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Drakir Dragonborn Dwarves turned Dwarves Crafter Hill Scholar Duergar Warrior Mountain Dark Drow Light High Wild Wood Goblins Gnomes Fey creatures Forest --- Rock --- Humans Nordir North Scovans East (Woods) Reikling (South) Yokanir Far North Jotunkin Goliath Jotun-Human hybrids Firbolgs Vaetir Half- Demi-gods

Drakir Names In ancient days, a -King took possession Drakir still retain Dwarven given names, though of a great horde, a cursed horde. He their surnames have shifted to reflect their new transformed himself into a Dragon in order to nature, usually referencing their draconic better guard his wealth, and extended this curse appearance. to all his kin and housecarls. These poor souls became Drakir, half . When the king fell, Stats his cursed descendants scattered to the corners Drakir use a modified form of the Dragonborn of the . statblock found in the D&D5E PHB.

Physical Drakir Drakir are humanoids with distinctly draconic ASI Increase your Strength by +2, physical traits, including horns, scales, all of it. and your Charisma by +1. They are broad and tall, standing around six Age Drakir mature by 12 and can feet, and their scales are brightly colored in live up to 400 years. many hues. Size Medium Speed 30 ft Personality Language Common, Draconic, Dwarven Most Drakir are descended from the Warrior Darkvision You can see normally in dim clans of the Dwarves, and they retain much of lighting up to 60ft, and that cultural outlook. Drakir are aggressive and through darkness as though domineering, but match this with a level of dim. pragmatism and mercenary logic most Dwarves Claws You have claws, which deal would balk at. Drakir still do not betray their 1d6 slashing damage and use own or their masters for coin, but their choice in your Strength. clients and in sides can be quite mercurial up Dragon When unarmored your AC is until coin is produced. Scales equal to 12 + your Dexterity modifier. You also gain Society Resistance to Fire. Drakir organize themselves along non-familial Breath As a Bonus Action, breathe a lines, instead often opting to identify themselves Weapon 15ft cone of fire. This deals based on their relationship to various 1d6 Fire damage, plus 1d6 for institutionalized warbands and mercenary every 4 character levels you guilds. Drakir villages, therefore, are more akin possess. Enemies can make a to Company Towns, their ultimate authority Dexterity save (DC13) to take being the organization that funds their existence. half damage. You can make Despite this, Drakir are possessed of a this attack a number of times democratic mindset. Military service is equal to your Constitution rewarded with voting power in their assemblies, modifier before needing a and leadership is sometimes measured by the short or long rest. number of kills one has committed in battle.

Adventurers Drakir who join adventuring parties are either desperate and outlawed by their own folk, or ambitious enough to strike out alone and join up with like-minded individuals. It is often a quest for wealth or glorious battle that convinces a Drakir to abandon his kin and set out into the wide world.

Dwarves The Dwarves make their homes in the great Names Mountain Halls of Myrkheim, where glowing Dwarves have many names, concerned about forges and hearthfires fight back against the having their real name stolen by magic. encroaching winter storms. Dwarven smiths Dwarven names are harsh, slurred, and often craft wonders beneath the mountain, while their long. Their surnames and clan names are warriors wage endless campaigns against the usually very descriptive, and can help outsiders Dragons, Dark Elves, and fellow Dwarves who keep track of Dwarves by physical description lust after their treasures. alone.

Physical Stats Dwarves are broadly built, as physically Crafter and Warrior Dwarves use the Hill and unyielding as the stone itself, though they pay Mountain Dwarf stats, respectively, found in the for this with a bit of height compared to Men or PHB. Scholar Dwarves use the Duergar stats Elves. They are a hard-scrabble folk, accustomed found in MToF, with the following exception: to hard-living which is etched onto their face Your Intelligence increases by +1 in place of and hands. They are most noted for their beards, your Strength. in both length and in meticulous and wondrous styles. Labor Dwarves may use either the Hill or Mountain Dwarf stats, but always have Personality Disadvantage to social checks involving other Dwarves are the exacting sort of people. All non-Labor Dwarves. things must be exactly as they are meant to be, as though life itself were terms in a contract. And be sure, Dwarves hold tight to contracts. They will never break a rule directly, but will always seek a means of bypassing laws or promises which hinder them. You can always trust a Dwarf to follow his word, but only his exact words.

