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		<updated>2013-05-20T16:05:40Z</updated>
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	<entry>
		<id>http://www.dandwiki.com/wiki/The_Planes_(Aegir_Supplement)</id>
		<title>The Planes (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Planes_(Aegir_Supplement)"/>
				<updated>2009-09-23T06:42:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cosmology of Aegir is slightly different than typical D&amp;amp;D cosmologies. For the most part, the world consists of two planes: the material plane (Aegir) and the spiritual plane (Threysos). Within the spiritual plane, there are various sub-planes created by deities out of the stuff of Threysos. These planes are usually still technically part of Threysos, but are occasionally larger on the inside than the outside and often have vastly different characteristics than Threysos does.&lt;br /&gt;
&lt;br /&gt;
This article will deal primarily with Threysos and the special characteristics of that plane. I will also discuss the major sub-planes, though small pockets of other planes are scattered all around Threysos, created and forgotten by gods and other immortals, and ripe for adventure. Finally, I will go through the major planes presented in the Dungeon Master's Guide and discuss how they fit into the Aegir cosmology.&lt;br /&gt;
&lt;br /&gt;
==Aegir==&lt;br /&gt;
&lt;br /&gt;
==Threysos==&lt;br /&gt;
&lt;br /&gt;
==Sub-Planes of Threysos==&lt;br /&gt;
&lt;br /&gt;
==Fitting DMG Planes to Aegir==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Valadar_Darkbane_(4e_Deity)</id>
		<title>Valadar Darkbane (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Valadar_Darkbane_(4e_Deity)"/>
				<updated>2009-09-10T07:17:22Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=09-09-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=d&lt;br /&gt;
|sym=Arrowhead&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Good&lt;br /&gt;
|port=Patron of elves, enemy of drow&lt;br /&gt;
|calign=Any&lt;br /&gt;
|dom=[[SRD:War Domain|War]], [[SRD:Protection Domain|Protection]], [[SRD:Destruction Domain|Destruction]], [[SRD:Strength Domain|Strength]]&lt;br /&gt;
|favweap=Longbow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Born into a society of elves that was constantly at war with the forces of the [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|Pact of Ruin]], '''Valadar''' was trained in the arts of scouting, healing, and warfare. He earned recognition through his selfless acts on and off the battlefield, including risking his life to save others on many occasions.&lt;br /&gt;
&lt;br /&gt;
He finally met his end in an all out battle with the dark forces,where he was betrayed by the drow. They poisoned and massacred his already small band of warriors, and turned to the Shadows. With his final breath, Valadar sacrificed his life force to defeat the invading army and protect the souls of his fallen.&lt;br /&gt;
&lt;br /&gt;
The gods, seeing his selfless, righteous act, decided to bestow upon him immortality as a demigod.&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr; [[Religion (Aegir Supplement)|Religion]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Demigod Deities|Demigods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Valadar_Darkbane_(4e_Deity)</id>
		<title>Valadar Darkbane (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Valadar_Darkbane_(4e_Deity)"/>
				<updated>2009-09-10T07:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: New page: {{author |author_name=Jiyambi |date_created=09-09-09 |status=Complete }} {{Deity |hdligo=i |sym=Arrowhead |plane=Threysos |align=Good |port=Patron of elves, enemy of drow |calign=Any |dom=...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=09-09-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Arrowhead&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Good&lt;br /&gt;
|port=Patron of elves, enemy of drow&lt;br /&gt;
|calign=Any&lt;br /&gt;
|dom=[[SRD:War Domain|War]], [[SRD:Protection Domain|Protection]], [[SRD:Destruction Domain|Destruction]], [[SRD:Strength Domain|Strength]]&lt;br /&gt;
|favweap=Longbow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Born into a society of elves that was constantly at war with the forces of the [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|Pact of Ruin]], '''Valadar''' was trained in the arts of scouting, healing, and warfare. He earned recognition through his selfless acts on and off the battlefield, including risking his life to save others on many occasions.&lt;br /&gt;
&lt;br /&gt;
He finally met his end in an all out battle with the dark forces,where he was betrayed by the drow. They poisoned and massacred his already small band of warriors, and turned to the Shadows. With his final breath, Valadar sacrificed his life force to defeat the invading army and protect the souls of his fallen.&lt;br /&gt;
&lt;br /&gt;
The gods, seeing his selfless, righteous act, decided to bestow upon him immortality as a demigod.&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr; [[Religion (Aegir Supplement)|Religion]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Religion_(Aegir_Supplement)</id>
		<title>Religion (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Religion_(Aegir_Supplement)"/>
				<updated>2009-09-10T07:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Key Members of the Court */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=First Draft (v1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Religion in Aegir is at once unified and varied. All peoples share the underlying beleif that the gods and goddesses are at constant war in the Spirit Realm, and that the good and evil actions of mortals strengthen the respective factions in that battle. From this point, each race and subculture has it's own story, and most have their particular patron deity or immortal to whom they give their devotion. &lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
:''The full [[History (Aegir Supplement)#Creation|creation story]] can be found in the [[History (Aegir Supplement)|history article]].''&lt;br /&gt;
&lt;br /&gt;
Aegir was created by the [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. Often simply referred to as &amp;quot;The Lord and Lady&amp;quot;, these two beings created the world together, but at odds with eachother. The Lord created the ground, the plants, and the fey, while the lady created the light, the waters, the beasts, and the humans. Their efforts attracted other gods, who in turn created the younger races. Afterward, the Lord and Lady created the [[#The Divine Court|Divine Court]], and [[Agshasa Muren (4e Deity)|Agshasa Muren]] made the [[#The Pact of Ruin|Pact of Ruin]]. The world was Sundered, and [[#Sorastraz, the Divine Battle|the Divine Battle]] began.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threysos, the Spirit Realm==&lt;br /&gt;
:''A [[The Planes (Aegir Supplement)#Threysos|detailed discussion of Threysos]] can be found in the [[The Planes (Aegir Supplement)|cosmology article]].''&lt;br /&gt;
&lt;br /&gt;
The gods, demigods, angels, and fiends of Aegir all spend most of their time in [[The Planes (Aegir Supplement)#Threysos|Threysos, the Spirit Realm]]. Threysos is much like the Ethereal Plane of traditional D&amp;amp;D cosmology: it closely overlaps the material plane and denizens of Threysos can observe and sometimes even interact with the material plane. Threysos is also the site of Sorastraz - the Divine Battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threysos is important to the daily lives of mortals because some events there can &amp;quot;bleed&amp;quot; into the material plane. At times mortals can even reach across the boundary between planes and communicate with immortals - this is how scrying and some other magics work. There are some places where the boundary between worlds is somewhat weak. Here travel between the planes is easier, scrying is more powerful, and strange events are quite common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sorastraz, the Divine Battle==&lt;br /&gt;
&lt;br /&gt;
Sorastraz is a never-ending battle between the [[#The Divine Court|Divine Court]] and the [[#The Pact of Ruin|Pact of Ruin]]. If one side were ever to win, those gods would gain control over Aegir and the mortals who reside there. In addition, due to the &amp;quot;bleed&amp;quot; effect in Threysos, the battles of the gods often spill over into the mortal realm. The earliest and best example of this is the Sundering, which separated the Eastern and Western Lands with the Straits of Krahl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sites of great struggles between the immortals can be found scattered across Aegir. Some are [[UA:Taint|tainted]] by darkness, while others are sacred and [[SRD:Hallow|hallowed]] places - this is mostly dependent on which side was victorious. Sites of powerful clashes sometimes weaken the boundary between Threysos and Aegir, causing &amp;quot;haunted&amp;quot; or highly magical locations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorastraz is a very important icon in most Aegir religions. Its continuing occurrence is clearly undeniable given the bleed-through from Threysos, and it's effect on the fate of mortals makes the Divine Battle of great importance for those of any spiritual inclination. Not only can Sorastraz affect Aegir, the mortals of Aegir can in turn affect Sorastraz. Actions of order and good will strengthen the Divine Court, while actions of chaos and ill will strengthen the Pact of Ruin. In addition, the souls of the dead are bound to fight in this war to pay for any mistakes made in life before passing to their final resting place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As one might imagine, knowledge of where the next skirmish will be fought is of great use to the people of Aegir. The various societies deal with this in different ways, but usually clerics and holy people commune with their gods or the gods' immortal servants to receive warnings. The location of the skirmishes can also be divined through arcane means, though this is more difficult. In general people fear the violence of the Divine Battle and try to be as far away from the site as possible in case bleed-through occurs, but some religious zealots flock to these locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Afterlife==&lt;br /&gt;
&lt;br /&gt;
After death, the soul of a mortal is claimed by the god he or she swore fealty to in life. However, if the mortal was not a righteous follower, the soul is not as tightly bound to that god. It can sometimes, in these cases, be stolen away by another immortal, or lost in Threysos or even in the mortal realm. Souls are harvested by either valkyries or reapers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bound souls serve their god or goddess in Sorastraz. Weaker souls are generally simply used as a source of power for stronger immortals. Strong souls sometimes manage to retain their form. If bound, these souls become soldiers in their respective armies (known as [[Einherjar (DnD Race)|einherjar]]), and have the possibility of progressing to [[SRD:Celestial|angels]] or [[SRD:Fiend|fiends]]. If unbound, these souls become powerful lost spirits such as [[SRD:Ghost|ghosts]] or [[SRD:Spectre|spectres]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The binding of souls is the reason resurrection spells are so difficult in Aegir. Essentially, the person trying to perform a resurrection must first barter for or otherwise obtain permission to use the soul of the person they are trying to resurrect. Lost souls who have become ghosts or other spirits are also difficult to bring back, since they do not possess logical reasoning and can become violent or otherwise emotional. Once a soul is freed from whatever bonds it has, it can be resurrected normally. Souls are a source of power for gods and immortals, and they do not give them up easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After souls have served their time in Sorastraz or have fallen in battle, they return to the spiritual stuff of Threysos, to be reborn into new bodies eventually.&lt;br /&gt;
&lt;br /&gt;
==The Divine Court==&lt;br /&gt;
&lt;br /&gt;
The Divine Court is led by [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. The Court was created to protect the interests of the mortals of Aegir, and the organization as a whole is lawful good in alignment. Not all members of the Court are lawful, however all generally accept the rule of the Lord and Lady.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Divine Court is not usually worshiped as a whole - most cultures follow their own patron deity, but recognize that that deity is part of the Court. In general, the Lord and Lady are recognized as leaders of the Court by all cultures and while they may not always be worshiped, they are at least given respect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;Divine Court&amp;quot; does refer to the forces of good and law who battle in Sorastraz, the Court also still exists as its original concept: a body before which conflicts between immortals can be brought for judgment. The Lord and Lady preside over the Court as judges, while the other key members of the court act as their advisors. The Court is held at Geyan, an open amphitheater in the Western Lands of Threysos. It is here that strong souls might challenge their sentences or seek to be unbound; where two gods with claim to the same soul may find a solution; and where immortals wronged by one another may seek retribution. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Members of the Court===&lt;br /&gt;
Please note that these are only the most prominent members of the Divine Court. DMs - feel free to add your own deities to this list or encourage your players to do so.&lt;br /&gt;
&lt;br /&gt;
*'''[[Lady of Light (4e Deity)|Lady of Light]]''' - Leader of the Court. Helped to create Aegir, creator of the humans. Goddess of industry, learning, initiative&lt;br /&gt;
*'''[[Lord of the Land (4e Deity)|Lord of the Land]]''' Leader of the Court. Helped to create Aegir, creator of the fey. God of nature and peace, sometimes called &amp;quot;The Green Man&amp;quot;&lt;br /&gt;
*'''[[Thalysis (4e Deity)|Thalysis]]''' - Goddess of the dwarves, patron of farmers and physical labor&lt;br /&gt;
*'''[[Soriel (4e Deity)|Soriel]]''' - God of music and magic, sometimes called &amp;quot;The Bard&amp;quot;&lt;br /&gt;
*'''[[Aruman (4e Deity)|Aruman the Wolf]]''' - God of battle, general of the armies of the Court&lt;br /&gt;
*'''[[Valadar Darkbane (4e Deity)|Valadar Darkbane]]''' - Demigod of elves, enemy of drow&lt;br /&gt;
*'''Thresha''' - Leader of the valkyries &lt;br /&gt;
*'''The Valkyries''' - Strong souls of female warriors who cross over to Aegir and gather the souls of the dead&lt;br /&gt;
*'''[[SRD:Angel|Angels]]''' - Immortal warriors of the Divine Court&lt;br /&gt;
*'''[[Einherjar (DnD Race)|Einherjar]]''' - Strong souls of warriors who fight for the Court in Sorastraz&lt;br /&gt;
&lt;br /&gt;
==The Pact of Ruin==&lt;br /&gt;
&lt;br /&gt;
The Pact of Ruin is an organization of dark gods and immortals, who resented the authority presumed by the Lord and Lady and refused to bow to their Court. The Pact was created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], who many believe to be he who broke the great continent in two. As an organization, the Pact is chaotic evil in alignment, though some of it's members may have lawful inclinations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the Divine Court, the Pact of Ruin is not often worshiped as one, and instead specific deities are usually taken as patrons. However, virtually all followers of gods from the Pact preach &amp;quot;ill thoughts, ill words, ill deeds&amp;quot; - these things strengthen the Pact in Sorastraz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Pact's original purpose, in addition to refusing the rule of the Court, was to meddle in the affairs of mortals. They continue to pursue this pastime, as it allows them to increase their power while causing trouble for the Court. The Pact thrives on corruption, greed, and any of the darker desires of the mortal soul. To those who pledge themselves to it's designs, it rewards power and pleasure, in return for eternal servitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Members of the Pact===&lt;br /&gt;
