Races (Paladask Supplement)
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Your choice of race for your characters is one of the first reflections of yourself as a player. Each of the varied races of Paladask has their own culture and traits, informed by a long history and their interactions with other cultures.
Few species are entirely unknown to the plane of Paladask, though they may exist only in small scattered populations.
The descriptions in this chapter are generalizations, broad-stroke descriptions of the values and traits of a particular race. There are outliers and exceptions within every group of peoples.
All the races described in the Dungeons and Dragons Fifth Edition Player’s Handbook can be found on Paladask, a few other races are common enough on Paladask that they will have their own specific racial traits sheet included. The descriptions in this book were created for the Paladask setting, so long as the campaign takes place on Paladask, the information in this book supersedes the Player’s Handbook.
NOTE:
All races available/suggested to be played on Paladask are listed below, with homebrews and listed at the bottom with minor details as to how they fit into Paladask.
Aarakocra[edit]
Elemental Evil Companion pg. 3
Perched atop the tallest tree for miles on end, Ertai's eyes were on lookout for anything out of the ordinary. This is the furthest he's flown from home in a long time, he thought. There must be something going on. Then, the trees in front of him rustled, birds flew from the noise, and a giant's roar could be hear along with trees snapping. "Jackpot".
Living in high mountains or atop tall trees, the aarakocra, sometimes called birdfolk, evoke wonder and envy. The aarakocra are immigrants, refugees, scouts, and explorers, their outpost nests functioning as footholds for boundless flight.
The idea of ownership is a burden or a curiosity to most aarakocra, after all, who owns the sky? And when you are reliant on flight, you cannot afford to carry much with you. Usually aarakocra share possessions among the members of their tribe and simply take the things they feel they need. As a result, aarakocra who have little interaction with others might be a nuisance as they drop from the sky to snatch things that have caught their eye. An aarakocra who spends years among other races can learn to inhibit these impulses.
Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony. A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.
The aarakocra have embraced the plane of Paladask, fore they fit in just fine with their natural evasion technique and their desire to find new and exciting goodies and baddies to fight. Few live outside of their nests, which can take up entire mountain peaks in their expanse. Those that do make themselves a part of larger society often work as couriers, assassins, or scouts valued for their ability to soar above any dangers.
Aasimar[edit]
Volo's Guide to Monsters pg.104
Lileth knew what they wanted, fore who could resist the elegance and beauty of a godly aasimar? What these thugs didn't know, however, is that Lileth's beauty and grace is matched by her relentless viciousness in battle, and battle is what these goons were asking for. A few swings later, she stood proud over their bodies, "For the record, you're beautiful too, doll. And no, these legs are closed today."
Sometimes, humans are infused with angelic energies. The celestial strength filled these human bodies and entered into their bloodlines. This sign of angelic heritage still pops up from time to time in people’s lineage in the arrival of a true aasimar.
Aasimar do not have settlements of their own, their appearance is even more rare than tieflings, barely a handful appear. They tend to be moved, by choice or by the agency of others to the more affluent and peaceable regions, where they grow up surrounded by nobility and luxury. An aasimar would be caught dead standing near a Mage's Corners! With their beauty and influence, many grow up to be politicians and members of high society. Sometimes they will live among the rougher areas so that they can be treated with respect and admiration, like angels of mercy.
Aasimar do not have a homeland of their own, there are not enough of them to establish anything more expansive than enclaves. Much comes easy to them, andthey often count upon the aid of others and are quick to trust. They often rely on the kindness of strangers and may take that assistance for granted.
The loyalty of an aasimar is not closely trusted by those who know the race well, they have grown within a culture when many seek their favor, hoping to gain the blessings of their celestial forbears. Aasimar on Paladask tend to become Seekers of more prestigious and wealthy cities, where they are hailed as heroes to the entire plane.