Society Dwarven society is divided into castes. These are the Crafter, Warrior, and Scholar castes. Among these, all Dwarves are considered equal, at least until one proves their worth with great deeds, masterly crafted inventions, or the creation of new and mighty magic spells. Theirs is a meritocracy, where the squeaky wheel ascends to the heights of the bureaucracy. The less said of the lowly,

Laborer caste the better.

Adventurers Dwarven adventurers are often exiles looking to gain glory and gold enough to return home in triumph. Others are sent out into the world by their clans and elders on special tasks for the betterment of the Dwarves, and often these tasks take many years to be resolved.

Elves themselves actually speak Elvish correctly, It is said by some that Alfheim was dredged up because only they can hear all the secret and from the sea. Others say that it was pulled down hidden notes and subtle variations. from the heavens, from another branch of the World Tree. All agree that Alfheim is a place of Stats deep magic and wonder, and its masters the Elves use the stats provided in the Plane Shift Elves, are at one with its mysterious nature. Zendikar pdf. Light Elves, those who hail from the ancient Elvish Royal bloodlines and who Physical practice Aesir magic, use the Mul Daya Elf stats, Elves appear quite beautiful by human though exclude Superior Darkvision and Sunlight standards. Tall and fair, with fine features, Sensitivity. Wild Elves, those who practice the bright eyes and hair. Their odd proportions and Elven martial arts and commune with nature, seeming immortality give Elves an alien allure. use the Joraga Elf stats. And the Dark Elves, But this otherworldly beauty hides a menacing those who were exiled, those who learned many power. Elves are swift and alert, perceiving crafts at the side of the Dwarves and battle even things far beyond the senses of other mortals. now in Myrkheim for supremacy, use the Tajuru Elf stats. Personality The Elven mind is a tricky to imagine. It is both simple and calculating like a cunning animal, while also being a repository of ancient knowledge and wisdom. Elves are patient creatures, capable of planning a century ahead, but emotional to the extreme. While they are capable of devious plans and insight, they are often undone by their unquenchable passions.

Society Elven piety is absolute, with their society centered around its temples and monasteries. Grand Abbots and Abbesses rule through ecumenical councils, unifying towns and farming villages under religious law. But those who dwell in their fortress monasteries are not fat, lazy priests. They train their bodies, minds, and souls in ancient forms of warfare, learning to kill with blade, spear, bow, fist and foot.

Adventurers Elven adventurers often travel for reasons of their own personal natures. They wish to prove themselves and their martial training, or they wish to travel the world and see what wonders Midgard has beyond the dense woodlands of Alfheim. Some also seek glory for their gods, in particular the .

Names Elven names are long and flowing, filled with vowels and sounds that are difficult for many to speak or hear properly. It is said only the Elves

Goblins Society From out of the forests and cavernous warrens Goblins come from very, very large families of Midgard came the Goblins. Considered the where children can be born a dozen at a time. least of the mortal Fey people, the history of the They are used to living in squalid, close-knit Goblins is one of enslavement by the larger races units, and handle crowds well. With no nations such as the Elves and Men. But such oppression of their own, they content themselves with has not dulled their wit, nor their ancient building their communities amongst the Bigfolk. magical prowess and their knowledge of lost Men and Elves often keep them around as things. servants and spies, but the Dwarves would sooner burn their beards. Physical Goblins are smallfolk, barely reaching half the Adventurers height of the average . Their ears, and teeth Born with nothing, many Goblins feel that as well, are long and sharp. Their skin runs charging out into the wider world to conquer through many hues of green, brown, orange, and loot is the only option they have. Many and others besides. Many would describe them though take a more generous look to as ugly, though only sometimes directly to adventuring, seeing it as a chance to rise above them, which is unwise for they are far tougher the stereotypes and myths about their people. and quicker and nastier than they appear. Names Personality Goblins take many names. Their true names are The Goblins are far more intelligent than they only known by close friends and family. Their often let on. Though at times appearing “face” names are usually similar to the Bigfolk senseless or whimsical, Goblins merely have a around them, though sometimes they also wicked sense of humor that they like to use as a choose shorter names meant to make them mask when dealing with non-Goblins. They are appear friendly, or even cute, all in the service of a cunning folk, always looking for an angle or keeping Bigfolk off balance. position of power to take for themselves. They are equally aware that the Bigfolk might take Stats exception to this, and plan accordingly. Goblins use the Gnome stats found in the PHB, and may select either Forest or Rock subraces, to better reflect their homeland.

