adventurers: Humans can adventure for any reason under the suns, it would be easier to list all the reasons humans do not adventure.
Half Orc Setting Details
There is something in the wild, free, and wanton lifestyle of the orcs, or perhaps there are more unfortunate implications. Regardless, half-orcs are a part of Alabastra. They live in the drifts, the hills, the forests, and the mountains. They often face some of the deepest prejudices in the realm.
Personality: Half-orcs are usually gruff, unrefined, and crass in manner and thought. They are not evil or mean specifically, but most are rash and impulsive. They tend to like simple and unrefined pleasures and comforts.
Physical Description: Orcs of the mountain variety have grayish skin, while those of arctic descent have slightly bluish skin. They are 6 to 7 feet tall and can weigh 180 to 250 pounds. Both kinds have fangs, a sloping forehead, jutting jaws with sharp, prominent teeth, and coarse body hair making their parentage obvious to all. Orcs like scars, so half-orcs that grow up among them do as well. Scars can be decorative, war-gained, or denote high and low status among orcs. Orcs come of age at 14 and rarely live long past 75.
Relations: Sadly half-orcs can be subject to the same prejudices their full-blooded relatives are. Sometimes this trepidation is earned, and sometimes it is not. Elves, dwarves, buteos, and gnomes tend to be the most mistrusting. Halflings, half-bloods, and humans tend to approach each half-orc on an individual basis. Merfolk tend to think they are a curiosity.
Alignment: Half-orcs tend toward chaos, but good and evil are both open to them because of their human blood.
Half-Orc Lands and Society: Half-orcs have no real lands of their own; a powerful mercenary might carve out a chunk of wilderness for him or herself. Most however either live with the orcs of their parent or chose transient, martial careers.
Religion: Half-orcs who live among their full-blooded kin typically worship Bagras’kull. Those who seek lands outside the tribes might worship Terranack or Nestamedes.
Language: Orcs have their own rough and guttural language. They have an oral tradition and write little, when they do write much, and most of it is graffiti or little notes. When they do write it’s in Common or Dwarven script.
Names: Orcs like simple and distinctive names. Their enemies remember them easily and fear them. In a strange way they find simple names elegant and powerful.
Male Names: Drech, Feng, Kesh, Gell’rash, Holg’rul, Turg, Wug’dur.
Female Names: Beggi, Emen, Enag, Myvev, Neeju, Sergi’nu, Xeg’ra.
Adventurers: Half-orcs often take careers adventuring just because it suits their physical nature and can fund several vices or comforts.
Aborrad is the lawful-neutral god of magic. Reputed to be the greatest magic user to have ever existed, he reflects the passionless concrete nature of magical arithmetic. His domains include knowledge, magic, and law. While he is not worshiped in the more traditional sense by modern wizards, his is still the chief deity of mages. His titles include: Mage-Father, Grand Magister, Maestro Arcanus. His favored weapon is the quarterstaff.
The lawful-good father-god of the arboreal elves, Daylin’vaas is their chief deity. It may seem strange to outsiders that the elves might, with their lean to the chaotic, however, he is the lawgiver of the elves’ greatest traditions. These include poetry, art, and drama. He is husband to Salinha’laan, goddess of the artic elves. His titles include: The Tree-Father, Lawbringer, and Master Protector. He rules in the domains of law, protection, nature, and war. His favored weapon is the lethilee, a special elven bastard sword.
The mother of the arctic elves, she is the chaotic-good goddess of the ice, auroras, and whales. She was reputed in legend to have tamed and ridden the first narwhale. She is the husband to Daylin’vaas. Her domains are those of water, animals, chaos, and good. Her titles are: Whale Mistress, Snow-Mother, and Lady of Auroras. She is worshiped by the arctic elves, some sailors, and druids who favor life on the ice. Her favored weapon is the harpoon.
The chaotic-good god of the four winds, Abadon is worshiped by most human sailors, some half-merfolk, and the seafaring bards. Legend tells that Abadon had an affair with Salinha’laan. This is the fabled cause of the schism between the artic and arboreal elves. To this day arboreal elves share cool relations with any worshiper of Abadon. His titles include: Wind Taker, The Grand Guide, and Air Master. His domains are those of water, air, travel, and protection. His favored weapon is the sling.
The god of the dwarves he is the lawful-good dwarven deity. He was fabled to have created the dwarves from the very meteorites that circle Alabastra. He rules the domains of earth, fire, war, and law. His titles include: Starforger, Soulcaster, Forge-Father, and The Maker. His favored weapon is the warhammer.
The Grand Trickster, The Shaper, and the Master, the great patron god of the gnomes, Sargill Shimmerholt is the gnomish god. He is said to have crafted the gnomes from the very forces of the elemental planes through the greatest alchemy ever performed. He is the divine scholar and prankster, worshiped by gnomes, practically comedic bards, and the occasional eccentric mage. His domains are trickery, earth, good, and protection. His favored weapon is the light pick and he is neutral good.
Odessa is the neutral-good goddess of the halfling race. Her titles are The Dawn Walker, The Eternal Wanderer, and The Nomad. She is said to have led the halflings here ages ago. She protects her people in their nomadic wandering. She roams the domains of nature, protection, travel, and good. Her favored weapon is the kukuri knife.
The Sea-Father, The Song-Giver, and The Lord Warrior, he is the god of the seas. Korrchiro is the patron god of the merfolk and the half-merfolk to a lesser extent, the occasional sailor or bard. Korrchiro is the god credited with bestowing song to the world (most other beings state this as to the merfolk). He is neutral good in nature. His domains include water, animal, plant, and war. His favored weapon is the trident.
The lawful-good warrior goddess of the buteos, the winged race of avian humanoids, she is worshiped devoutly by most buteos. Half-Buteos tend to worship A¬¬¬badon or Cyroca (if they are of an immoral leaning); there distinct lack of fight is a good reason for this lack of reverence. She is worshiped by athletes, travelers, and hunters. Her domains include sun, air, war, and law. Her favored weapon is the halberd.
The chaotic-evil goddess of storms and destruction, in legend she is the older sister of Abadon. She was ousted eons past by her younger brother and the two fight eternally along with their followers. She is worshiped by her own fractured and reclusive cult. Anarchists may also follow her. Her domains are air, chaos, and evil. Her favored weapon is the spiked chain.
The neutral god of roads and travel, he is worshiped by bards, some rangers, pilgrims, and merchants. His domains are travel, protection, and luck. His favored weapon is the quarterstaff. Anyone who travels along the main roads of a nation usually leaves a small tithe at his various wayside shrines.
The chaotic-neutral gods of revelry, hedonism, drama, and pranksters, his temples are the taverns and theaters. A good bar brawl is just as good as a masterpiece play to Scarmiglione. His domains are chaos, luck, and trickery. His favored weapons is the rapier. He is worshiped by rogues, bards, and various artisans.
The Blood Caller, the Scar-Master, The Great Render, Bagras’kull is the chaotic-evil god of the orc people. He is the paragon of the orcs. He demands that his people test themselves in the revelry of slaughter and combat. His domains are evil, chaos, war, and destruction. His favored weapon is the orcish double-axe.
Bellia Scioni, more commonly known as St. Bellia, is the most worshiped deity among the entire human race, even among the separate human nation-states. Controversially, she is said to be a transcended human from antiquity when the human race was still young. Her titles include: The Mother-Knight. , The Eternal Empress, and The Creatrix, she is natural good and her domains are good, healing, war, and protection. Her favored weapon is the longsword.
The lawful-evil god of the goblinoid race, he urges material greed as power instead of simple slaughter, but he does revel in any wanton act that furthers the position of his people. He is called the Vile One, Blighted Master, and Conniver, sometimes the Dark One. His domains are evil, law, trickery. His favored weapon is the shortspear.
The Green Knight, The Forrest King, Terranack is the neutral god of nature. There are some who say he is the only deity who walks the material world. There have been various sightings of a huge, green knight have been recorded throughout history. He is worshiped by warlike druids and rangers. His domains are fire, water, air, earth, sun, and nature. His favored weapon is the battleaxe.
The Pale Rider, the Angry Wanderer, and the Unfair Judge, Dolmascus is the god of death and desolation. He is the neutral-evil god and judge of the dead. Most avoid him, but he has a cabal of many followers. His domains are death, destruction, and evil. His favored weapon is the scythe. He hates all living things and deities, even his followers are disposable pawns.
The Dark-Mother, Silvertongue, and the Void Bearer, Valre’zzia is the lawful-evil deity of many cults, especially the rumored Cult of the Mad King. She is as evil as she is charismatic, and often enjoys corrupting natural laws and bargains. Her domains are law, evil, trickery, and knowledge. Her preferred weapon is the sickle.
Worshiped by athletes and good barbarians (at least neutral), he is the neutral-good god of strength and contest. He is titled The Longrunner, The Gladiator, and the Laurel King. His domains are strength, good, and luck. His favored weapon is the javelin.
The neutral-evil goddess of the darker magic, she is worshiped by many dark wizards, warlocks, and sorcerers. Her domains include those of knowledge, destruction, magic, and trickery. Her favored weapon is the spear, and her titles include Dark Lady, Night Mistress, and The Unholy Magister.
Kalhae is the chaotic-good goddess of benevolent nature. She is worshiped by more-peaceful druids, rangers, the occasional monk and half-elf. Her domains are earth, nature, air, plant, and animal. Her favored weapon is the shortbow. Her list of titles include Grandmother Tree, The Matriarch, or The Matriarch of Nature.
The Blood-Culler, The Void-Knight, The Lord of the Wylde Hunt, Londero is the lawful-evil god of war, destruction, strife, tyranny, and unholy sport. He is worshiped by evil warriors and rangers, and dark knights, and his favored weapon is the greatsword. His domains are evil, law, destruction, war, and death.
The neutral god of the red sun, Atrius embodies the evening, twilight, ends, and sleep. His domains are sun, nature, knowledge, and protection. Like his sister he is not worshiped by himself as much by humans since the ascendance of St. Bellia. There are a few new churches to the old human sun god though. Atrius is worshiped by humans, rogues, and anyone who makes a profession in the shadows. His favored weapon is the heavy mace.
The neutral-good goddess of the white sun, Atria embodies the new, dawn, rebirth, and recovery. Her domains are sun, healing, nature, good. Like her brother, Atria is not worshiped by herself or with her divine sibling as much since the arrival of St. Bellia. Still, she survives in less urbanized human lands like her brother. She is worshiped by healers, and some knights, fighters, and rangers. Her favorite weapon is the morningstar.