Dragonborn[edit]
Player's Handbook pg. 32
Hengfurth the Dragon,
Put his kids in a wagon,
Put the wife of his life by his side,
He settled down nicely,
With his family precisely,
And cried when his family all died. - nursery rhyme for young dragonborns to encourage them to never stop fighting and to not settle down with a family
The dragonborn of Paladask are a largely reclusive peoples, they occupy secluded villages within natural cave systems, usually in mountains or other secretive areas throughout the nolands. Their settlements are functional and spartan, and usually incorporate parts from the ruins of other villages that may have been hit by monsters or war. As a result of their self-imposed isolation dragonborn are rarely seen in great numbers, sometimes withing the militia and never with a family.
The dragonborn are innately honorable, bound to their companions through the belief that the actions of one member reflects on the group as a whole. Often a dragonborn will leave on adventures to redeem the actions of another member of their group or gathering.
Dragonborn on Paladask don't often venture into cities, preferring to stay away from the ridicule and the sideways looks one might get if they look like a dragon. Oddly enough, however, few dragonborn have well-respected places in society as they are sometimes ironwrights, armorers, or even doctors!
Dwarves[edit]
Player's Handbook Pg. 18
Tumnil, apprentice of Ibie the weaponsmith in the predominantly-dwarven city of Eurok in the South, was a goofy fellow. He wore thick spectacles and had a tool in both hands at all times. Unfortunately for Tumnil, though, he was allergic to iron, funnily enough.
Dwarves live with dwarves, and they are excellent at doing so. The dwarves of Paladask, too, are excellent ironwrights, creating never-before seen contraptions and crazy doodads, the likes of which they either sell or dump in their storage rooms to be forgotten about. Dwarves are tough and hardy, who occasionally try to and succeed at becoming Seekers. No beast is too big for a dwarf. No challenge unsolvable. No feat to grand. Dwarves on Paladask are often artificers, working hand in hand with others to create the future. Hey, it was a dwarf who discovered gunpowder, you know?
The dangers of the nolands, behemoth monsters and marauding war bands alike means that most entrances to dwarven cities are strongly fortified. Still the dwarven mines are a rich and efficiently managed resource base, and the dwarves command a great deal of economic power through them. That power makes dwarven cities a tempting target to raiders and marauding monsters that seek to claim the dwarven wealth for themselves.
The dwarves have a hierarchical social structure organized by family and by clan. Their position in this structure informs their position in the larger structure of dwarven culture and tradition.
Gray Dwarves (Duergar)[edit]
Sword Coast Adventurer's Guide pg. 104
"I can't see anything!" "Move your foot!" "That's your foot!" "Where's the lantern?" "This must be it." -boom
Gray dwarves are dwarves that either have worked underground for generation after generation, or have chosen to live there permanently, in places such as undercities (LINK). Gray dwarves are the miners of the world and the reason why Kings have crowns and swords have rubies in their hilts. Their work is invaluable to the social structure of Paladask; without them, the world would change for the worse.
Gray dwarves are rarely seen on the surface, those that leave the deep cities are those who want to leave the rigid society or be able to express their emotions. Other gray dwarves on the surface are there to learn and then report to their superiors down below.
Elves[edit]
Player's Handbook pg. 21
"It's impossible." said the human. "No." replied the elf, "Just, improbable. Watch this."
Elves of Paladask are a powerful and respected race, right below humans and above aasimar if it must be listed. They have their own colonies and even rule over their own city to the East named Yorriven, where their intelligence and delicacy is exemplified through their work. Often elves on Paladask are the ones to create new and exciting gadgetry or the ones to fill the bestiaries and the books on the fauna of the world. Their work is known throughout the plane and for good reason.
The elves on Paladask are generally human-sized, with lanky extremities and long, stretched faces. They can be nomading peoples, travelling from city to city without a clue as to where they will settle down. And while it is true that elves are welcomed into the cities freely, they have formed their own colonies in the past. These colonies are hierarchical systems that resemble clans and are found throughout the nolands. Not many of these are successful, but that hasn't dampened their spirits.
Elves of Paladask have a stronger connection to the plane and the earth they walk on than any other race.
High Elves[edit]
"Interesting." she said. The mouse's body twitched and jumped about. It was no ordinary mouse, oh no. This mouse had three ears and a tongue twice the size of its body. "What if I give it-" she dropped a drop of a pink liquid onto the mouse's fur. It began to writhe about, squeaking out in pain. A fourth ear popped out of its fur. "Oh bother.."