Humans Things. Yokanir tribes are semi-nomadic, Of all the peoples in Midgard, Humans or the following where the Radjar, their mystical race of Men appear to be the most beloved by reindeer travel. The men of the southern lands the gods. Despite having no special power or rarely come so far north as Midgard, but it is ability one can reliably call their own, Men have said mighty kingdoms and empires lie to the grown to become the dominant race in the south world, not only those on the islands that make up Midgard, but also the Men of the south, Adventurers whom the people of Midgard regard as There is no one reason for adventuring. Some do Skraelings and raiding targets. so to raid, to loot, and to plunder. Some do so to gain favor with the Gods. Others simply wish to Physical see the world in all its glory. The many races of Men cover seemingly every description imaginable. Some are tall, others Names short. Some thin, others broad. Midgardian Humans share a common language, and so their names are shared by all Men. It is Personality said the Dwarves taught Men their first It is said that no two men are alike. Good and language, and so they share a love of descriptive Evil abound in their hearts in equal measure. It names and titles. Unlike Dwarves, Men will also infuriates Dwarves to deal with Men, because give one another names that are the opposite of Men are not as bound to their oaths as Dwarves descriptive, even ironic, a sign of either a sense are, and Elves find the minds of men too of humor or a degenerate mind. straightforward and blunt. Stats Society Humans may select either the standard or Nordir, Reiklings, and Skovanes live as Variant human stats found in the PHB. They Freemen, not bound to the land but free to chart may also select the following alternative stats: their own course. A ruling class of warriors, the Jarls and their Housecarls, maintain the peace Midgardian Human and dictate law. But every Freeman can have ASI Increase one ability score of their say through the largely democratic All- your choice by +2, and two others by +1 each. Age Humans mature by their mid- teens, and can live up to a century. Size Medium Speed 30 ft Language Common, plus one other Skilled You have Proficiency in two skills or tools of your choice. Inspiration Once per short rest you may grant yourself Advantage on a single Ability Score, Save, or Attack roll.

The Races of Men Skovanes live in a dark land filled to burst with The many races of Men have more in common ancient monsters. They contest their mastery of with one another than even they realize, but if the forests against the frightening Fey and their one is looking for more information on chief rivals amongst the folk. humanity’s diversity in Midgard, look no further. Yokanir The Yokanir live in the far north, where the sky Nordir is lit by the light of the Gods. They are dark of The Nordir are the second-most northerly hair and eye, and adapted perfectly to survive in humans in Midgard. They are renowned for the coldest of all lands. their great size and strength, their golden hair, and their sea-colored eyes. The Yokanir live as semi-nomads. Outside of a few fortified settlements, they follow the Radjar, The Nordir are the most devout followers of the the legendary white reindeer whose magical Aesir, revering , Tyr, and above all properties are well-known. Their shepherding others. They follow the warrior’s path, as their skills have made the Yokanir famed throughout lands are the poorest of all. Their lands are cold Midgard. They worship many of the Aesir and and rocky, cut by steep fjords and wracked by Vanir, but revere before all others a goddess of howling winter wind. This has encouraged a the sun known as Beaivi, who they consider culture of war, raiding, and revenge-killings their great ancestor. Their harsh lifestyle and only held at bay by the institution of the strange ways set them apart from other men, Wergild, the man-price or bounty system that and the Yokanir seem to like it that way. just barely holds the worst violence in check. The Men of the South Reiklings Little is certain of the Men in the South. There The Reiklings live along the South-Western are a myriad of kingdoms immediately south of coast of Midgard. They are dark-haired, and Midgard, tales of great cities and an ancient quick-witted. In many ways they are the most Empire, and of a mighty horde from out the Elf-like of Men. desert wastes that races the wind. And many lands beyond. The Reiklings love the Vanir best, the gods of music, nature, and fertility. Like the Elves, they pay homage to Freyr, , and Heimdall. Theirs is the most bountiful land, blessed with temperate winters and fertile harvests. Its people are the most numerous of the races of Man, and the most organized, for to bring in such harvests every year has demanded strong- handed Jarls and Kings. Trade between their towns and cities far afield has made the Reiklings a rich and prosperous people.

Skovanes The Skovanes dwell in the black forests of the East, and it is said that amongst them black magic and the worship of dark gods exist in greater number than all other lands of Men. They are possessed of brown and red hair, and tie magnificent knots into their beards, in emulation of their trade partners in Myrkheim.

