Maiths Trin: The expansion of civilization.
Races of Venarth
There are a wide range of civilized and uncivilized people across the berth of Venarth. This will condensate on the race common to adventurers in the realms across Venath.
There are three main groups of humans, the Vanir, the Fólksins and the Flynn.
The Vanir are believed to be the remains of the humans that formed the majority of the Panormus Empire back several thousand years ago. They have a wide range of skin tone from the pale of the far north to the dusty brown of the Southern Isles. They have a wide range of hair colours from and almost silver blond to a Raven Black, various dark browns are the most common, they tend to brown eyes but blue, green, and hazel are possible. Men ranging between 5’ 6" and 5’ 10" with Women being between 5’ 2" and 5’ 8"
The Fólksins are a harty northern people that live in the northeast of Venarth, where they have a handful of kingdoms. they are grand seafarers, explories, raiders and traders. there land are isolated from the rest of the lands of Venarth byt the Hobgoblin confederation, a large area, much like the Orc horde land in the East, this land consists of large tribes and clans of Hobgoblins. as such the Fólksins are filled with warriors and have the most female warriors of any non-gobliniod race. The Hobgoblins and Fólksins exchange raiding often, though the Fólksins often raid all kinds of settlements along the eastern shore of Venarth. The majority of the Fólksins have golden blond hair with red being the next most common, Black hair like the raven is rare but also considered lucky. Nearly all of their eyes are blue, with the occasional green some times. The Fólksins are a tall people men ranging between 5’ 9" and 6’ 4" and women between 5’ 7" and 6’ 2".
The Flynn are found largely in the temperate moors of the east coast of Vebarth. They have no central government but are divided into clans each holding sway over a particular set of lands. There are 10 great clans each having 3 to 6 lesser clans sworn to them. Clashes and raiding between clans isn’t uncommon. They often wear blue, green, or red face paint when going to battle or undertaking a quest. They raise a lot of sheep and Plaid woven wool is often used to identify what clan you belong to. The Flynn are a largely rural people. The majority of the Flynn have Red hair of various shades with Blond being the next most common, Black hair like the raven is rare but also considered unlucky. Nearly all of their eyes are green, with the occasional Blue or Hazel some times. the Flynn are medium sized people with men ranging between 5’ 5" and 6’ 0" and women between 5’ 2" and 5’ 10".
Elves are have a number of kingdoms around Venarth as well as being seen in many human kingdoms, they are rare among the Flynn moors and uncommon among the Fólksins kingdoms. Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
The High elves come in two basic groups, One type sun elves is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. They often are the Majority in the Elven kingdoms but are very uncommon among humans and other races. The other type The moon elves are more common and more friendly, and often encountered among humans and other races. The Sun elves have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
The Wood elves have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood elves often also called wild elves, green elves, or forest elves. They are reclusive and distrusting of non-elves. The tend to live in old forest of the realms generally away from any real settlement, living in small communities. They often adorn themselves with face paint or tattoos. Wood elves’ skin tends to be copper-ish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
The Drow range in the Underdark of Venarth, though some of the groups that worship good aligned gods and goddesses have a few surface settlements. Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world
for following various goddesses and gods down the path to evil and corruption. Now they have built their own civilization in the depths o f the Underdark. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white, pale yellow, or dark red hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.
The Dwarves are a proud and stout people who are masters of stone, metal and clockwork. Kingdoms rich in ancient grandeur, halls carved into the roots o f mountains, the echoing o f picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. The Dwarves of Venarth have a strong dislike for Arcane magic preferring to use their crafting ability or divine magic when required. As such Dwarven Arcane casters are a rarity and mostly found in human realms rather than Dwarven Kingdoms. Several Kingdoms lay within Venarth’s mountains, out side of that only the Kingdom of Mathis has any large community of Dwarves thought pockets maybe found nearly anywhere. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. Dwarves often name their Kingdom after founders believing that they still watch over them from Hammer Hall.
The Mountain Dwarves also known as the Stein Dwarves strong and hardy,
accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The Dwarven Kingdoms of Talin, Dalin, Torora, Ravin and Skyrath are mostly mountain Dwarves
The Hill Dwarves also known as Sonnegeboren dwarves, have keen senses, deep intuition,
and remarkable resilience. They are the most likely to be on the surface and live among other races, only one of the great Dwarven kingdoms consists of these dwarves that of Fili’s Kingdom, further the two dwarven duchies in Mathis are headed by Hill Dwarves.
The Gnomes are a constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum:
a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing,
or gleaming jewels.
The Halflings are often looking for place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In Venarth, lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.
As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. They tent to broader of build as well.
The Goliaths are At the highest mountain peaks- far above the slopes where trees grow and where the air is thin and the frigid winds howl- dwell the reclusive goliaths. Few folk can
claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind,
making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments
to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains. This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to
SURVIVAL OF THE FITTEST
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result
of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.
The orcs of Venarth are a savage people living in small tribes and clans largely in the Horde land A vast platau that goes from the western shore of the Venarth to the Spine of the World mountain range, it sits north of the civilized land on the west of the Spine of the World. They are normally considered enemies of the civilized people but in the Kingdom of Marthis, a fair number have come to consider the kingdom home. They have and are citizens of that kingdom. With rare exceptions, they are not found as citizens in other realms.
The lands of Venarth are not untouched by the servants of the gods and Goddesses, while fairly rare, aasimar can be found. Aasimar bear within their souls the light of the heavens.
They are descended from humans with a touch of the power of the upper plains Aasimar are born to serve as champions of the gods, their births hailed as blessed events.
They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
The land of Venarth have their fair share of demon cults and as such the blood of fiends is more common than servant of the Gods and Goddesses. Fiend blood is powerful and can affect people for generations. They are considered unlucky at best and sinners and tempters at worse. A surprising amount accept this and simple do they best they can. while their songs may not be know by every bard, there are more than a few tiefling heroes across Venarth. To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of plains of Hell—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a
ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible Irises or pupil. Their skin tones cover the full range of human coloration, but also include various shades o f red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
The Dragonborn are perhaps the rarest race found in Venarth. Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes o f dragons and humanoids. Some dragonborn are faithful servants to true dragons, others
form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.
Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance.
Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6 1/2 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs
very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. Dragon born are most common in mountain regions where they live in small villages. They are rare enough in most of the civilized realms to draw stares. Srangly they are uncommon among the kingdoms of the Fólksins, were they have a long history of working together despite the traditionally large number of Chromatic Dragons in the area.