The high elves have almost exclusively traveled away from the dangers of the nolands and moved to cities, embracing the life that brings. Some cities have designated areas that have been converted to sub-cities of high elves. This is because high elves on Paladask don't generally enjoy social interactions with other races. The high elves that have become part of the rest of the world typically find high positions in fields of learning, magic, or politics.
The high elves range in skin tone between gold and yellow tints and blue or silver hues. Once, long before, they were distinct peoples. But desperation and loss merged these two groups of magical elves into a single peoples. They tend to stand only slightly shorter than humans, between 5 and 6 feet.
Wood Elves[edit]
The elf looked at what he had done; his creation. In his hands lay the most beautiful bow ever seen on the plane, with its engravings and its wood rings and the way it had been carved. "You've really done it this time!" said another pleased customer. This was a good start, fore the weapon hadn't even been given its string or imbued or enchanted. Right now it was simply wood!
Despite their name, wood elves spend the least amount of time as possible here on Paladask. The wood elf on this plane are generally like every other elf, tall, lanky, intelligent. However, wood elves on Paladask have a very significant feature that causes them to stand out from the crowd. Wood elves on Paladask are extremely cowardly. They don't fight. They don't talk back. All the wood elves of Paladask do is be as confrontational as a bird and stay as far away from any and all danger at all times.
Wood elves, in addition to being the most timid, spineless race on Paladask are also exquisite weaponsmiths. A longbow crafted at the hands of an elf already is fantastic. Make its creator a wood elf, and you're looking at an expensive, efficient, and god-like weapon. Not even artificers dare challenge the prestige and precision that wood elves take to their craft, and it is not difficult in the lightest for a wood elf to find employment.
Wood elves' normally have brown or light green skin and are taller than their other elven cousins, with longer fingers and more slender bodies. The odds of being struck by lightning twice on the same day are higher than the odds of finding a wood elf Seeker or even a wood elf venturing out in the nolands. Because of this feature, wood elves are easily manipulated and thus often hire protection or are given permission to use magic as a means of defense, if able.
Dark Elves (Drow)[edit]
"What're you lookin' for, friend?" asks a drow merchant as he waves his hand in front of his marketplace. "I've got squid, rabbit, pony, goat... Not looking for animals, are ya'? Well... Oh! I've got rare golden gunpowder! It'll explode on impact! Great price, my frie- oh not that either. Hm... I know I have a few cat heads lying around somewhere..."
Dark elves rarely if ever travel above ground to the cities or to the nolands, but secret dark elf undercity entrances can be found all throughout the plane. People claim that dark elves are going extinct occasionally, to which someone just reminds them that the drow aren't fans of the sun or being above ground at all. There is a blanket of mystery that covers this race, and sometimes people use this mystery as an excuse to be angry, to be afraid, and to feel threatened by this race. There have been countless efforts from small communities to show the dark elves that they are not liked and not welcome on Paladask. In some cases, drow can be treated worse than mages!
Drow skin tones are dark, purples, deep blues and silvers, and even as black as midnight. They still stand as high as their high elf cousins, between 5 and 6 feet.
Most people outside of dark elf culture only encounter their criminals, which has given the whole race a reputation for being evil and brutal. Though this isn’t completely accurate, there’s still a grain of truth to it.
Genasi[edit]
Princes of the Apocalypse pg. 227
Ruilic the air genasi worked as a captain of his own vessel, the S.S. Crosswind. He allowed no funny business aboard his vessel, and his crew knew it! No joking around. No hiding the cabin boy's trousers. And especially no reaching through people. Well, that last one was pretty specific to him, really.
The world's ambitious genies and the world's (un)lucky citizens who were bestowed Paladask's randomized blessings (or curses however one looks at it) held immense power. The people who manifest this powerful bloodline are the genasi, and though it may be generations before a true genasi appears, their arrival is unmistakable.