Jotunkin Bonus Cantrip: You learn a single cantrip from Born from the fabled race of Giants, the enemy the Druid spell list. Wisdom is your casting stat of , and the daughters of Man, a race of for this. giants now walks the . The Jotunkin loom large in even spacious halls, their physical and innate magical power overshadowing all who oppose them. These lesser giants are rare to find, but a welcome addition to any Thane or Jarl’s retinue.

Physical Jotunkin appear very similarly to the race of Men, though much larger. They stand near seven or eight feet tall, and are well- proportioned, with only the occasional horn, fang, or change in complexion to mark them as anything other than a large Man.

Personality Jotunkin are not as stupid as one might expect from their reputation. Like the Goblins, Jotunkin hide their cunning intellect behind a mask of power and animal brutality. They understand power, and what it takes to gain and secure power. They are calm and collected in most instances, only riled by the most strenuous of actions and circumstances.

Society Jotunkin largely do not have a society. When they do congregate in anything larger than a single family, experience and age outweigh all other considerations.

Adventurers Jotunkin, with no nation nor true powerbase in the world since their exile from the Jotun homeland of Udgard to the far, far north, the Jotunkin take to adventuring as a means of survival, seeking a place in Man’s society.

Names Jotunkin have long since adopted the tongues and names of Man.

Stats Jotunkin use the stats of the Goliath from EEPC, with the following exception:

Trolls In ages past, the Trolls were hewn from the stones of Asgard and made to war against the Aesir as one of the Jotun’s great efforts to win their ancient blood-feud. But drenched they were in the waters of Mimir’s Well, and with newfound thought and free will they fled the field of battle to inhabit the secret places of the world, high in the mountains and deep within the forests, to live their lives as they saw fit.

Physical No two Trolls are alike. They vary by size, shape, and color to an unbelievable degree. Some are horned, while others possess tails, scales, and all manner of strange shape and form. They are most commonly like a hairy Man of great size, though not so great as the Jotunkin.

Personality Trolls are willful, and belligerent at the best of times. They select their own paths through life, and damn the consequences. Though despite this apparent hostility, they treasure few things more than a kind word or a friendship forged. Once sworn, it takes a mighty betrayal for a Troll to turn upon a friendship.

Society Trolls are solitary, and do not frequently live together in anything larger than a single, family household. They try not to cause trouble while traveling the lands of Men, as they are aware of the danger Man poses in numbers.

Adventurers As with the Jotunkin, traveling, raiding, and adventuring are a natural extension of the Troll’s wants and desires. They dislike hearing their Fates spoken aloud, and so take to the road to meet it as it comes.

Names Trolls favor the names of both Dwarves and Elves, though their harsh tongue will tend to garble the originals.

Stats Trolls use the Firbolg stats as found in VGtM.

Vaetir The Gods are not so separate from mortal races. In place of Skill Versatility, you may select one They are not immortal spirits nor gargantuan of the following traits: titans in the sky. They live, they love, the fight. And some of their blood has found its way into • Powerful Build. Double your Strength Score the lines of Men, Elf, and Dwarf in ancient days. for determining carrying capacity. Use any So are the Vaetir, the demigods, come into the Versatile weapon’s higher damage die, even world. when wielded one-handed. • Far Sighted. You can cast the spell Augury Physical as an Action and without material Vaetir are in appearance almost like Men, Elves, components once. You must finish a short or and Dwarves. But they are often the largest and long rest to use this again. fairest in appearance of their birth race. They are • Tough. Gain +1 additional hit point per born with markings of the Gods on their flesh, character level. such as Thor’s Hammer, Odin’s Ravens, or Heimdall’s Horn.

Personality Vaetir are larger than life, filled with great melancholy and great mirth in equal measure. They are daring and courageous, cunning and clever, bold and decisive. Each one can be said to be an exaggeration of Man, Elf, or Dwarf, whichever mortal or divine line they descend from.

Society Vaetir are intensely communal, and love to be around others, both of their kind and of the other mortal races. They make friends easily, though sometimes their antics can make enemies just as swiftly. For this reason, despite their heritage and mirth, most rulers look for ways to keep Vaetir away from civilization, where they can only hurt the monsters.

Adventurers Vaetir all know that they, on some level, must be worthy of their divine heritage, or else risk being left out of the final battle at Ragnarok. Most travel to seek glory and gold, for that is the swiftest means of earning ever-lasting fame.

Names Vaetir take upon themselves names that hint at their divine origin, often invoking relationship with one of their ancestor gods.

Stats Vaetir use the Half-Elf stats found in the PHB with the following exception: