Races (Adrea Supplement)

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Races[edit]

Pureblood Races[edit]

Human[edit]

Weilandian[edit]

Velcainian[edit]

Farlandian[edit]

Yokan[edit]

Gueran[edit]

Elves[edit]

A race ages, old, the Elves have coexisted peacefully with the shorter lived civilizations of Adrea. Never holding a desire to conquer, the Elves rested in the isle of Lilathtalos, chronicaling the rise and fall of ages, and delving deep into study of all manner of things. Driven by knowledge, Elves have developed a deep understanding of the world and its neighbouring planes, as well as the intricate nature of magic, in both arcane and holy forms. The long lived race rarely reproduce, but when they do, deep familial bonds are made with their children, and despite hundreds of years spanning between siblings, they are oft as close as shorter lived races.

Auradrin (Gold Elves)[edit]

Cupadrin (Copper Elves)[edit]

Vastadren (Dust Elves)[edit]

Aethadrin (Sky Elves)[edit]

Tenedrin (Dusk Elves)[edit]

Maradrin (Sea Elves)[edit]

Silvadrin (Forest Elves)[edit]

Dwarves[edit]

Mountain Dwarves[edit]

Hill Dwarves[edit]

Azer[edit]

Deurgar[edit]

Gnomes[edit]

Half Races[edit]

Half-Elf[edit]

Halfling[edit]

Goliath[edit]

Other Realm Races[edit]

Merfolk[edit]

Once land dwelling Fae, the Merfolk were led into the sea by Jand Nac Ennen, where their bodies were changed by the chaotic magic of the Feywild into the sea dwelling beings they now are. A society structured around both strength and beauty, centuries of growth has led to those who share hold these attributes to be respected and desired. This stringent need for beauty has led merfolk who do not hold these traits to be outcast from Mer society, sometimes even resulting in the deaths of children who do not appear beautiful in their early years. The desire for strength has also led to Mer luring in strong members of other races, often sailors or soldiers, to use them the put strength into their offspring.

Ultimately, the Merfolk are a polyamorous society, who care more about their children's genes than any sense of family. Mer children will be cared for till they can feed themselves, then be cast into society as an adult, sometimes to never meet their parents again.

Eladrin[edit]

Summer[edit]

Winter[edit]

Wild[edit]

Whimsy[edit]

Kenku[edit]

Kenku were once proud creatures, magically gifted winged folk who could replicate any sound that would reach their ears. This skill made them messengers for the archfey, their voices always trusted to speak the truth. This pride was soon to be their downfall, as they began to mimic the Fae without reason, mocking them and speaking lies in their voices. These acts of mimicry would send the Feywild into a war, and begin the downwards spiral of the Kenku as a race. Their hubris led to hatred by the Fae, and a curse that would rob them of their wings, keeping them bound to the earth they once looked down upon, and since they were so proud of their mimicry, no words would ever leave their mouths unless it was in anothers voice.

Gith[edit]

PowerBorn[edit]

Born of godly heritage

Genasi[edit]

Aspects of the forces of nature, Genasi are bound to their primordial kin through their afinity to the elements. Many find themselves sharing titles of their namesake, that reflect their primordial core. The first genasi to walk Adrea were revered as gods, and since, Genasi have been respected for their ancestors actions in uniting nations and defending lives. While welcomed in the southern regions of Adrea, Genasi often find themselves in a similar state of vilification as Tieflings, and can be regarded as malicious spirits, forewarning great disasters.

Fire[edit]

Water[edit]

Earth[edit]

Air[edit]

Aasimaar[edit]

Born of the four children of the Cardinal Gods, Aasimaar hold enormous potential. Aasimar take on the form of their mortal parent, while also drawing power from their godly heritage. An Aasimaar's life is defined by thier destiny, to ascend, and become a god themselves. All Aasimaar are driven by this destiny, always feeling, whether they are aware of their heritage or not, that they are destined for greater things. Aasimaar are both respected and feared, many people worshipping the ground they walk on in attempts to gain their favour, and others being afraid of them, should they be malicious, as to not anger one that will inevitably become a god. Despite the seemed belief that all Aasimaar will ascend, they are mortal until that day, and can, and often do, die. Some respect this fact, and resign themselves to domain of something simple, and devoting themselves wholly to it, while others ignore their mortality, faithful in themselves and their ability to become something great. Either way, Aasimar will find their fates will always lead one way or the other. Death, or Godhood.

While Scourge and Protector Aasimaar are the children of the Cardinal Pantheon, a third variant exists. Children of Gihros also litter the land as Fallen Aasimaar, evil, twisted variants of the godly Aasimaar, destined to become gods of evil, and often find guidance from their father directly, despite his restraints

Dragonborn[edit]

Spurned into existence by the great power of Dragons, Dragonborn are created when a wellspring of Draconic magic poisons a child to be born. Whether concieved where a dragon once died, or born with a dragon in their presence, the birth of Dragonborn are seen as grievous omens. Many believe that Dragonborn are destined to oneday become dragons, when their draconic parent comes to claim them from their mortal parents and raise them into their true form. This belief has put Dragonborn onto a pedestal, where they are respected, and often given whatever they desire, not for respect of care, but for the fear of the wrath of the Dragon that desired their creation. Dragonborn, however, are incidental to the Drakes that led to their creation, seen often as mortals trying to steal their power for their own race.

Tiefling[edit]

Through the touch of Gihros and his Grand Melevolence, Tieflings are born of mortal races, turned into visages of demonic influence in the womb. Seen as signs of evil, most Tieflings are killed upon birth, either out of fear for what they represent, or the fact that most all Tiefling births come at the expense of their mother's lives. For the few who are given a chance at life, their futures are destined for vilification, hatred and fear. Victims of abuse, Tiefling children are often beaten and tortured by the common folk of Adrea, any misfortune is blamed on present Tieflings, and their lives are always at risk. Some manage to live semi-normal lives. Those blessed with few features of their heritage can often hide in society, but face great retribution should they be revealed. Once of age, without proper means of protection, Tieflings are hunted, treated like the demons that cursed them, and seen as omens of evil to come. Many purge Tieflings, claiming it their holy duty to purge the world of Gihros influence, instead often killing innocent folk cursed to a life of misfortune. The hatred a Tiefling will face in their daily lives can often lead to them accepting their demonic side, and falling to evil, vowing to punish those who outcast them, and feeding further into the common belief of Tieflings being destined to evil.

Savage[edit]

Orc[edit]

Bugbear[edit]

Hobgoblin[edit]

Goblin[edit]

Beast[edit]

Aarakocra[edit]

Tabaxi[edit]

Grung[edit]

Firbolg[edit]

Kua-Toa[edit]

Lizardfolk[edit]

Tortles[edit]

Yuan-Ti[edit]

Changeling[edit]


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