Genasi rarely have contact with their elemental parents, who see them as accidents. Some are outcasts, or assume leadership of savage humanoids and weird cults in the nolands. Others gain positions of influence and elemental power. A few genasi leave this plane to find a place for themselves in the elemental ones. In general though, the genasi prefer to remain near the element of their heritage. Genasi are the most common on Paladask in areas of high mana concentration. This means that as more and more genasi gather together at strong mana deposits, they become nomadic, chasing wherever it is the current takes the world's magic.
Normally, genasi take on the appearance of their element, with fire genasis looking like a mix of humanoid fire and molten rocks; and so on.
Air Genasi[edit]
Air rushing by one's ears.
There is a large air genasi population in the coastal city of Ram Luppa (LINK) with its high cliffs and breezy sea-winds, and they especially love sailing ships. Many feel drawn to fields and high altitudes, where wind whips free. Few air genasi stay in one place for very long, boarding ships almost as soon as they are able and seeing what the winds have for them. Ship captains enjoy having an air genasi onboard, considering them to be good luck for their sense for the winds.
Earth Genasi[edit]
Gravel shifting beneath one's boots.
Earth genasi mostly prefer to avoid the coast and remain at mountain bases, caverns, or even undercities, where they feel connected to the stone of their bloodline. The dwarves value the arrival of an earth genasi, bringing them into the caverns and mines to aid in the yield they unearth. Any peoples who normally traverse mountains or travel underground enjoy having earth genasi among them as scouts and search and rescue operatives.
Fire Genasi[edit]
Fire cackling in one's fireplace.
Fire genasi feel the most comfortable on the ground territories where their wild instincts are the most at home. Many have a difficult time near bodies of water, or near areas with a powder magazine that the flaming people might ignite. But the fire genasi delight in black powder and firearms, their explosions causing a rush of excitement for their element, so they are quick to learn safety precautions and the consequence of ignoring them.
Water Genasi[edit]
Water dripping down one's chin.
Water genasi enjoy Paladask's coasts and waterways, more so than the air genasi of the plane. They are also exceptionally skilled at sailing across the oceans, and are valued for their sense of the water’s currents and flows. The merfolk of Paladask respect the water genasi and see them as valuable insights into the waters they make their homes in.
Gnomes[edit]
Player's Handbook pg. 35
Willem decided it wasn't his place to comment on the man's sickly-looking, pathetic excuse of a mustache, especially when his friend was just punched in the nose for making a similar comment not a minute ago.
Paladask's gnomes do not have central population bases; there aren’t purely gnomish cities. However, in some cities, certain areas are definately known as Gnome-Town. The great majority of gnomes establish themselves within the populations of other races, especially among humanity. Found in their small, tucked away towns, gnomes work at jobs that allow them to work with their cleverness and nimble fingers. The rise of mechanics and the crafting of mechanisms in this evolving, pre-industrial society of Paladask has made their talents especially valuable as clockwork makers and gunsmiths.
The gnomes of Paladask are known as vibrant artisans and mischievous tricksters and, outside of those looking to use their skills, few take the gnomish peoples seriously. Often gnomes are unconsciously treated as second class citizens, or children (similar, but not as severely as drow). This treatment has caused some more-commonly-picked-on gnomes to take shelter in the many undercities of Paladask.
Gnomes are evasive, resourceful, and quick to act, making them good companions in fights. This, however, matters little as very few gnomes have ever been made into Seekers.
Goblins[edit]
Plane Shift Zendikar pg. 16
"Ohohohohoh you've reeeally done it this time Rug! When you bring this shiny back to the mustache man! Oho the look on his face will be -it will be -it will be fantastic! Ohohohohoh you just wait Rug you just wait and wait until mustache sees you with this bling!" - overheard from a rambling goblin on his way to the city's artificer
While goblins are typically a threat to civilization and many see them as monsters, the wild magics of Paladask have given some feral goblins the ability to cope and adapt to life with others. In many undercities, goblins serve a vital role of guards, and... pest-control. Now while sentient, understanding, and humane goblins are few and far between, those that have been blessed with this gift do hold value nonetheless.
Allies of civilized goblins often exploit this companionship, using their ally to dissuade goblin enemies from attacking and in some cases, getting goblin enemies to become helpful. These relationships are important in that they bring species and races that otherwise would be forced to hate each other into a more workable, reasonable standing ground. Some of the world's best negotiators are in fact goblins.
Goblins on Paladask are inquisitive and adaptable. They are small however, and their lack of common sense often times can be disastrous to their survival. They are eager to fling themselves into danger headfirst and care not what the outcome is. They are hoarders and collectors, and many goblins carry around with them as much junk as they can fit into their sacks, their pockets, and their arms. Because of this, any artificer who has the pleasure of being in contact with a goblin regularly can likely be pushed far ahead of the inventive curve simply because of what these creatures can bring to them from the nolands.
One must be careful though, fore even though Paladask's wild magic has turned these feral monsters into functioning citizens, who's to say the change is permanent. Always approach goblins with caution.
Goliaths[edit]
Volo's Guide to Monsters pg. 108
"Goliaths are like sticks, watch. Anyone can break a single stick. But if we all work together, not even the strongest of enemies can bring us down." The mother smiled at her child. "We are also like sticks in the sense that we go to bed on time and listen to our mothers. Isn't that right?" The child laughed. "Mom, come on." "You heard me. It's getting late. Goodnight my little stick." They both smiled.
In the high mountains and also in many parts of the undercities roam the goliaths. Not many people interact with goliaths, fore they keep mostly to themselves and to their own affairs and clans. Goliaths on Paladask are a nomadic people, wandering from peak to peak and even city to city, scavenging what they need, or occupying a choice cave or other settlement and gathering from the surrounding woodland before moving on.
The Goliath of Paladask view life as a series of challenges that must be overcome. Though their life isn’t exactly a constant struggle, and the ground regions they call their home are abundant enough to support it, their life isn’t exactly easy. A great enough mistake from a single goliath can doom their entire tribe and a similarly heroic effort can ensure the tribe’s success. With this, the goliaths place a premium on self sufficiency and individual ability, each member of the tribe is expected to pull their own weight and debt is expected to be repaid. Goliaths enjoy keeping score, they compare their deeds and their accomplishments against other members of their tribe, and there is a friendly rivalry between all members of a tribe’s generations. Paladask’s goliaths like to compete with each other and they especially like when they win. Most importantly though, the goliath believe in playing fair. Competition can only exist on a level playing field and cheaters are despised, since you can’t cheat survival, especially in Paladask's nolands. A goliath will gladly use advantages like magical items or money, but they are careful to remember that such an advantage can always be lost.
Goliath society is built on on strength and skill. A goliath leader is in that position because they earned it, nothing less. The idea of “noble families” is a puzzling one to goliaths. Conversely, if you cannot contribute to the tribe, you are abandoned, though if you return strong you are welcomed back. Older and weaker members of a tribe strive to find other ways to contribute. A sick or injured individual is cared for, but becoming crippled or feeble is a death sentence and few goliaths see old age. Those that do survive are respected elders, fore it takes immeasurable skill to survive for long in the wild on this plane.
Half-Elves[edit]
Player's Handbook pg. 38
"You have pointy ears, but you're telling me you can't make me a bow!?"
Some elves see the half-elves and they see a reminder of how the elven people are living in Paladaskian society, or they simply see bastards. Humans who see a half-elf see something too elven, too long lived and too magical, something most humans can never aspire to. The half elves are people who have been born of two worlds, and they never feel entirely comfortable in either.
The half-elves of Paladask are a well traveled race, with many being Seekers and exploring the world to a degree that nearly borders on wanderlust. They roam the nolands from tree to tree and enemy to enemy, eager to see whatever is next and carve out something for themselves.
Half-elves are frequently seen in the world as travelers and merchants, building trustworthy reputations with those they encounter (or again being despised for belonging to two completely different races).
Half-elves that remain within society have little difficulty finding a place for themselves so long as they aren't mages; their long lives gives them ample time to master a trade and their personable nature helps them to mingle with various peoples.
Half-elves, like most half-breeds, are almost completely infertile. It is extremely rare that a half-elf will produce a child and the child of a half-elf will always be either human or elven, or another half-elf. The half-elf spends a great deal of effort making sure that their children don’t experience the “distance” they did growing up.
Half-Orcs[edit]
Player's Handbook pg. 40
"Rorgthar's has been commanding the 3rd Orcish Battalion now for twelve years. Rumor has it, they gave him that position as a joke. Well, since then, he and his army have wiped out more dragon lairs than any other army on this plane... put together."
Orcs are some of the forerunners of the marauding war bands of monsters that plague the nolands on Paladask. There are few who do not fear the destruction of the orcs. This fear has made things difficult for half-orcs. In cities they are feared or reviled, sometimes not being allowed into certain establishments or even cities as a whole! Either this or they are the product of the marauder’s rape and pillage, and serve as reminders of horrible times. Any orc roaming the nolands is automatically branded a villain and a monster. Within orc society half-orcs are seen as weak and passive. Half-elves may be of two worlds, but half-orcs are welcome in none.
In society at large, half-orcs either revel in their association with their monstrous heritage, taking positions as thugs and toughs or smiths and soldiers (if allowed). Others try to intentionally distance themselves and try to withdraw from society. Still others keep on the move, trying to find somewhere to call home. Those half-orcs that find themselves a home embrace it wholeheartedly and will defend it to the death, which often happens out in the nolands.
In orcish society half-orcs are either the weaklings of the war band, bullied and abused, or they exploit their superior intelligence and adaptability to take control of the war bands, becoming tacticians or champions.
Half-orcs, because they are half-breeds, are nearly infertile. A half-orc could only have children with considerable dedication. Unlike their human parents, half-orcs can only have human or orcish children, or other half-orcs like themselves and they will try their best to ensure that those children grow up well suited for the society that the half-orc chose to live in, giving them the opportunities they never had, very similar to half-elves.
Halflings[edit]
Player's Handbook pg. 26
One instantly knows if they have stumbled into a halfling community by the tidiness of the area. Clotheslines are strung about with the day's garments and banners and flags are hung by every door with the homeowner's name on it. There are brooms propped up against any surface possible. Truly a sight.
The halflings of Paladask are mostly homebodies. They establish bonds and live together in their cities. Normally, where there is one halfing, one can find 50 more. They live together in closely-knit communities and never stray too far away from them.
Halflings, regardless of most, are known as welcoming hosts. Halfling inns are famous for warm fires, good food, and low seats. But halflings are also considered to be notorious pickpockets, so it’s always advised to keep one hand on your purse in a halfling inn.
If a halfling community grows too large, or if they run out of room in their cozy little safe-areas, a sizable portion of the community will pack their goods into trundling caravans and risk their lives moving onto the next city. They rarely break this tradition.
Most other cultures consider it in their interest to protect halfling villages, but this does not always translate to providing them with equality, and halflings can be treated as second-class citizens, if they’re recognized at all. Those halflings who are seen as more than peasants have had to fight for that recognition, through occupational benefits to neighbors, or through amenities provided by halflings.
Humans[edit]
Player's Handbook pg. 29
Timothy and his shortsword Lisa have traveled to the end of the world and back together. They have slain slyzards. They have freed prisoners. They even have been thrown into a dungeon and left to die together. Now he would be all set if only he could remember where he last left her.
Paladask's largest population hands down would be that of humans. They can be found in practically every city in the world, including undercities. Most cities are controlled by human rulers and many cities have at least half of their population being composed of humanity.
Some races consider humans to be simply “average,” not as strong, swift, of smart as some others. They underestimate the capacity of humanity. Humans are clever and creative, as well as stubborn and tough. The best of them can stand against anything that the world throws at them, and come out fighting on the other side. There are more human folklore heroes on Paladask than any other race, even aasimar and the like.
Humans mostly are a gregarious species, they embrace the company of other races, and cities ruled by humans have a diverse non-human population. Humans are also the only race capable of breeding with other races and creating half-breeds. This fact, combined with their easy acceptance of other races, has given humans a promiscuous reputation among the other peoples of Paladask.
While humans do hold the highest percentage of mages in Mage's Corners in all cities on Paladask, they also have the highest percentage chance of owning a sailing ship. And a home. And have the highest chances to be a Seeker. Life for humans on Paladask is generally an easy one.
Kor[edit]
Plane Shift Zendikar pg. 10
"You lot don't speak, do you?" The kor Seeker ignored the dwarves' ignorance of kor culture. Of course they speak. Just not when the reason is stupid or the audience undeserving of their time. "Answer me. Go ahead. Say something." The Seeker signed something and the dwarf got red in the face. "Oh what is THAT supposed to mean!?" The Seeker had had enough. "I signed 'watch out'." The dwarf was too late. Now suspended in a net 20ft off of the ground and upside down, the dwarf was smoking with rage.
Kor peoples can never stay in one location for too long, using caravans to loop around the world's cities. They are inherently nomadic and minimalistic, only ever carrying what they think they will need for their next encounter -if it should ever happen. They travel and camp with small groups, scaling cliffs and traversing Paladask's mountains with such ease and grace, one would say they could fly.
The kor of Paladask are tall, slender humanoids with light hair and gray or ivory skin. They paint softly glowing geometric patterns on their faces and bodies, associated with tribal traditions. They have slightly pointed ears -like elves, which may point to a shared ancestor way back in elven and kor history. The two races are most comfortable with each other -more comfortable with each other than with any of race.
Kor normally keep silent, using instead hand gestures and sign language for communication over long distances. Because of the kor's nomadic and ever travelling lifestyle, many of them take up positions as Seekers or cartographers or those who seek to pinpoint strong mana deposits and predict where they will go to next.
Merfolk[edit]
Plane Shift Zendikar pg. 12
Túa, the head of all Merfolk-Human relations is a very wise man. He has in the past 20 years changed merfolk from laughing stocks to one of the most respected races on Paladask -peacefully. Not a feat many can boast.
Paladask is 40% ocean. And while many sea creatures call the waters of the plane home, as do the humanoid merfolk. Curious, thoughtful, and analytical, the merfolk of the world are scholars and explorers. The only things that matches a merfolk's beauty is its intelligence.
They are an amphibious race, born and at home in the water but able to live on land. Their skin is silky and oceanicly-colored, with sharp and long fins extending down their extremities. They have either sharp, sea-urchin hair or sleek, seaweed hair, and in males, this hair can grow on the chin. They wear minimal to no clothing unless warring, which is uncommon for this peaceful race.
Merfolk have some sea colonies but can make homes in undercities, where the damp, dank atmosphere makes them feel right at home. They have good relationships with practically every race on Paladask, though minor occurrences can spark rivalries. These rivalries are generally harmless and involve a lot of inconveniencing the other or cold-shoulder them.
Merfolk like to trade deep-sea valuables frequently with foolish sailors or merchants who fail to realize how value-less these items turn out to be, which has made the entirety of the race very wealthy.
Tieflings[edit]
Player's Handbook pg. 42
The mother new what she had to do. She had to let her birthed son go. For good. All of her life she has been strictly against magic and strictly against fiendish demons and devils. But now... after carrying a child for almost a year and forcing it into the world, only to have to let it be killed in front of her, did she think. For the first time ever, this mother felt as if her hatred was unwarranted.
Similarly to how Paladask herself seemed eager to create genasi and goblins with her wild, mysterious magic, so too was she eager to allow the essence of fiends and devils possess mortal hosts. But that magic trapped them in those hosts, sealing the beasts away and forcing them to live and die as mortals. This transformed them into the first tieflings and tied their infernal energies to their mortal bloodlines. Children of otherwise normal humans of these bloodlines are born as tieflings up to this very day.
Unfortunately for Paladask, demons and devils still pose a threat, sneaking their way onto the material plane to corrupt and destroy. The resemblance that children born as tieflings share with fiends and demons can awaken religious fear among the community, the children are considered bad omens or simply evil. Some are killed at birth, and they are almost always shunned by those unwilling to look past their fiendish appearance. All tieflings not killed are forced to live in the Mage's Corners, even if they have absolutely no magical presence.
Some tieflings embrace their infernal heritage, others try hard to leave it behind and separate themselves from it and strive to do good, still more simply try to live a normal life and ignore their features as best they can. Tieflings tend to settle themselves in large diverse populations where their unique appearance won’t attract as much attention, or as much violence. This is not all too difficult on Paladask, where if one goes to a more diverse city, immediately the species' vastness and differences are apparent.
Most, unfortunately, don’t consider tieflings past their appearance and believe them to be evil, duplicitous and violent. Regardless of the tiefling’s actual disposition.
Vampires[edit]
Plane Shift Zendikar pg. 14
"'How to Defeat the Common Vampire' by Horold Knightsley, page 18 paragraph 2 line 2... 'Wooden stakes will not work. Garlic will not work. Mirrors do not work. Fore these have all been tested time and time again and have failed every single time.' "Wow. The first thing they got right!"
The Vampires of Paladask are clan-based and secretive. Most of the vampires who live on the plane don't dare show their face to those who uphold the law. This means no visiting a favorite tavern and no trying out to become a Seeker. In the eyes of many, vampires can do no good. And in the defense of those who feel that way, there have been countless tales of vampires stealing away cattle and draining the life force out of little James, the son of the fisherman.
While these precautions and these tales hold some truth, fore many vampires are heartless beings who prey on the blood and the fear of others, there are certainly exceptions to every rule. Countless 'unnamed heroes' have turned out to be vampires serving justice rather than serving themselves dinner. Paladask has a lot that is owed to these individuals in some cases; but for now they will have to settle for residing in the undercities and going by aliases and using false appearances and such.
Vampires in and of themselves are constantly fighting a battle as a whole race. There are those who stick with traditional methods, draining blood from necks and not dealing with humans and elves and dwarves and whatnot. Then there are those who are more progressive in their efforts, who hope to change the lock that is society's fear of them and their ignorance of society. Countless feuds have been fought over these very ideologies, some raging on till this day.
Vampires are not undead, nor are they truly alive, with cold, dead-feeling skin and elongated fangs made for killing. They are lanky and ghoulish sometimes, with leathery outfits and a knack for staying out of the sun.
Life Expectancy[edit]
The varied peoples of Paladask each lead different lives, and those lives have different spans. But there is, for all of them, an end to that life as they came to know it. Some people die sooner than expected, others hang on to life longer. Some extend themselves well past their years through magical means. Others outright cheat death. But for the majority of the people of Paladask, they would be considered to be old for their species at the lower range of this scale and venerable in their old age if they live past the higher range.
Vampire Ages
Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by dark magic from Paladask herself or perhaps even a strong curse having been placed upon them, or was spawned by a bloodchief from a living human, elf, or kor. Most vampires are thus very old, but few have any memory of their earliest years.
Vampire, Unknown (Source) |
Race | Age Range | |
---|---|---|
Aarakocra | 30-50 | |
Aasimar | 50-70 | |
Dragonborn | 60-80 | |
Dwarves | 300-400 | |
Elves | 500-700 | |
Genasi | 50-70 | |
Gnomes | 200-300 | |
Goblins | 25-50 | |
Goliaths | 80-100 | |
Half-Elves | 200-300 | |
Half-Orcs | 40-60 | |
Halflings | 100-150 | |
Humans/Kor | 50-70 | |
Merfolk | 100-130 | |
Tiefling | 50-70 |
Homebrew Races[edit]
I have not created any of the below races, however, from my looking over, the below races seem as though they might be able to be found on Paladask. After all, who knows with certainty what lives in the nolands? :)
It should be noted that dungeon master discretion supersedes my opinion about these races. Remember to use common sense and reasoning as to why you would like to play one of these races on Paladask.
Also as to how these races fit on Paladask, I feel as if a clear enough image can be drawn from the descriptions on this wiki as to how the world is. Undesirables live either in Mage's Corners or in undercities or even in exile out in the dangerous nolands. Perhaps your race is a forest-dwelling race who lives strictly in outdoor environments, in which case claiming your character resides in the nolands can be understandable and just make sense. If you're playing a race that is often seen as an enemy (such as goblin from the above section), maybe say that Paladask's wild and unruly magic has forced free will into your character. Etc. I trust everyone and their opinions as well as ideas. Paladask is yours for the taking.
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