Please note that these are only the most prominent members of the Pact of Ruin. DMs - feel free to add your own deities to this list or encourage your players to do so.&lt;br /&gt;
&lt;br /&gt;
*'''[[Agshasa Muren (4e Deity)|Agshasa Muren]]''' - Leader of the Pact. God of madness and mystery; creator of abberations&lt;br /&gt;
*'''[[Shalrikk (4e Deity)|Shalrikk]]''' - God of the lizardfolk and yuan-ti, god of violence, slaughter, and ritual sacrifice&lt;br /&gt;
*'''[[Corena (4e Deity)|Corena of the Bones]]''' - Goddess of necromancy and death, also directs the reapers.&lt;br /&gt;
*'''[[Guul Drak (4e Deity)|Guul Drak]]''' - God of pestilence, famine, and gluttony&lt;br /&gt;
*'''[[Naiakiss (4e Deity)|Executioner Naiakiss]]''' - Goddess of war and vengeance, general of the armies of the Pact&lt;br /&gt;
*'''The Reapers''' - Immortals who gather the souls of the dead to fight in Sorastraz&lt;br /&gt;
*'''[[:Category:Fiend|Fiends]], [[SRD:Demon|Demons]], [[SRD:Devil|Devils]]''' - Immortal warriors of the Pact of Ruin&lt;br /&gt;
*'''[[Einherjar (DnD Race)|Keirherjar]]''' - Strong souls of warriors who fight for the Pact in Sorastraz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unallied Deities==&lt;br /&gt;
&lt;br /&gt;
There are very few gods who are not part of the Court or the Pact. By far the most notable of these is the [[Mabdig (4e Deity)|Red God Mabdig]]. Mabdig is the god of halflings and goblins, as well as thievery, cunning, and trade. Mabdig has his own agenda, and sometimes assists whichever side of the Divine Conflict best suits his needs at the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)</id>
		<title>Naiakiss (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)"/>
				<updated>2009-08-11T05:17:13Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Typical Followers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Naiakiss.jpg|thumb|The holy symbol of Executioner Naiakiss]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Scythe&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of war and vengeance, general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil Domain|Evil]], [[SRD:War Domain|War]], [[SRD:Strength Domain|Strength]]&lt;br /&gt;
|favweap=Scythe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Executioner Naiakiss''' is a goddess of war and the general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] in [[Aegir (DnD Campaign Setting)|Aegir]]. She was one of the first humans killed in the great war that ended Utopia, the first empire. She died at a young age, still caught between child and adult. Her soul was claimed by the reapers and she found herself in the domain of [[Agshasa Muren (4e Deity)|Agshasa Muren]]. He saw within her great bitterness and hatred for a people who allowed her to die so young, and he saw that he could use this to create a great warrior. She swiftly climbed through the ranks of demons and devils, rising in power and ability. By the time [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Sorastraz]] began, she stood at Agshasa's side and commanded his armies with surety and competence.&lt;br /&gt;
&lt;br /&gt;
Naiakiss is depicted as a young woman, striking and hauntingly beautiful, covered in blood. She is usually wearing armor and wielding a mighty scythe. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Vengeance is mine, and I will repay.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Naiakiss is a goddess of vengeance, rage, and war. She entreats her followers to:&lt;br /&gt;
*Take revenge on those who wrong you, violently and immediately&lt;br /&gt;
*Give free rein to your emotions, especially rage and hatred&lt;br /&gt;
*Serve the Pact's cause in battle, both in life and after death&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most evil soldiers worship Naiakiss, and men in cults devoted to the Pact often worship her for her beauty and &amp;quot;innocence&amp;quot;, while the young women strive to be like her. She is an icon of lost virtue, of beauty destroyed and innocence shattered. She is called upon by dying soldiers of all alignments, begging for death on the battlefield. A lot of Naiakiss' followers are underground human cultists, and she is sometimes used to ease in new worshipers into the Pact due to her charismatic &amp;quot;tragic figure&amp;quot; image.&lt;br /&gt;
&lt;br /&gt;
Naiakiss is also worshiped by a few sects of good-aligned people who believe she was lead astray by Agshasa Muren and can be redeemed.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Clergy of Naiakiss are typically female warriors who have devoted themselves to furthering her cause in the mortal realm. Their main objective is to bring in more followers who will become soldiers in the Divine Battle after death.&lt;br /&gt;
&lt;br /&gt;
Like [[Aruman (4e Deity)|Aruman]], Naiakiss' temples are typically monasteries. Unlike Aruman, worship of Naiakiss is not openly accepted in human lands, so her monasteries are typically in hidden areas, or their purpose is disguised. Individual worshipers may keep shrines to Naiakiss.&lt;br /&gt;
&lt;br /&gt;
Naiakiss does not stand on ceremony, and her religious practices are primarily fighting forms and meditations. Quick prayers and battle hymns are also common.&lt;br /&gt;
&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Nations_and_Cultures_(Aegir_Supplement)</id>
		<title>Nations and Cultures (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Nations_and_Cultures_(Aegir_Supplement)"/>
				<updated>2009-08-11T04:53:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Goblin Tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many groups vie for control of Aegir. Some simply want to be left alone to attend to their own concerns, while others want nothing short of world domination. Some are religious in nature, others are military groups who hold power by force, and others are an elected governmental council. This article will cover each group, it's location and sphere of influence, and the characteristic cultures within it.&lt;br /&gt;
&lt;br /&gt;
==The Empire of Goult==&lt;br /&gt;
&lt;br /&gt;
===Various City-States===&lt;br /&gt;
&lt;br /&gt;
==The Galachen Islands==&lt;br /&gt;
&lt;br /&gt;
==The Fey==&lt;br /&gt;
&lt;br /&gt;
===The Dark Fey===&lt;br /&gt;
&lt;br /&gt;
==Ygvassen==&lt;br /&gt;
&lt;br /&gt;
==Golva Shalrikkan==&lt;br /&gt;
&lt;br /&gt;
==Goblin Tribes==&lt;br /&gt;
&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Planes_(Aegir_Supplement)</id>
		<title>The Planes (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Planes_(Aegir_Supplement)"/>
				<updated>2009-08-11T04:53:26Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Fitting DMG Planes to Aegir */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cosmology of Aegir is slightly different than typical D&amp;amp;D cosmologies. For the most party the world consists of two planes: the material plane (Aegir) and the spiritual plane (Threysos). Within the spiritual plane, there are various sub-planes created by deities out of the stuff of Threysos. These planes are usually still technically part of Threysos, but are occasionally larger on the inside than the outside and often have vastly different characteristics than Threysos does.&lt;br /&gt;
&lt;br /&gt;
This article will deal primarily with Threysos and the special characteristics of that plane. I will also discuss the major sub-planes, though small pockets of other planes are scattered all around Threysos, created and forgotten by gods and other immortals, and ripe for adventure. Finally, I will go through the major planes presented in the Dungeon Master's Guide and discuss how they fit into the Aegir cosmology.&lt;br /&gt;
&lt;br /&gt;
==Aegir==&lt;br /&gt;
&lt;br /&gt;
==Threysos==&lt;br /&gt;
&lt;br /&gt;
==Sub-Planes of Threysos==&lt;br /&gt;
&lt;br /&gt;
==Fitting DMG Planes to Aegir==&lt;br /&gt;
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&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aegir_(3.5e_Campaign_Setting)</id>
		<title>Aegir (3.5e Campaign Setting)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aegir_(3.5e_Campaign_Setting)"/>
				<updated>2009-08-07T19:48:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign Setting Rating|2}}&lt;br /&gt;
&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/08/2008&lt;br /&gt;
|status=Under Construction (Early Stages)&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Aegir.jpg|thumb|A map of Aegir]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Broken Continent of Aegir''' (AY-jeer) consists of two large land masses and several small chains of islands. The climate is primarily temperate, similar to that of Western Europe. Aegir is heavily influenced by Norse, Gaelic, Greek, German, and Zoroastrian names and concepts.&lt;br /&gt;
&lt;br /&gt;
Aegir is a hostile land, consisting of several major groups struggling for dominance. Essentially all the civilizations are insular, territorially, and even xenophobic. Inter-racial relations are strained at best. This leaves plenty of opportunities for interesting diplomatic or espionage type adventures, in addition to traditional dungeon-crawl or wilderness areas.&lt;br /&gt;
&lt;br /&gt;
This setting has been designed for DnD 4th edition play, but can be adapted for other systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What Aegir is:'''&lt;br /&gt;
&lt;br /&gt;
*A mythical, forested land characterized by many wild places and strange creatures.&lt;br /&gt;
*Fey and humans are powerful races, followed by dwarves, lizardmen, halflings, and goblins.&lt;br /&gt;
*Most communities and governments are characterized by varying degrees of hostilility and xenophobia.&lt;br /&gt;
*Stories, creatures, and magic in Aegir follow the style of folklore, as opposed to high fantasy. Think wil-o'-the-wisps and faerie rings as opposed to flashy dragons and wizards.&lt;br /&gt;
*Resurrection magic is more difficult - once a soul has left the body and entered the divine realm, it is very difficult to get it back again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What Aegir is ''not'':'''&lt;br /&gt;
*Steampunk. This is not [[Eberron]] - there are no airships or everburning streetlights, nor is this the place for [[Warforged Charger (4e Race)|Warforged]].&lt;br /&gt;
*Psoinic. Telekinesis and celtic mythology don't exactly mesh stylistically.&lt;br /&gt;
*High Fantasy. The style of Aegir is intended to be more muted and mysterious.&lt;br /&gt;
*Full of Dragons. Dragons are rare in the extreme in Aegir - they are world travelers and only occasionally stop by Aegir.&lt;br /&gt;
&lt;br /&gt;
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{| class=&amp;quot;column&amp;quot; style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
===Player Info===&lt;br /&gt;
;[[Quick Facts (Aegir Supplement)|Quick Facts]]&lt;br /&gt;
:What every character should know&lt;br /&gt;
;[[Character Creation (Aegir Supplement)|Character Creation]]&lt;br /&gt;
:Advice on creating characters&lt;br /&gt;
;[[Races (Aegir Supplement)|Races]]&lt;br /&gt;
:The playable races of Aegir&lt;br /&gt;
;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
:Gods and other Immortals&lt;br /&gt;
| style=&amp;quot;width: 34%;&amp;quot; |&lt;br /&gt;
===World Reference===&lt;br /&gt;
;[[The Planes (Aegir Supplement)|The Planes]]&lt;br /&gt;
:Cosmology of Aegir&lt;br /&gt;
;[[Geography and Climate (Aegir Supplement)|Geography and Climate]]&lt;br /&gt;
:The lay of the land&lt;br /&gt;
;[[Nations and Cultures (Aegir Supplement)|Nations and Cultures]]&lt;br /&gt;
:Political and cultural details&lt;br /&gt;
;[[History (Aegir Supplement)|History]]&lt;br /&gt;
:The history of Aegir&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
===Running Aegir===&lt;br /&gt;
;[[Running an Aegir Campaign (Aegir Supplement)|Running an Aegir Campaign]]&lt;br /&gt;
:Advice for implementing a campaign&lt;br /&gt;
;[[Adventures (Aegir Supplement)|Adventuring in Aegir]]&lt;br /&gt;
:Adventure ideas and material&lt;br /&gt;
;[[Notable People (Aegir Supplement)|Notable People]]&lt;br /&gt;
:The who's who of Aegir&lt;br /&gt;
;[[Creatures (Aegir Supplement)|Creatures]]&lt;br /&gt;
:Monsters and races specific to Aegir &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Back to DnD Campaign Settings&lt;br /&gt;
|category=Aegir Setting}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Character_Creation_(Aegir_Supplement)</id>
		<title>Character Creation (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Character_Creation_(Aegir_Supplement)"/>
				<updated>2009-08-06T21:03:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/24/2008&lt;br /&gt;
|status=First Draft (v1.0)&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page contains advice for players creating characters in [[Aegir (DnD Campaign Setting)|Aegir]]. Remember that this is just a guideline - ''always talk to your DM'' about how he or she wants to handle character creation. &lt;br /&gt;
&lt;br /&gt;
'''For DMs:''' Suggestions are provided in this section for ability scores and hit points in terms of the typical difficulties of an Aegir campaign, but you can and should change these if your campaign is higher or lower powered than usual.&lt;br /&gt;
&lt;br /&gt;
====1. Read the [[Quick Facts (Aegir Supplement)|Character Fact Sheet]]====&lt;br /&gt;
:This page contains the bare bones details about the world you will be playing in, and what a typical character might know. This will help you choose what type of character you want to play. Thinking of a character concept first and fitting a race or class to that concept can result in more natural characters, but sometimes choosing a race and class first can help develop a character idea. Regardless, keep in mind that Aegir is not a high fantasy setting, and you will be far more likely to meet other &amp;quot;civilized&amp;quot; NPCs than monsters or even monstrous humanoids.&lt;br /&gt;
&lt;br /&gt;
====2. Choose a race and class====&lt;br /&gt;
:Look through the [[Races (Aegir Supplement)|races page]] at the common playable races of Aegir. Other possible races are mentioned there, but make sure you check with your DM before deciding to play one.&lt;br /&gt;
&lt;br /&gt;
:Keep in mind the background on each race when choosing a class. For example, halflings have virtually no spellcasters but are natural rogues and diplomats. Human sorcerers, bards, and warlocks are feared and hunted. Fey generally dislike wizardry but have a natural affinity for innate magic. See the [[Races (Aegir Supplement)|races page]] for details.&lt;br /&gt;
&lt;br /&gt;
====3. Determine ability scores====&lt;br /&gt;
:Aegir is a medium powered campaign, so the default methods for generating ability scores are preferred. These include:&lt;br /&gt;
::*4d6 discarding the lowest roll&lt;br /&gt;
::*Standard point buy (22 points)&lt;br /&gt;
::*Standard array&lt;br /&gt;
&lt;br /&gt;
====4. Choose skills, feats, and powers ====&lt;br /&gt;
:The setting itself does not pose any particular restrictions on feats or powers. Talk with your DM to be sure he or she does not have any house rules on the subject (some DMs only allow feats and skills from the core rulebooks, for example).&lt;br /&gt;
&lt;br /&gt;
====5. Choose equipment ====&lt;br /&gt;
:What type of equipment your character will have access to will be heavily dependent on what part of Aegir you will be starting in. Regardless, magic items and particularly wondrous items are less common in Aegir. Fey will have less access to metal items than humans, while dwarves may be given a discount on these items. You can also add flavor to your equipment based on your character's background - read some details on your character's race and style their gear accordingly. For example, lizardfolk often decorate their war gear with colorful feathers from the bird's found in their jungles. Many human families have a special knotwork design passed down from their ancestors which adorns their weapons and armor.&lt;br /&gt;
&lt;br /&gt;
====6. Choose a background and religion ====&lt;br /&gt;
:Choosing a religion is more important for some characters than for others (namely, clerics and paladins). In Aegir, there are two basic pantheons, one good, the other evil, with a few neutral bystanders. The side of good is constantly battling the side of evil in the divine realm of Threysos. Check out the [[Religion (Aegir Supplement)|religion article]] for details.&lt;br /&gt;
&lt;br /&gt;
:The rest of your character's background will most likely depend in part on how the DM will be starting the campaign. Work with him or her to find out what options are available, and refer to the background on your character's race for ideas. A little bit of back story can go a long way towards improving a campaign - a good DM will find a way to bring elements of a PC's past into the campaign, and this really helps to draw players in and make everything seem much more important and personal to their characters. Some DM also give special in game bonuses to characters who provide a back story, such as experience or money.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Religion_(Aegir_Supplement)</id>
		<title>Religion (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Religion_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Afterlife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=First Draft (v1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Religion in Aegir is at once unified and varied. All peoples share the underlying beleif that the gods and goddesses are at constant war in the Spirit Realm, and that the good and evil actions of mortals strengthen the respective factions in that battle. From this point, each race and subculture has it's own story, and most have their particular patron deity or immortal to whom they give their devotion. &lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
:''The full [[History (Aegir Supplement)#Creation|creation story]] can be found in the [[History (Aegir Supplement)|history article]].''&lt;br /&gt;
&lt;br /&gt;
Aegir was created by the [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. Often simply referred to as &amp;quot;The Lord and Lady&amp;quot;, these two beings created the world together, but at odds with eachother. The Lord created the ground, the plants, and the fey, while the lady created the light, the waters, the beasts, and the humans. Their efforts attracted other gods, who in turn created the younger races. Afterward, the Lord and Lady created the [[#The Divine Court|Divine Court]], and [[Agshasa Muren (4e Deity)|Agshasa Muren]] made the [[#The Pact of Ruin|Pact of Ruin]]. The world was Sundered, and [[#Sorastraz, the Divine Battle|the Divine Battle]] began.&lt;br /&gt;
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==Threysos, the Spirit Realm==&lt;br /&gt;
:''A [[The Planes (Aegir Supplement)#Threysos|detailed discussion of Threysos]] can be found in the [[The Planes (Aegir Supplement)|cosmology article]].''&lt;br /&gt;
&lt;br /&gt;
The gods, demigods, angels, and fiends of Aegir all spend most of their time in [[The Planes (Aegir Supplement)#Threysos|Threysos, the Spirit Realm]]. Threysos is much like the Ethereal Plane of traditional D&amp;amp;D cosmology: it closely overlaps the material plane and denizens of Threysos can observe and sometimes even interact with the material plane. Threysos is also the site of Sorastraz - the Divine Battle.&lt;br /&gt;
&lt;br /&gt;
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Threysos is important to the daily lives of mortals because some events there can &amp;quot;bleed&amp;quot; into the material plane. At times mortals can even reach across the boundary between planes and communicate with immortals - this is how scrying and some other magics work. There are some places where the boundary between worlds is somewhat weak. Here travel between the planes is easier, scrying is more powerful, and strange events are quite common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sorastraz, the Divine Battle==&lt;br /&gt;
&lt;br /&gt;
Sorastraz is a never-ending battle between the [[#The Divine Court|Divine Court]] and the [[#The Pact of Ruin|Pact of Ruin]]. If one side were ever to win, those gods would gain control over Aegir and the mortals who reside there. In addition, due to the &amp;quot;bleed&amp;quot; effect in Threysos, the battles of the gods often spill over into the mortal realm. The earliest and best example of this is the Sundering, which separated the Eastern and Western Lands with the Straits of Krahl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sites of great struggles between the immortals can be found scattered across Aegir. Some are [[UA:Taint|tainted]] by darkness, while others are sacred and [[SRD:Hallow|hallowed]] places - this is mostly dependent on which side was victorious. Sites of powerful clashes sometimes weaken the boundary between Threysos and Aegir, causing &amp;quot;haunted&amp;quot; or highly magical locations. &lt;br /&gt;
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Sorastraz is a very important icon in most Aegir religions. Its continuing occurrence is clearly undeniable given the bleed-through from Threysos, and it's effect on the fate of mortals makes the Divine Battle of great importance for those of any spiritual inclination. Not only can Sorastraz affect Aegir, the mortals of Aegir can in turn affect Sorastraz. Actions of order and good will strengthen the Divine Court, while actions of chaos and ill will strengthen the Pact of Ruin. In addition, the souls of the dead are bound to fight in this war to pay for any mistakes made in life before passing to their final resting place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As one might imagine, knowledge of where the next skirmish will be fought is of great use to the people of Aegir. The various societies deal with this in different ways, but usually clerics and holy people commune with their gods or the gods' immortal servants to receive warnings. The location of the skirmishes can also be divined through arcane means, though this is more difficult. In general people fear the violence of the Divine Battle and try to be as far away from the site as possible in case bleed-through occurs, but some religious zealots flock to these locations.&lt;br /&gt;
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==Afterlife==&lt;br /&gt;
&lt;br /&gt;
After death, the soul of a mortal is claimed by the god he or she swore fealty to in life. However, if the mortal was not a righteous follower, the soul is not as tightly bound to that god. It can sometimes, in these cases, be stolen away by another immortal, or lost in Threysos or even in the mortal realm. Souls are harvested by either valkyries or reapers.&lt;br /&gt;
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Bound souls serve their god or goddess in Sorastraz. Weaker souls are generally simply used as a source of power for stronger immortals. Strong souls sometimes manage to retain their form. If bound, these souls become soldiers in their respective armies (known as [[Einherjar (DnD Race)|einherjar]]), and have the possibility of progressing to [[SRD:Celestial|angels]] or [[SRD:Fiend|fiends]]. If unbound, these souls become powerful lost spirits such as [[SRD:Ghost|ghosts]] or [[SRD:Spectre|spectres]]. &lt;br /&gt;
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The binding of souls is the reason resurrection spells are so difficult in Aegir. Essentially, the person trying to perform a resurrection must first barter for or otherwise obtain permission to use the soul of the person they are trying to resurrect. Lost souls who have become ghosts or other spirits are also difficult to bring back, since they do not possess logical reasoning and can become violent or otherwise emotional. Once a soul is freed from whatever bonds it has, it can be resurrected normally. Souls are a source of power for gods and immortals, and they do not give them up easily.&lt;br /&gt;
&lt;br /&gt;
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After souls have served their time in Sorastraz or have fallen in battle, they return to the spiritual stuff of Threysos, to be reborn into new bodies eventually.&lt;br /&gt;
&lt;br /&gt;
==The Divine Court==&lt;br /&gt;
&lt;br /&gt;
The Divine Court is led by [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. The Court was created to protect the interests of the mortals of Aegir, and the organization as a whole is lawful good in alignment. Not all members of the Court are lawful, however all generally accept the rule of the Lord and Lady.&lt;br /&gt;
&lt;br /&gt;
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The Divine Court is not usually worshiped as a whole - most cultures follow their own patron deity, but recognize that that deity is part of the Court. In general, the Lord and Lady are recognized as leaders of the Court by all cultures and while they may not always be worshiped, they are at least given respect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;Divine Court&amp;quot; does refer to the forces of good and law who battle in Sorastraz, the Court also still exists as its original concept: a body before which conflicts between immortals can be brought for judgment. The Lord and Lady preside over the Court as judges, while the other key members of the court act as their advisors. The Court is held at Geyan, an open amphitheater in the Western Lands of Threysos. It is here that strong souls might challenge their sentences or seek to be unbound; where two gods with claim to the same soul may find a solution; and where immortals wronged by one another may seek retribution. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Members of the Court===&lt;br /&gt;
Please note that these are only the most prominent members of the Divine Court. DMs - feel free to add your own deities to this list or encourage your players to do so.&lt;br /&gt;
&lt;br /&gt;
*'''[[Lady of Light (4e Deity)|Lady of Light]]''' - Leader of the Court. Helped to create Aegir, creator of the humans. Goddess of industry, learning, initiative&lt;br /&gt;
*'''[[Lord of the Land (4e Deity)|Lord of the Land]]''' Leader of the Court. Helped to create Aegir, creator of the fey. God of nature and peace, sometimes called &amp;quot;The Green Man&amp;quot;&lt;br /&gt;
*'''[[Thalysis (4e Deity)|Thalysis]]''' - Goddess of the dwarves, patron of farmers and physical labor&lt;br /&gt;
*'''[[Soriel (4e Deity)|Soriel]]''' - God of music and magic, sometimes called &amp;quot;The Bard&amp;quot;&lt;br /&gt;
*'''[[Aruman (4e Deity)|Aruman the Wolf]]''' - God of battle, general of the armies of the Court&lt;br /&gt;
*'''Thresha''' - Leader of the valkyries &lt;br /&gt;
*'''The Valkyries''' - Strong souls of female warriors who cross over to Aegir and gather the souls of the dead&lt;br /&gt;
*'''[[SRD:Angel|Angels]]''' - Immortal warriors of the Divine Court&lt;br /&gt;
*'''[[Einherjar (DnD Race)|Einherjar]]''' - Strong souls of warriors who fight for the Court in Sorastraz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Pact of Ruin==&lt;br /&gt;
&lt;br /&gt;
The Pact of Ruin is an organization of dark gods and immortals, who resented the authority presumed by the Lord and Lady and refused to bow to their Court. The Pact was created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], who many believe to be he who broke the great continent in two. As an organization, the Pact is chaotic evil in alignment, though some of it's members may have lawful inclinations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the Divine Court, the Pact of Ruin is not often worshiped as one, and instead specific deities are usually taken as patrons. However, virtually all followers of gods from the Pact preach &amp;quot;ill thoughts, ill words, ill deeds&amp;quot; - these things strengthen the Pact in Sorastraz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Pact's original purpose, in addition to refusing the rule of the Court, was to meddle in the affairs of mortals. They continue to pursue this pastime, as it allows them to increase their power while causing trouble for the Court. The Pact thrives on corruption, greed, and any of the darker desires of the mortal soul. To those who pledge themselves to it's designs, it rewards power and pleasure, in return for eternal servitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Members of the Pact===&lt;br /&gt;
Please note that these are only the most prominent members of the Pact of Ruin. DMs - feel free to add your own deities to this list or encourage your players to do so.&lt;br /&gt;
&lt;br /&gt;
*'''[[Agshasa Muren (4e Deity)|Agshasa Muren]]''' - Leader of the Pact. God of madness and mystery; creator of abberations&lt;br /&gt;
*'''[[Shalrikk (4e Deity)|Shalrikk]]''' - God of the lizardfolk and yuan-ti, god of violence, slaughter, and ritual sacrifice&lt;br /&gt;
*'''[[Corena (4e Deity)|Corena of the Bones]]''' - Goddess of necromancy and death, also directs the reapers.&lt;br /&gt;
*'''[[Guul Drak (4e Deity)|Guul Drak]]''' - God of pestilence, famine, and gluttony&lt;br /&gt;
*'''[[Naiakiss (4e Deity)|Executioner Naiakiss]]''' - Goddess of war and vengeance, general of the armies of the Pact&lt;br /&gt;
*'''The Reapers''' - Immortals who gather the souls of the dead to fight in Sorastraz&lt;br /&gt;
*'''[[:Category:Fiend|Fiends]], [[SRD:Demon|Demons]], [[SRD:Devil|Devils]]''' - Immortal warriors of the Pact of Ruin&lt;br /&gt;
*'''[[Einherjar (DnD Race)|Keirherjar]]''' - Strong souls of warriors who fight for the Pact in Sorastraz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unallied Deities==&lt;br /&gt;
&lt;br /&gt;
There are very few gods who are not part of the Court or the Pact. By far the most notable of these is the [[Mabdig (4e Deity)|Red God Mabdig]]. Mabdig is the god of halflings and goblins, as well as thievery, cunning, and trade. Mabdig has his own agenda, and sometimes assists whichever side of the Divine Conflict best suits his needs at the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Nations_and_Cultures_(Aegir_Supplement)</id>
		<title>Nations and Cultures (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Nations_and_Cultures_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:56:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* The Empire of Goult */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many groups vie for control of Aegir. Some simply want to be left alone to attend to their own concerns, while others want nothing short of world domination. Some are religious in nature, others are military groups who hold power by force, and others are an elected governmental council. This article will cover each group, it's location and sphere of influence, and the characteristic cultures within it.&lt;br /&gt;
&lt;br /&gt;
==The Empire of Goult==&lt;br /&gt;
&lt;br /&gt;
===Various City-States===&lt;br /&gt;
&lt;br /&gt;
==The Galachen Islands==&lt;br /&gt;
&lt;br /&gt;
==The Fey==&lt;br /&gt;
&lt;br /&gt;
===The Dark Fey===&lt;br /&gt;
&lt;br /&gt;
==Ygvassen==&lt;br /&gt;
&lt;br /&gt;
==Golva Shalrikkan==&lt;br /&gt;
&lt;br /&gt;
==Goblin Tribes==&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Planes_(Aegir_Supplement)</id>
		<title>The Planes (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Planes_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:51:16Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: New page: The cosmology of Aegir is slightly different than typical D&amp;amp;D cosmologies. For the most party the world consists of two planes: the material plane (Aegir) and the spiritual plane (Threysos...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cosmology of Aegir is slightly different than typical D&amp;amp;D cosmologies. For the most party the world consists of two planes: the material plane (Aegir) and the spiritual plane (Threysos). Within the spiritual plane, there are various sub-planes created by deities out of the stuff of Threysos. These planes are usually still technically part of Threysos, but are occasionally larger on the inside than the outside and often have vastly different characteristics than Threysos does.&lt;br /&gt;
&lt;br /&gt;
This article will deal primarily with Threysos and the special characteristics of that plane. I will also discuss the major sub-planes, though small pockets of other planes are scattered all around Threysos, created and forgotten by gods and other immortals, and ripe for adventure. Finally, I will go through the major planes presented in the Dungeon Master's Guide and discuss how they fit into the Aegir cosmology.&lt;br /&gt;
&lt;br /&gt;
==Aegir==&lt;br /&gt;
&lt;br /&gt;
==Threysos==&lt;br /&gt;
&lt;br /&gt;
==Sub-Planes of Threysos==&lt;br /&gt;
&lt;br /&gt;
==Fitting DMG Planes to Aegir==&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Gnome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occasionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Kenku===&lt;br /&gt;
:Kenku don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Kobald===&lt;br /&gt;
:Kobalds exist in Aegir mostly as servants and slaves to lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Longtooth Shifter===&lt;br /&gt;
:Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 369&lt;br /&gt;
&lt;br /&gt;
===Orc===&lt;br /&gt;
:Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Razorclaw Shifter===&lt;br /&gt;
:Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Revenant===&lt;br /&gt;
:In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race's normal game information.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;''''' (in Aegir), '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;''''' (in Threysos)&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]]&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 376&lt;br /&gt;
&lt;br /&gt;
===Shadar-Kai===&lt;br /&gt;
:The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Avenger, Rogue, Invoker&lt;br /&gt;
:*'''DM Advice:''' Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character's self-interest to help direct them along the same goals as the party.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 372&lt;br /&gt;
&lt;br /&gt;
===Tiefling===&lt;br /&gt;
:Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Rogue, Warlord&lt;br /&gt;
:*'''DM Advice:''' Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Warforged===&lt;br /&gt;
:Warforged don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Wilden===&lt;br /&gt;
:Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Druid, Invoker, Shaman&lt;br /&gt;
:*'''DM Advice:''' Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 374&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Wiki Homebrew==&lt;br /&gt;
In this section, I'll go over some homebrew races here on D&amp;amp;D Wiki that fit well into the Aegir campaign world.&lt;br /&gt;
&lt;br /&gt;
===Satyr===&lt;br /&gt;
:Satyr are a subgroup of the fey. Though normally jovial and mischievous, they become quite fierce when their homes are threatened.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Ranger, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Satyr can be selfish and greedy, and this can be a problem in a party. Use selfish motivators to encourage the satyr to get along with his group members.&lt;br /&gt;
:*'''Sourcebook:''' [[Satyr_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Pixie===&lt;br /&gt;
:Pixies are a subgroup of the fey. They are playful and mischievous, and usually adventure just for fun and excitement.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Pixies are great party members for fey groups, but are hard to disguise if they need to fit in among non-fey races.&lt;br /&gt;
:*'''Sourcebook:''' [[Pixie_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Nations_and_Cultures_(Aegir_Supplement)</id>
		<title>Nations and Cultures (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Nations_and_Cultures_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:41:54Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: New page: Many groups vie for control of Aegir. Some simply want to be left alone to attend to their own concerns, while others want nothing short of world domination. Some are religious in nature, ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many groups vie for control of Aegir. Some simply want to be left alone to attend to their own concerns, while others want nothing short of world domination. Some are religious in nature, others are military groups who hold power by force, and others are an elected governmental council. This article will cover each group, it's location and sphere of influence, and the characteristic cultures within it.&lt;br /&gt;
&lt;br /&gt;
==The Empire of Goult==&lt;br /&gt;
&lt;br /&gt;
==The Galachen Islands==&lt;br /&gt;
&lt;br /&gt;
==The Fey==&lt;br /&gt;
&lt;br /&gt;
===The Dark Fey===&lt;br /&gt;
&lt;br /&gt;
==Ygvassen==&lt;br /&gt;
&lt;br /&gt;
==Golva Shalrikkan==&lt;br /&gt;
&lt;br /&gt;
==Goblin Tribes==&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occasionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Kenku===&lt;br /&gt;
:Kenku don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Kobald===&lt;br /&gt;
:Kobalds exist in Aegir mostly as servants and slaves to lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Longtooth Shifter===&lt;br /&gt;
:Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 369&lt;br /&gt;
&lt;br /&gt;
===Orc===&lt;br /&gt;
:Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Razorclaw Shifter===&lt;br /&gt;
:Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Revenant===&lt;br /&gt;
:In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race's normal game information.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;''''' (in Aegir), '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;''''' (in Threysos)&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]]&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 376&lt;br /&gt;
&lt;br /&gt;
===Shadar-Kai===&lt;br /&gt;
:The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Avenger, Rogue, Invoker&lt;br /&gt;
:*'''DM Advice:''' Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character's self-interest to help direct them along the same goals as the party.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 372&lt;br /&gt;
&lt;br /&gt;
===Tiefling===&lt;br /&gt;
:Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Rogue, Warlord&lt;br /&gt;
:*'''DM Advice:''' Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Warforged===&lt;br /&gt;
:Warforged don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Wilden===&lt;br /&gt;
:Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Druid, Invoker, Shaman&lt;br /&gt;
:*'''DM Advice:''' Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 374&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Wiki Homebrew==&lt;br /&gt;
In this section, I'll go over some homebrew races here on D&amp;amp;D Wiki that fit well into the Aegir campaign world.&lt;br /&gt;
&lt;br /&gt;
===Satyr===&lt;br /&gt;
:Satyr are a subgroup of the fey. Though normally jovial and mischievous, they become quite fierce when their homes are threatened.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Ranger, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Satyr can be selfish and greedy, and this can be a problem in a party. Use selfish motivators to encourage the satyr to get along with his group members.&lt;br /&gt;
:*'''Sourcebook:''' [[Satyr_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Pixie===&lt;br /&gt;
:Pixies are a subgroup of the fey. They are playful and mischievous, and usually adventure just for fun and excitement.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Pixies are great party members for fey groups, but are hard to disguise if they need to fit in among non-fey races.&lt;br /&gt;
:*'''Sourcebook:''' [[Pixie_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T23:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occasionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Kenku===&lt;br /&gt;
:Kenku don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Kobald===&lt;br /&gt;
:Kobalds exist in Aegir mostly as servants and slaves to lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Longtooth Shifter===&lt;br /&gt;
:Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 369&lt;br /&gt;
&lt;br /&gt;
===Orc===&lt;br /&gt;
:Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Razorclaw Shifter===&lt;br /&gt;
:Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Revenant===&lt;br /&gt;
:In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race's normal game information.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;''''' (in Aegir), '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;''''' (in Threysos)&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]]&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 376&lt;br /&gt;
&lt;br /&gt;
===Shadar-Kai===&lt;br /&gt;
:The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Avenger, Rogue, Invoker&lt;br /&gt;
:*'''DM Advice:''' Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character's self-interest to help direct them along the same goals as the party.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 372&lt;br /&gt;
&lt;br /&gt;
===Tiefling===&lt;br /&gt;
:Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Rogue, Warlord&lt;br /&gt;
:*'''DM Advice:''' Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Warforged===&lt;br /&gt;
:Warforged don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Wilden===&lt;br /&gt;
:Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Druid, Invoker, Shaman&lt;br /&gt;
:*'''DM Advice:''' Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 374&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Wiki Homebrew==&lt;br /&gt;
In this section, I'll go over some homebrew races here on D&amp;amp;D Wiki that fit well into the Aegir campaign world.&lt;br /&gt;
&lt;br /&gt;
===Satyr===&lt;br /&gt;
:Satyr are a subgroup of the fey. Though normally jovial and mischievous, they become quite fierce when their homes are threatened.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Ranger, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Satyr can be selfish and greedy, and this can be a problem in a party. Use selfish motivators to encourage the satyr to get along with his group members.&lt;br /&gt;
:*'''Sourcebook:''' [[Satyr_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Pixie===&lt;br /&gt;
:Pixies are a subgroup of the fey. They are playful and mischievous, and usually adventure just for fun and excitement.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Pixies are great party members for fey groups, but are hard to disguise if they need to fit in among non-fey races.&lt;br /&gt;
:*'''Sourcebook:''' [[Pixie_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T22:46:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Race page complete!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Kenku===&lt;br /&gt;
:Kenku don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Kobald===&lt;br /&gt;
:Kobalds exist in Aegir mostly as servants and slaves to lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Longtooth Shifter===&lt;br /&gt;
:Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 369&lt;br /&gt;
&lt;br /&gt;
===Orc===&lt;br /&gt;
:Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Razorclaw Shifter===&lt;br /&gt;
:Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Revenant===&lt;br /&gt;
:In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race's normal game information.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;''''' (in Aegir), '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;''''' (in Threysos)&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]]&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 376&lt;br /&gt;
&lt;br /&gt;
===Shadar-Kai===&lt;br /&gt;
:The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Avenger, Rogue, Invoker&lt;br /&gt;
:*'''DM Advice:''' Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character's self-interest to help direct them along the same goals as the party.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 372&lt;br /&gt;
&lt;br /&gt;
===Tiefling===&lt;br /&gt;
:Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Rogue, Warlord&lt;br /&gt;
:*'''DM Advice:''' Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Warforged===&lt;br /&gt;
:Warforged don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Wilden===&lt;br /&gt;
:Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Druid, Invoker, Shaman&lt;br /&gt;
:*'''DM Advice:''' Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 374&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Wiki Homebrew==&lt;br /&gt;
In this section, I'll go over some homebrew races here on D&amp;amp;D Wiki that fit well into the Aegir campaign world.&lt;br /&gt;
&lt;br /&gt;
===Satyr===&lt;br /&gt;
:Satyr are a subgroup of the fey. Though normally jovial and mischievous, they become quite fierce when their homes are threatened.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Ranger, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Satyr can be selfish and greedy, and this can be a problem in a party. Use selfish motivators to encourage the satyr to get along with his group members.&lt;br /&gt;
:*'''Sourcebook:''' [[Satyr_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Pixie===&lt;br /&gt;
:Pixies are a subgroup of the fey. They are playful and mischievous, and usually adventure just for fun and excitement.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Pixies are great party members for fey groups, but are hard to disguise if they need to fit in among non-fey races.&lt;br /&gt;
:*'''Sourcebook:''' [[Pixie_(4e_Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T22:22:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Warforged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Kenku===&lt;br /&gt;
:Kenku don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Kobald===&lt;br /&gt;
:Kobalds exist in Aegir mostly as servants and slaves to lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Longtooth Shifter===&lt;br /&gt;
:Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 369&lt;br /&gt;
&lt;br /&gt;
===Orc===&lt;br /&gt;
:Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Razorclaw Shifter===&lt;br /&gt;
:Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Revenant===&lt;br /&gt;
:In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race's normal game information.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;''''' (in Aegir), '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;''''' (in Threysos)&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]]&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 376&lt;br /&gt;
&lt;br /&gt;
===Shadar-Kai===&lt;br /&gt;
:The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Avenger, Rogue, Invoker&lt;br /&gt;
:*'''DM Advice:''' Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character's self-interest to help direct them along the same goals as the party.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 372&lt;br /&gt;
&lt;br /&gt;
===Tiefling===&lt;br /&gt;
:Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Rogue, Warlord&lt;br /&gt;
:*'''DM Advice:''' Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Warforged===&lt;br /&gt;
:Warforged don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Wilden===&lt;br /&gt;
:Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Druid, Invoker, Shaman&lt;br /&gt;
:*'''DM Advice:''' Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 374&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T22:15:19Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Other Races */  section complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Kenku===&lt;br /&gt;
:Kenku don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Kobald===&lt;br /&gt;
:Kobalds exist in Aegir mostly as servants and slaves to lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Longtooth Shifter===&lt;br /&gt;
:Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 369&lt;br /&gt;
&lt;br /&gt;
===Orc===&lt;br /&gt;
:Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Razorclaw Shifter===&lt;br /&gt;
:Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Fighter, Ranger, Warden&lt;br /&gt;
:*'''DM Advice:''' Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Revenant===&lt;br /&gt;
:In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race's normal game information.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;''''' (in Aegir), '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;''''' (in Threysos)&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]]&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 376&lt;br /&gt;
&lt;br /&gt;
===Shadar-Kai===&lt;br /&gt;
:The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Avenger, Rogue, Invoker&lt;br /&gt;
:*'''DM Advice:''' Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character's self-interest to help direct them along the same goals as the party.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 372&lt;br /&gt;
&lt;br /&gt;
===Tiefling===&lt;br /&gt;
:Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Any&lt;br /&gt;
:*'''Religion:''' Any&lt;br /&gt;
:*'''Classes:''' Rogue, Warlord&lt;br /&gt;
:*'''DM Advice:''' Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Warforged===&lt;br /&gt;
:Minotaur don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Wilden===&lt;br /&gt;
:Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Druid, Invoker, Shaman&lt;br /&gt;
:*'''DM Advice:''' Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 374&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T21:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Drow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don't often get along, they still band together against outside threats - essentially, the &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T21:26:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Drow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as &amp;quot;dark fey&amp;quot;. While the drow and elves don't often get along, they still band together against outside threats - essentially, &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T20:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Changeling===&lt;br /&gt;
:Changelings are singular creatures, most likely the result of a wizard's experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a changeling, use one of the scenarios suggested above.&lt;br /&gt;
:*'''Sourcebook:''' Eberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Deva===&lt;br /&gt;
:Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]]&lt;br /&gt;
:*'''Religion:''' Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Classes:''' Invoker&lt;br /&gt;
:*'''DM Advice:''' Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Dragonborn===&lt;br /&gt;
:Dragons are so rare in Aegir that Dragonborn don't make sense as a race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
:Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as &amp;quot;dark fey&amp;quot;. While the drow and elves don't often get along, they still band together against outside threats - essentially, &amp;quot;no one is allowed to kill you but me&amp;quot; mentality.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Ranger, Rogue, Warlock&lt;br /&gt;
:*'''DM Advice:''' Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Duergar===&lt;br /&gt;
:Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Clan&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]]&lt;br /&gt;
:*'''Classes:''' Cleric, Fighter&lt;br /&gt;
:*'''DM Advice:''' Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. &lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
===Genasi===&lt;br /&gt;
:Genasi do not exist as a race in Aegir, but might have been created by a wizard's experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown&lt;br /&gt;
:*'''Classes:''' Unknown&lt;br /&gt;
:*'''DM Advice:''' If a player desperately wants to play a genasi character, use one of the scenarios described above.&lt;br /&gt;
:*'''Sourcebook:''' Forgotten Realms Player's Guide&lt;br /&gt;
&lt;br /&gt;
===Githyanki===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Githzerai===&lt;br /&gt;
:Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 3&lt;br /&gt;
&lt;br /&gt;
===Gnoll===&lt;br /&gt;
:Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Dragon Magazine 364&lt;br /&gt;
&lt;br /&gt;
===Gnome===&lt;br /&gt;
:In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land(4e Deity)|The Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer, Warlock&lt;br /&gt;
:*'''DM Advice:''' Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
:Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. &lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Familial&lt;br /&gt;
:*'''Religion:''' Nature spirits&lt;br /&gt;
:*'''Classes:''' Warden, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don't hold grudges against many peoples, but dislike goblins.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Half-Orc===&lt;br /&gt;
:Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook 2&lt;br /&gt;
&lt;br /&gt;
===Hobgoblin===&lt;br /&gt;
:Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Kalashtar===&lt;br /&gt;
:Kalashtar don't fit into the style and lore of Aegir, and are a restricted race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Black;&amp;quot;&amp;gt;Restricted&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Sourcebook:''' Ebberron Player's Guide&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T00:59:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
*The source book where more information and gameplay rules for each race can be found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In this section, I'll discuss each race not mentioned above that is currently available from the D&amp;amp;D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.&lt;br /&gt;
&lt;br /&gt;
===Bladeling===&lt;br /&gt;
:Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard's experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;Singular&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Unknown&lt;br /&gt;
:*'''Religion:''' Unknown &lt;br /&gt;
:*'''Classes:''' Barbarian, fighter&lt;br /&gt;
:*'''DM Advice:''' If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it's background.&lt;br /&gt;
:*'''Sourcebook:''' Manual of the Planes&lt;br /&gt;
&lt;br /&gt;
===Bugbear===&lt;br /&gt;
:Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with &amp;quot;goblins&amp;quot; the same way elves, eladrin, and the like are simply termed &amp;quot;fey&amp;quot; by those outside their racial group.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Barbarian, Shaman, Warden&lt;br /&gt;
:*'''DM Advice:''' See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
===Bullywug===&lt;br /&gt;
:Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Orange;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' Tribal&lt;br /&gt;
:*'''Religion:''' Various nature spirits&lt;br /&gt;
:*'''Classes:''' Shaman, Warden, Druid&lt;br /&gt;
:*'''DM Advice:''' Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-05T00:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger, Druid&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
:Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]]&lt;br /&gt;
:*'''Religion:''' [[Thalysis (4e Deity)|Thalysis]]&lt;br /&gt;
:*'''Classes:''' Cleric, Invoker&lt;br /&gt;
:*'''DM Advice:''' Dwarves are easiest to work into a group due to some religious quest of theirs.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Halflings===&lt;br /&gt;
:Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' None&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]]&lt;br /&gt;
:*'''Classes:''' Bard, Rogue&lt;br /&gt;
:*'''DM Advice:''' Halflings love adventure, and should be easy to work into any party.&lt;br /&gt;
:*'''Sourcebook:''' Player's Handbook&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk===&lt;br /&gt;
:Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]]&lt;br /&gt;
:*'''Religion:''' [[Shalrikk (4e Deity)|Shalrikk]]&lt;br /&gt;
:*'''Classes:''' Warlock, Ranger&lt;br /&gt;
:*'''DM Advice:''' Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party.&lt;br /&gt;
:*'''Sourcebook:''' [[Lizardfolk (4e Race)|D&amp;amp;D Wiki Homebrew]]&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
:Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occassionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]]&lt;br /&gt;
:*'''Religion:''' [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits&lt;br /&gt;
:*'''Classes:''' Warlock, Shaman, Barbarian&lt;br /&gt;
:*'''DM Advice:''' Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help - be creative, goblins are a weird lot and all sorts of things might motivate them.&lt;br /&gt;
:*'''Sourcebook:''' Monster Manual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-04T21:19:39Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Yellow;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]] or [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any&lt;br /&gt;
:*'''DM Advice:''' Half-elves are fairly easy to fit into any group, so long as they are not extremists or employed by extremists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-04T21:14:30Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-04T21:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Blue;&amp;quot;&amp;gt;Numerous&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-04T01:02:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-04T01:02:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-04T01:02:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&amp;amp;D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&amp;amp;D Wiki that fit well into the Aegir world.&lt;br /&gt;
For each race, I will go over:&lt;br /&gt;
*The race’s rarity in the campaign world&lt;br /&gt;
*The usual affiliation of the race, in terms of countries/governments&lt;br /&gt;
*Typical religion followed&lt;br /&gt;
*Typical classes. If different from the classes suggested in the normal race text, these will be ''italicized''.&lt;br /&gt;
*Any special rules or differences from the published race information&lt;br /&gt;
*Advice for DMs who have players interested in that race.&lt;br /&gt;
&lt;br /&gt;
==Recommended Races==&lt;br /&gt;
In this section, I will discuss the races I recommend for players in an Aegir campaign.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
:Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]]&lt;br /&gt;
:*'''Religion:''' [[Lady of Light (4e Deity)|The Lady of Light]]&lt;br /&gt;
:*'''Classes:''' Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey's initial hostilities if you need the character to work with the fey.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the &amp;quot;pure&amp;quot; fey, who remain in the same form as the original fey created by the [[Lord of the Land (4e Deity)|Lord of the Land]]. Only eladrin can sit on the fey's ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Bard, Sorcerer&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer &amp;quot;pure&amp;quot; fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.&lt;br /&gt;
:*'''Rarity:''' '''''&amp;lt;span style=&amp;quot;color:Green;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
:*'''Affiliation:''' [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]]&lt;br /&gt;
:*'''Religion:''' [[Lord of the Land (4e Deity)|Lord of the Land]]&lt;br /&gt;
:*'''Classes:''' Ranger&lt;br /&gt;
:*'''Changes:''' None&lt;br /&gt;
:*'''DM Advice:''' Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/History_(Aegir_Supplement)</id>
		<title>History (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/History_(Aegir_Supplement)"/>
				<updated>2009-08-04T00:12:37Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* Goblins and Halflings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/9/2008&lt;br /&gt;
|status=Complete (First Draft)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aegir is still a rather young world, having sentient races for only a few thousand years. This article will cover the overarching historical events, but the details are left somewhat ambiguous so each DM can bring their own flavor to the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
&lt;br /&gt;
While the story of Creation varies from culture to culture, there is one thing on which all agree: the world of Aegir was originally built and populated by the [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. However, followers of the Lord or Lady each have their own take on this story. In addition, those of the &amp;quot;lesser&amp;quot; races - those other than humans or fey - at times claim it was their own particular deities who brought the world into being.&lt;br /&gt;
&lt;br /&gt;
===The Lord and the Lady===&lt;br /&gt;
&lt;br /&gt;
The Lady was the first to bring change unto the darkness that was the world, being industrious and full of initiative. She saw that the darkness ached for Light, and created the stars, the moon, and at last the shining sun. These lights did not overtake the darkness, but instead struck a balance against it - evenly sharing the darkness and the light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stirred by the Lady's actions, the Lord beheld the darkness and the light. The Lord, being steadfast and strong, sought that there be a solid space to behold the beauty of the sky, and created the Land. He called to the Lady to descend from the skies and join him on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is where the accounts of the tale begin to differ. Some say the Lord gave insult to the Lady, while others claim the Lady was angry with the Lord for challenging her creation with his own. All that is known for certain is that the Lady did not join the Lord. She stayed in the heavens and rained down great waters upon the new world. Vast oceans were created, and soon only a small portion of the land remained, with the Lord upon it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stranded, and without his Lady for company, the Lord created trees and plants and all the beauty of the wilderness on the remaining land. He used the creations of the Lady to accomplish this feat, for the plants needed both light and water to survive. Grassland, jungles, forests - he  willed them all into being, so that he could walk among the silent plants and feel the presence of other beings. So life was brought to the world. Some interpretations claim that the Lord did this to consume the gifts of the Lady, while other say he sought only to heal his own loneliness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Lady saw the plants the Lord had made from her high vantage point in the sky. She saw how it was her light and water which sustained them. Her next act is said by some to be one of vengeance, while others assert she was acting of inspiration after seeing the Lord's creation. Regardless, she chose next to populate the world with animals of all kinds, which fed upon the plants and in turn upon each other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beset by beasts, the Lord of the Land knew he must find a way to calm the creatures the Lady had created. So, at last a thinking race was created - the eldest people, the Fey, came into being to preserve harmony in nature. Worshipers of the Lady claim that the Lord sought to control Her creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fey befriended the creatures of the world and lived amongst them, leaving the wild places untouched and the land as it had been since creation. They calmed the beasts' overly violent natures and convinced them to do as they asked. The Lady, angered by this, created her own race: a race of industry and knowledge, of order and change. The humans came into being, these first as small tribes banded together against the hostile world around them, soon to grow into great cities and empires. The fey saw these new creatures and did not trust them, for they were not of what they perceived as the natural order. As the humans began to expand and multiply, the fey became as territorial as the beasts they had calmed, defending fiercely the wilderness they had taken as their home.&lt;br /&gt;
&lt;br /&gt;
===Creation of the Lesser Races===&lt;br /&gt;
&lt;br /&gt;
All the great magics of the Lord and Lady had not gone unnoticed. Other gods and goddesses began to take interest in the new world. &lt;br /&gt;
&lt;br /&gt;
=====Dwarves=====&lt;br /&gt;
:[[Thalysis (4e Deity)|Thalysis]] saw the strong earth and the healthy plants of Aegir, and created a people of her own pleasing: the dwarves dug into the ground and tilled their quiet fields, seeking deep wisdom and troubling no one if they could help it. The dwarves believe themselves to be the oldest children of the world, though the fey and humans also both vie for that title. In dwarven lore, they teach that Thalysis saw the bountiful world of plants, free of animals and thinking races, and sought to create a people who were of the land itself, and thrived in simple ways by tending the earth.&lt;br /&gt;
&lt;br /&gt;
=====Lizardfolk and Yuan-ti=====&lt;br /&gt;
:[[Shalrikk (4e Deity)|Shalrikk]] observed the deep and wild jungles and the beasts with their secret violent hearts, and willed the lizardfolk into being. They celebrated violence and sought to awaken the deep beasts into murderous rages, creating what are now known as &amp;quot;Dire&amp;quot; creatures. Despite these chaotic and violent tendencies, the lizardfolk built their own civilization and became a power to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=====Goblins and Halflings=====&lt;br /&gt;
:Attracted by the industriousness of the humans, the [[Mabdig (4e Deity)|Red God Mabdig]] added his own creation to the new world. The goblins, his first children, were an attempt to follow in the humans' footsteps. But while human civilization progressed at a breakneck speed, the goblins remained stubbornly locked into tribal society full of violence and superstition. Mabdig still hoped to contend with the other races of the young world, and so created the youngest race of them all: the halflings. Appearing after humans had already built great empires, the halflings had no place to claim as their own. Instead, Mabdig bid them meld into the society of the other races, and get the best of them without ever conquering a bit of land.&lt;br /&gt;
&lt;br /&gt;
==The First Empire==&lt;br /&gt;
&lt;br /&gt;
As the other races began to appear on Aegir, the early human tribes banded together against what they saw as a hostile world. It was a time of brotherhood between humans, and great cities arose out of this cooperation. This first great civilization of humans had no name - it was simply all there was. It was the human race as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The humans followed their goddess' will and began to pursue knowledge. A great library and museum was built in the capitol city of Alorkhaz. Wizards created amazing and powerful artifacts, many of which were stored in the capitol. It was a grand center for learning and progress, and the Lady of Light was pleased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, by this time a god called [[Agshasa Muren (4e Deity)|Agshasa Muren]] had grown interested in Aegir. Not content to build his grotesque monsters, he also enjoyed meddling in mortal affairs. As the years passed, the great empire began to see civil tension. It wasn't too long before war broke out, and the utopia was shattered forever. Human fought human, and amidst the chaos of war, the great city of Alorkhaz was destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Sundering==&lt;br /&gt;
&lt;br /&gt;
Other gods created more creatures, magical beasts and fearsome monsters, or simple meddled in the affairs of the mortals already in existence. At last the Lord and Lady put aside their own conflict and created a [[Religion_(Aegir Supplement)#The Divine Court|Divine Court]]. They were unhappy that other gods had added their own creations to their world, but they did not want the world to be torn apart by fighting between the young races. The Court was created to resolve disputes and protect the young world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the gods and immortals agreed to join the Court. However, there were also many dissenters. Chief among them was a dark god known as [[Agshasa Muren (4e Deity)|Agshasa Muren]]. Agshasa Muren called those who resented the authority of the Lord and Lady together. He bound them with vows of violence and destruction, a dark binding afterward named the [[Religion_(Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. There are many accounts of the original conflict between the Court and the Pact, and no one knows for certain who struck the first blow. But strike they did, and it was a blow of such violence as the young world had never seen. Aegir was broken in two: the small Eastern Lands and the larger Western Lands, with the Straights of Krahl to separate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sundering marked the beginning of [[Religion_(Aegir Supplement)#Sorastraz, the Divine Battle|Sorastraz, the Divine Battle]], between the Court and the Pact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Dark Age==&lt;br /&gt;
&lt;br /&gt;
The period directly following the Sundering is known as the Dark Age by most scholars. During this time, the lizardfolk rose to power in the east and subjugated much of the old human empire. Most humans were made slaves and sacrifices. Their utopia broken, with enemies at all sides, the humans were a fallen people. There are no records from this time, and the exact duration of the Dark Age is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was also during the Dark Age that the dwarves left the eastern continent. The reason for their leaving was mostly religious, with a good dose of common sense added in. The dwarves are a race that seeks to avoid conflict when possible. Though strong warriors when defending themselves and their families, they are not a race made for war. With the lizardfolk growing in power in the east and the seat of the Divine Court in the western lands, it was clear where they ought to be. In this way, the dwarves avoided most of the ill effects of the Dark Ages - though they lost their homes, they preserved their race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fey did not escape the Dark Age unchanged either. As the influence of the lizardfolk and the dark gods they followed spread through both the wild &lt;br /&gt;
and civilized parts of the eastern lands, some of the fey began to change. This time marks the birth of the dark fey, such as the Fomorians. Some were twisted beyond recognition. To this day, there are creatures that lair in the forest, shrouded in deep shadow, that no one goes near, even the other fey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The New Empire==&lt;br /&gt;
&lt;br /&gt;
The Dark Age was ended when Goult, the wizard-king, rose to power and drove off the savage lizard-folk. Goult was born as a slave, but he escaped and studied magic in secret. He eventually banded together with the resistance fighters of the south and drove the lizardfolk back over the eastern mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goult was learned man, and studied the stories of the old Empire, the great Utopia (as it has come to be called). He sought to create Utopia again. Goult beseeched all men to love each other as brothers, as they were all the children of the Lady of Light. He was an idealistic man, but a very strong and charismatic leader. Under his rulership, the human race thrived again, and rebuilt much of what they had lost. However, their greatest accomplishments still lay buried in Alorkhaz, across the mountains, in the heart of the lizardfolk territory. Though Goult dreamed of reclaiming that city once again, he knew it was most important for his people to rebuild. A fight across the mountains would be extremely difficult, if not impossible, and regaining their freedom had already taxed the humans greatly. It was time to rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goult founded a new society for learning and magic arts, which he called The Arcanum. The masters of the Arcanum were given great clout in the new empire's political system - they were essentially outside the law, ostensibly to serve as advisers to all nobles and policy-makers. It was immediately fashionable for young nobles to be sent to the Arcanum school to learn, though some were distinctly unsuitable for the type of power wizardry imparted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Goult's death, his son Chava came into power. Chava was an idealist, like Goult, but he was also a jealous and weak-minded man. He was also not as talented in the wizardly arts as his father. His childhood rival, a man named Jahad, became a powerful sorcerer, without studying as Chava had. Chava declared sorcerery an unclean magic, claiming it used the foul powers of the fey and was a result of fey inbreeding, and banned sorcerers and warlocks from the realm. He created the Inquisition to carry out his order, and used a large portion of the army to fill the Inquisition's ranks. Over time, the Inquisition's tasks came to include most typical army and law enforcement tasks as well, and different branches began to fulfill these roles. The standing army was dissolved, though each province had it's own militia in addition to their Inquisition troops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though Chava's jealously gave birth to the tradition of xenophobia and intolerance in the new Empire, he did leave one good legacy. Chava recognized that one large country was largely impractical with the varied cultures that had developed over the long Dark Age. He broke the empire into eight city-states, each of which was mostly autonomous, with the exception of a tax to support the Inquisition troops, and the allowance of these troops and the wizards of the Arcanum to come and go and do as they wished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Present==&lt;br /&gt;
&lt;br /&gt;
It is now the 287th year of the Empire of Goult, and the humans are arguably the most powerful race on Aegir. Their cities are strong, they have relearned much of their ancient magic, and they are as numerous as ever. They are constantly encroaching on the territory of the fey, who they see now as their primary rivals for the dominance of the world. The fey, in return, view the humans as hostile, savage creatures with greed their only motivator. They fight fiercely to protect their territory, and often raid outlying human villages. The lizardfolk have been mostly quiet since the fall of their empire, killing anyone who enters their territory but for the most part leaving other races along. Likewise, the dwarves have stayed in the western lands, where they are the undisputed dominant race, tilling their fields and making fine stone and metalwork. Halflings, who have been conspicuously absent from the great events of history, continue along their own agenda. They have spread themselves amongst all of the major races, and have ears in many high places. Meanwhile, the goblins continue their primitive ways in their mountain tribes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Jiyambi</id>
		<title>User:Jiyambi</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Jiyambi"/>
				<updated>2009-08-04T00:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: /* My thought/grumble of the day: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:User:Jiyambi/nav}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=====My thought/grumble of the day:=====&lt;br /&gt;
:''[[Religion (Aegir Supplement)|My pantheon]] is officially complete!''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== About me === &lt;br /&gt;
I am female. I am currently attending university for chemical engineering. I have a lot of experience editing [http://www.wowwiki.com/User:Jiyambi WoWWiki], but I am very new to the D&amp;amp;D Wiki community. I love to write. I love the fantasy genre and roleplaying games - in addition to D&amp;amp;D, I also play WoW. I love people too. Drop me a line on my [[User Talk:Jiyambi|talk page]] if you want help, want to yell at me for a bone-headed edit, or just want to say hi!&lt;br /&gt;
&lt;br /&gt;
What I do here: I am currently working on my own campaign setting and campaign, [[Aegir (DnD Campaign Setting)|Aegir]] and [[Soul of the Dragon Seer (3.5e Quest)|Soul of the Dragon Seer]]. This will probably take up most of my editing time for quite a while, but I occasionally peruse the work of others and correct grammar/spelling mistakes.&lt;br /&gt;
&lt;br /&gt;
===Articles I like (by other people)===&lt;br /&gt;
*[[Kodama (DnD Creature)|Kodama]]&lt;br /&gt;
*[[Grimoire of Passing (DnD Equipment)|Grimoire of Passing (a.k.a. Death Note)]]&lt;br /&gt;
*[[Runaway Bride (3.5e Quest)|Runaway Bride]] Possible side quest for my current campaign :)&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Mabdig_(4e_Deity)</id>
		<title>Mabdig (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Mabdig_(4e_Deity)"/>
				<updated>2009-08-04T00:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: New page: {{author |author_name=Jiyambi |date_created=07-01-09 |status=Complete }}  The holy symbol of the Red God Mabdig  {{Deity |hdligo=g |sym=Red Orb |plane=Threysos |...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=07-01-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Mabdig.jpg|thumb|The holy symbol of the Red God Mabdig]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=g&lt;br /&gt;
|sym=Red Orb&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Unaligned&lt;br /&gt;
|port=God of travel, luck, and diplomacy; creator of halflings and goblins&lt;br /&gt;
|calign=Any&lt;br /&gt;
|dom=[[SRD:Charm Domain|Charm]], [[SRD:Luck Domain|Luck]], [[SRD:Travel Domain|Travel]], [[SRD:Trickery Domain|Trickery]]&lt;br /&gt;
|favweap=Dagger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Red God Mabdig''' is a very mysterious god. In addition to being the creator of both goblins and halflings on [[Aegir (DnD Campaign Setting)|Aegir]], The Red God is known far and wide as the patron of thieves and tricksters, the traveler, and a god of luck. He is the only prominent god on Aegir to ally himself with neither the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] nor the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]]. He might occasionally help one side or the other if it serves his purposes, but for the most part he stays out of the conflict altogether.&lt;br /&gt;
&lt;br /&gt;
The Red God created goblins in hopes of an industrious race that would rival the humans and take of Aegir with their pure numbers. However, the goblins have always been a great disappointment to him, being simple and irrational creatures more prone to in-fighting than world domination. Because of this, he created the halflings, the youngest of the peoples of Aegir. He made halflings cunning and charismatics in all the ways that goblins were not. To this day, some beleive that halflings are carrying out their mysterious god's wishes and will someday rule the world, though the halflings themselves deny it.&lt;br /&gt;
&lt;br /&gt;
Mabdig is usually depicted as a humanoid figure covered in voluminous red robes, a cowl hiding his face. His hands are outstretched, one holding a red orb, the other a dagger.&lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Make your own luck.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
While Mabdig is the patron of thieves, he is also the god of diplomacy, and his dogma reflects this:&lt;br /&gt;
*Knowledge is of great value - keep it close, and seek it whenever possible.&lt;br /&gt;
*Collect as many experiences as possible - travel the world and immerse yourself in each culture you encounter.&lt;br /&gt;
*Luck favors the wise and quick - make your own luck.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Followers of the Red God can come from all races and walks of life. Surprisingly, many goblins do not follow Mabdig, and instead worship local nature spirits, though some do acknowledge their creator. Halflings are almost all followers of the Red God, and indeed make up most of his clergy. Thieves and scoundrels of all types give a nod to the patron of theives, as do travelers and knowledge-seekers.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
The clergy of the Red God Mabdig is made up almost entirely of halflings. The clergy is very close-mouthed and mysterious, and some people theorize that a secret society of halfling advisers and arbitrators take their orders from these priests.&lt;br /&gt;
&lt;br /&gt;
Temples to Mabdig are scattered throughout Goult and a few other civilized areas (excepting the dwarven lands - the clergy of [[Thalysis (4e Deity)|Thalysis]] and the Red God don't get along). They are, for the most part, modest affairs, where people come to hear sermons and stories about Mabdig.&lt;br /&gt;
&lt;br /&gt;
Religious ceremonies mostly include sermons, but often at the end of a service, a formal storytelling session ensues. Travelers are called upon to share their experiences with the faithful. Bards are in particularly high demand at these gatherings. Sometimes the entire constituency travels en mass to a tavern after these sessions for wine, merrymaking, and more storytelling.&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Greater Deities|Greater Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:Mabdig.jpg</id>
		<title>File:Mabdig.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:Mabdig.jpg"/>
				<updated>2009-08-03T23:48:28Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-03T23:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The major races of Aegir include humans, fey, dwarves, lizardfolk, halflings, and goblins. This page will describe these major races briefly, then discuss the way that other 4th edition races currently available might be fit into your campaign. The material presented here is meant to augment that in the Player's Handbook and Monster Manual, not replace it. &lt;br /&gt;
&lt;br /&gt;
==Human==&lt;br /&gt;
Humans are the most common race in Aegir. They are known for their innovation and adaptability, but they can also be stubborn and xenophobic.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' The humans of Aegir are above all ''industrious''. Their principle religious figure is the [[Lady of Light (4e Deity)|Lady of Light]], and she has impressed upon them the importance of initiative, of growth and of progress. They also put a very high value on knowledge and learning - however, this in turn leads to a jealous guarding of secrets. There are some schools and universities in a few of the more &amp;quot;enlightened&amp;quot; city-states, but there are also many scholars who only impart their knowledge to carefully chosen apprentices. Wizards, in particular, follow this viewpoint. Despite this respect for knowledge, humans are somewhat stubborn in their viewpoints.&lt;br /&gt;
&lt;br /&gt;
'''Physical Description:''' Humans in Aegir tend to be light-skinned with blond, brown, or red hair. Their body types tend towards hardy, blunt features. However some of the eastern city-states have darker skinned peoples, and the islanders also have varying features.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Most human societies of Aegir have become xenophobic towards other races over time. This may run back as far as their creation, since they were created by [[Lady of Light (4e Deity)|the Lady]] to challenge the fey's dominance of Aegir. It also has a lot to do with the influence of the Arcanum. Regardless, humans mistrust or even despise races other than their own. They tolerate halfling traders and diplomats, or even lizardfolk merchants. The fey, however, are most often hunted should they be found in human lands.&lt;br /&gt;
&lt;br /&gt;
'''Human Lands:''' Most of the humans of Aegir reside in one of the city-states of the Empire of Goult, though there are a few independent islands scattered about (the most well known being the Galachen island chain in the southwest), and some humans who are travelers or who live among other races.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Humans were created by the [[Lady of Light (4e Deity)|Lady of Light]], and most at least acknowledge her as their creator and principle deity. Other than this, humans worship whom they see fit. The official religion of the Empire of Goult follows the Lady and the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]], so worshipers of [[Agshasa Muren (4e Deity)|Agshasa Muren]] and the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] need remain underground - this does not, however, keep them from existing. Some human villages even have particular patrons who are not gods, but are specific angels or other immortals who have spiritual significance to that village.&lt;br /&gt;
&lt;br /&gt;
'''Language:''' The humans of the Empire of Goult speak Goultic, a language resembling Earthly German. However, the humans of the Galachen islands speak their own language, called Shamishen.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Most Humans in Aegir have names resembling Earthly Germanic names, though islanders may have more Jamaican or Spanish sounding names.&lt;br /&gt;
&lt;br /&gt;
==Fey==&lt;br /&gt;
&lt;br /&gt;
The fey are the next most common race, but this is deceptive as there are many types of fey. When the fey were created, they were all of one race: the eladrin. However, the Lord bestowed upon them an innate magic which caused them to change based on their environment and will. Over many years, the fey have developed into many distinct races, though they share many similar qualities.&lt;br /&gt;
&lt;br /&gt;
Fey live in the forests and defend them fiercely. They are mischievous and love playing tricks on humans. However, the fey also have a dark side, and can be violent in their games.&lt;br /&gt;
&lt;br /&gt;
In Aegir, &amp;quot;fey&amp;quot; is a catch-all term that includes any monster with the fey type, and also eladrin and elves.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' The fey of Aegir are mischievous and fun-loving. They are also fiercely territorial and protective of their forest homeland. Fey have lost some of their carefree innocence that they were once known for, become more militarily oriented to defend against the constant expansion of humans. There are also some fey who have come to hate all other beings, and are violent and terrible in their lairs.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Fey are on friendly terms with both the dwarves and the halflings, though the dwarves still do not allow fey into their secret halls. However fey and humans are extremely hostile towards eachother. The fey play tricks on humans every chance they get and are outright violent towards woodsmen and especially armed groups traveling through their territory. Goblins and lizardfolk are treated similarly, though are not considered as broad a threat as humans.&lt;br /&gt;
&lt;br /&gt;
'''Fey Lands:''' Fey live exclusively in the expansive forestland of Aegir. There are fewer fey in the Western Lands, but by the same token those fey are more peaceful since the dwarves are not so hostile neighbors as the humans. Some fey, in particular eladrin, live in grand tree-cities.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Fey were created by the [[Lord of the Land (4e Deity)|Lord of the Land]], and many fey worship both the Lord and the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]]. The tenets of [[Agshasa Muren (4e Deity)|Agshasa Muren]] and the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] have resonated with some fey, in particular the &amp;quot;dark&amp;quot; fey. Unlike humans, fey tend to treat their religion casually and do not generally involve themselves in [[Religion (Aegir Supplement)#Sorastraz, the Divine Battle|Sorastraz]] in any way.&lt;br /&gt;
&lt;br /&gt;
'''Language:''' Fey speak Sylvan, and some speak Goultic as well (the Haza-Fey all know both Sylvan and Goultic). They may also know other languages based on their intelligence scores.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Fey in Aegir have names resembling Earthly Gaelic names.&lt;br /&gt;
&lt;br /&gt;
What follows are the most common fey found in Aegir, but most fey from DnD supplements can probably fit into the campaign world, at the discretion of the DM running the campaign. Eladrin, elves, and half-elves are the most common player-character races.&lt;br /&gt;
&lt;br /&gt;
===Eladrin===&lt;br /&gt;
:Eladrin are the leaders of the fey society, for the most part. They live in magnificent tree-cities, the largest being Caer Mhoriel, the fey ruling capitol. Eladrin are considered &amp;quot;pure&amp;quot; fey, untainted by other gods or influences. Because of this, they have maintained a ruling mandate since the birth of the fey. However, many elves have recently sought to challenge this mandate.&lt;br /&gt;
&lt;br /&gt;
:Eladrin love art, beauty, and elegance. They enjoy their innate magical abilities and often become bards or sorcerers.&lt;br /&gt;
&lt;br /&gt;
:Eladrin game statistics can be found in the Player's Handbook.&lt;br /&gt;
&lt;br /&gt;
===Elves===&lt;br /&gt;
:Elves are the most numerous of the fey, with eladrin as the close second. Elves usually prefer the wild forest to the tree cities, but there are a fair number who also live the city life. Elves make excellent rangers and scouts. They also get along very well with the satyrs, and it is not uncommon for these two races to band together to protect their home or otherwise bother the humans.&lt;br /&gt;
&lt;br /&gt;
:Recently, elves have become somewhat dissatisfied in playing second to the eladrin, and some have challenged the eladrin mandate to rule. So far no elf has become a fey noble, but the day may not be far off.&lt;br /&gt;
&lt;br /&gt;
:Elf game statistics can be found in the Player's Handbook.&lt;br /&gt;
&lt;br /&gt;
===Half-Elves===&lt;br /&gt;
:Half-elves in Aegir are in a uniquely uncomfortable position. In human societies, they are typically killed on sight as abominations. In fey societies they are accepted, but uncomfortably. However, the value of half-elves is understood by the fey - with minimal clever (or magical) disguise, they can pass as human and serve as spies and informants for the fey. Because of this, many half-elves end up as rogues, using their natural charisma to learn bits of information to help their fey cousins.&lt;br /&gt;
&lt;br /&gt;
:Some half-elves flee to the Galachen Isles, where they find a bit more acceptance.&lt;br /&gt;
&lt;br /&gt;
:Half-elf statistics can be found in the Player's Handbook.&lt;br /&gt;
&lt;br /&gt;
===Other Fey===&lt;br /&gt;
:There are many other fey in the forests of Aegir, some kind, some not so kind. Check with your DM before choosing any of these races to play, as they may be more powerful or complex than the common races.&lt;br /&gt;
&lt;br /&gt;
:*'''Drow:''' The eladrin and elves' evil counterpart, the Drow, live underground and were warped during the Dark Age. These creatures worship Agshasa Muren, and follow his three-fold path. Game statistics can be found in the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
:*'''Wilden:''' The Wilden are fey who lived amongst the treants and took on many of the characteristics of plants and trees. Wilden in Aegir are not newly created, and have evolved over time similarly to other fey in this setting.&lt;br /&gt;
&lt;br /&gt;
:*'''[[Satyr (4e Race)|Satyr]]:''' Satyr are the physical muscle of the fey, and are the most fierce defenders of the fey land. They are territorial, easily angered, and fierce. In more peaceful times, satyrs loved nothing better than making merry, drinking wine, playing tricks on people, and above all passionate romance. Now most of their passion has turned to a fierce defense of their homeland. However, young satyrs still display the carefree natures that was once expected of these creatures. Please note that this version of the satyr race is homebrew and may not be allowed by all DMs.&lt;br /&gt;
&lt;br /&gt;
:*'''[[Pixie (4e Race)|Pixie]]:''' Sometimes referred to as &amp;quot;Faeries&amp;quot;, these creatures are playful and mischievous but are generally good at heart. They try to avoid combat and are in general reclusive, but like all fey they defend their homeland when humans encroach too far into their forest. Most combine their powers and magics to do this: legends of &amp;quot;Faerie Rings&amp;quot; which force interlopers to dance until they die of exhaustion or music which makes men go mad are usually the result of their efforts, though sometimes more powerful fey assist them. Please note that this version of the pixie is homebrew and may not be allowed by all DMs.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Fey===&lt;br /&gt;
:These fey will probably not be available to be played by characters, but are members of the &amp;quot;fey&amp;quot; race.&lt;br /&gt;
&lt;br /&gt;
:*'''Dryad:''' Dryads are tied to their trees, and protect them if threatened. They are otherwise mostly peaceful and prefer to stay hidden.&lt;br /&gt;
&lt;br /&gt;
:*'''Nymph:''' Like dryads, [[SRD:Nymph|nymphs]] are usually stationary creatures who protect one small area fiercely but generally avoid contact with outsiders when possible. However, nymphs are able to leave their homes should the need arrive, and like the satyrs, they have become fierce creatures in response to the human intrusions into their lands. There are many cases where several nymphs have joined together to create very powerful spells to ward their territories, or to aid the sprites in doing so. Nymphs are creatures of high ideals and are not as mischievous as most other fey.&lt;br /&gt;
&lt;br /&gt;
:*'''Treant:''' Though not technically fey, [[SRD:Treant|treants]] are some of the fey's greatest allies and are lumped into the same category by most non-fey. Treants often voluntarily serve satyrs or other fey in the defense of shared territories. With a treant on the side of the fey, the forest itself rebels at the incursion of the humans.&lt;br /&gt;
&lt;br /&gt;
:*'''Centaur:''' Centaur are a rare breed of fey. Many live in the western lands, where there are more open plains to run across, though a few are still found in the east. The centaur are a quiet and peaceful folk, who take well to music and artwork.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
Dwarves are relatively rare on the large eastern continent, but are the dominant race of the smaller western continent. Unlike the traditional Earthly image of dwarves, dwarves of Aegir do not spend all their time underground. While still expert tunnelers and miners, the dwarves of Aegir live primarily above ground and are also farmers and ranchers. They are their goddess' softer, tamer answer to the Fey, and seek to live harmoniously with their world and live quiet lives tending their lands.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' Dwarves tend to be somewhat insular (like most of the races of Aegir), but are not hostile. Most prefer the quiet lives of farming, ranching, or mining to the hubub of adventure. However, they are fierce in the defense of their homeland, and can be secretive and mysterious. They are also deeply religious, and follow the words of their goddess diligently. Most of all, dwarves respect and honor hard work and loyalty.&lt;br /&gt;
&lt;br /&gt;
'''Physical Description:''' The dwarves of Aegir are dark-skinned, stout, and about half the size of a normal human. They tend toward darker skin and brown hair, and the males often grow bushy beards. Like humans, their bodies and faces tend towards hardy, blunt features.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Dwarves, while not hostile to other races, tend to be secretive and insular. They seldom allow friendly visitation to their holdings, but allow free passage to the religious site Ygthanor, where pilgrims sometimes seek entry into [[Religion (Aegir Supplement)#Threysos, the Spirit Realm|Threysos]] to stand before the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]] and give testimony.&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Lands:''' Nearly all dwarves of Aegir dwell on the western continent, unless specifically on a quest or religious pilgrimage dictated by their goddess. They primarily live on farms or ranches in simple homes, though some build castles and forts for protection, and important stores are kept in their mountain holdfasts. Their mountain tunnel holdings often contain their unique art and stonework, in addition to precious metals and any other special items they see fit to guard there.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Dwarves were created by [[Thalysis (4e Deity)|Thalysis]], the patron of farmers and physical labor. Dwarves are very religious, and their favored class in this campaign setting is cleric. The religion of the dwarves contains a lot of mysticism, and the priests often send young dwarves on quests with the intention of improving the [[Religion (Aegir Supplement)#The Divine Court|Court]]'s standing in [[Religion (Aegir Supplement)#Sorastraz, the Divine Battle|Sorastraz]].&lt;br /&gt;
&lt;br /&gt;
'''Language:''' Dwarves primarily speak Dwarvish, though some know Sylvan or Goultic in order to converse with their neighbors across the straights.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Dwarves have names resembling Earthly Welsh. Examples include: Betrys, Islwyn, Brynn, Caradog, Drystan, Geraint, Gwendolen, Llewella, Morgana, Olwyn, Rhianu.&lt;br /&gt;
&lt;br /&gt;
==Lizardfolk==&lt;br /&gt;
The lizardfolk are a violent and territorial race. They once had an empire that stretched across the broken continent, and they still resent it's loss.&lt;br /&gt;
&lt;br /&gt;
Since a lizardfolk race has not yet been released for 4th edition, try out the [[Lizardfolk (4e Race)|Lizardfolk homebrew]] race here on D&amp;amp;D Wiki. Make sure to check with your DM before using homebrew races.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' Lizardfolk tend to be extremely distrustful and hostile of other races. They are also a somewhat bitter people, remembering the time when their great empire spanned the length of Aegir. Lizardfolk take clan loyalty very seriously. In addition, they view bonds forged in battle with great honor, and hold these bonds highest of all.&lt;br /&gt;
&lt;br /&gt;
'''Physical Description:''' Lizardfolk come in all sorts of colors, ranging through green, brown, black, blue, yellow, and red. The are covered in scales, posses lizard-like faces and tails with humanoid bodies and claw-like hands and feat.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Lizardfolk tend to have trouble relating to other races and viewpoints than their own. Their distrustful and sometimes contemptuous nature makes relations difficult. They are also extremely territorial, killing (and eating) any outsiders who venture into their lands uninvited. However, lizardfolk view clan and battle-brother loyalty as more important that petty differences in opinion, and put their squabbling aside when things get tough.&lt;br /&gt;
&lt;br /&gt;
'''Lizardfolk Lands:''' Though their empire once stretched across the continent, Lizardfolk now live primarily in the north-eastern jungles. A few pockets of lizardfolk civilization might be found scattered around Aegir.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Lizardfolk were created by [[Shalrikk (4e Deity)|Shalrikk]] and typically worship him. They honor their god with ritual sacrifices and through other violent acts. Most lizardfolk also worship the [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|Pact of Ruin]] as a whole. while a few select individuals may worship other gods, they are in the vast minority.&lt;br /&gt;
&lt;br /&gt;
'''Language:''' The language of the lizardfolk is sibilant and harsh. Anyone who speaks Draconic can understand it and be understood, though it is a sub-dialect known as Reptilian.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Lizardfolk names are often sibilant, just like their language. Their names often include the letters s, k, and i.&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
Goblins are extremely superstitious. They are a tribal people, without any central leadership. They live primarily in the mountains of the eastern lands. The goblin race can be found in the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
Orcs, hobgoblins, bugbears, ogres, and giants are all considered members of the goblin family.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' Goblins are above all superstitious. Their tribes are lead by shamans, and whatever omen the shaman sees, the tribe lives by. These omens do change quite often - so a traveler may be welcomed by a goblin tribe one day and chased off the next. Goblins tend to be impulsive, sometimes cowardly, sometimes possessing an insane disregard for their own wellbeing.&lt;br /&gt;
&lt;br /&gt;
'''Physical Description:''' Goblins come in all shapes and sizes, from small to hulking. Most are dark-skinned, with leathery, weather-beaten skin owing to their lives out in the open in the mountains. They favor skins, hides, and leathers for clothing, and often use implements of wood and leather. They like bright colors and beads in their clothing and hair. Some tribes use mud to stiffen and elaborately style their hair and paint their faces in different colors and designs depending on their tribal affiliation.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Tribal loyalty is very important to goblins, but they feel no particular attachment to other goblins not in their tribe. They treat all other humanoids relatively the same - with distrust, but not outright hostility unless directed by their tribal chief or shaman.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Lands:''' Goblins live primarily in the mountains of the eastern lands. A few are also scattered through the forests of the fey territory and the human lands, but most live in the mountains.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Goblins were created by the [[Mabdig (DnD Deity)|Red God Mabdig]], and typically worship him. They honor their god through tribal rituals. Occasionally these rituals include sacrifices, sometimes animal, sometimes humanoid, but this is typically only with some select tribes. Goblins do occasionally worship various other gods.&lt;br /&gt;
&lt;br /&gt;
'''Language:''' Goblins have their own language, which is guttural and rough.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Goblin names are, like their language, guttural and rough. They are typically short, one or two syllables long. As a goblin gets older and performs deeds for their tribe, they may acquire descriptive additions based on their exploits.&lt;br /&gt;
&lt;br /&gt;
==Relationships Between Major Races==&lt;br /&gt;
&lt;br /&gt;
'''Humans and Fey'''&lt;br /&gt;
&lt;br /&gt;
:As stated in the introduction, humans and fey are the dominant races. The humans hold most of the land on the eastern half of the continent which is not covered in forest, and push a little farther into the fey territory every day. The fey jealously guard the wild places of the world, and have learned that humans have an insatiable need to expand. Unfortunately their expansion means flattening forests for farmland and lumber. The fey use many tricks to keep humans away and to get rid of them should they venture into their woods.&lt;br /&gt;
&lt;br /&gt;
:For their part, the majority of humans are wary of the forest and the dangers within. Stories of faerie rings that trap you should you step into them and make you dance until you die of exhaustion; strange lights that lead the unwary traveler into deadly marshes or the lairs of great beasts; haunting music that inspires madness in the most level-headed man. Because of this, the typical human will stay out of the forest if he is given any choice in the matter.&lt;br /&gt;
&lt;br /&gt;
:If things ended there, the relations between the two races would be simple: respect the borders and stay away from eachother. However, humans are an industrious lot and tend to grow more quickly than they can support. Cities become overpopulated, and demand more food than farms can produce. The growth of the human race demands that it expand its territory, and thus conflict with the fey is inevitable.&lt;br /&gt;
&lt;br /&gt;
:To top this off, the Goultian wizards do not take kindly to the fey. Legend has it that it is fey bloodline which produces the innate magical talents of bards and sorcerers. The human wizards despise these rare humans who can effortlessly master the magic it takes wizards many years of study to learn, and over the years have shaped their society to hate and fear them as well, resulting in the creation of the Inquisition. In addition to hunting down humans with innate magic, the Inquisition and its wizard backers do their best to make trouble for the fey.&lt;br /&gt;
&lt;br /&gt;
:Despite all this, there are a few humans the fey have befriended, both on the outskirts of civilization and even within human cities. These humans do their best to help the fey and to save young sorcerers and bards from the Inquisition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarves'''&lt;br /&gt;
:The dwarves inhabit the western half of the continent. The dwarves of Aegir do not confine their civilization to mountains alone, and even those living in the mountains do not live primarily underground. Many dwarves live in the flat grass and forest land on the northwestern part of their island, and farm the land there, living in stone houses.&lt;br /&gt;
&lt;br /&gt;
:The dwarves are a quiet and mysterious folk. They delve into the deep secrets of the world, and are expert craftsmen with metals and stone. However, they dislike outsiders and seldom speak with non-dwarves. None outside the dwarven race are allowed to enter dwarven cities and temples.&lt;br /&gt;
&lt;br /&gt;
:In the past, the dwarves lived in many places in the eastern lands as well. But a few hundred years ago, all the dwarves of the east began traveling west. No one seems to know why they moved, but in present day Aegir there are no dwarves in the eastern lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lizardfolk'''&lt;br /&gt;
:The lizardfolk are seen as an exotic race by the other peoples of Aegir. Their homeland lies to the far east of the continent, protected by a range of mountains. Their civilization is reminiscent of the Earthly Aztecs - great temples devoted to violent gods, human sacrifice, and dark rituals. The lizardfolk tend to kill and eat anyone who enters their territory, but by the same token they very seldom leave their swamps and jungles. However, occasionally a small group of lizardmen will cross the mountains to trade with humans. When out of their homeland, they are generally extremely paranoid and preceive threats where none were in truth offered. Human merchants put up with these quirks due to the extremely high quality of the goods the lizardfolk peddle: magical and exotic items and beautiful artwork, jewelry, and fine cloth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblins'''&lt;br /&gt;
:Goblins are several thousand years behind the other races of Aegir in their civilization's development. They exist in small, independant tribes that roam the mountains of the eastern lands. Their society is characterizaed by extreme superstitions, and each tribe is lead by a shaman (usually a low level sorcerer). While the goblins are not violent for violence's sake, they do ocasionally raid human and fey villages for supplies and trophies. More often than not, they fight amoungst themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Halflings'''&lt;br /&gt;
:While most civilizations in Aegir are somewhat xenophobic, halflings are in general able to travel freely amoung them. Claiming no land as their own, halflings are expert traders and merchants. Magical talent is almost unheard of in Aegir halflings - most are simple merchants, craftsmen, or occasionally rogues. Due to their unique position, halflings are also commonly arbitrators and diplomats who help solve disputes and promote communication between otherwise insular races and nations. These arbitrators are highly educated and strictly selected and trained - it is vital to the halflings that they maintain a reputation of fairness and remain impartial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/History_(Aegir_Supplement)</id>
		<title>History (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/History_(Aegir_Supplement)"/>
				<updated>2009-08-03T23:39:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/9/2008&lt;br /&gt;
|status=Complete (First Draft)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aegir is still a rather young world, having sentient races for only a few thousand years. This article will cover the overarching historical events, but the details are left somewhat ambiguous so each DM can bring their own flavor to the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
&lt;br /&gt;
While the story of Creation varies from culture to culture, there is one thing on which all agree: the world of Aegir was originally built and populated by the [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. However, followers of the Lord or Lady each have their own take on this story. In addition, those of the &amp;quot;lesser&amp;quot; races - those other than humans or fey - at times claim it was their own particular deities who brought the world into being.&lt;br /&gt;
&lt;br /&gt;
===The Lord and the Lady===&lt;br /&gt;
&lt;br /&gt;
The Lady was the first to bring change unto the darkness that was the world, being industrious and full of initiative. She saw that the darkness ached for Light, and created the stars, the moon, and at last the shining sun. These lights did not overtake the darkness, but instead struck a balance against it - evenly sharing the darkness and the light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stirred by the Lady's actions, the Lord beheld the darkness and the light. The Lord, being steadfast and strong, sought that there be a solid space to behold the beauty of the sky, and created the Land. He called to the Lady to descend from the skies and join him on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is where the accounts of the tale begin to differ. Some say the Lord gave insult to the Lady, while others claim the Lady was angry with the Lord for challenging her creation with his own. All that is known for certain is that the Lady did not join the Lord. She stayed in the heavens and rained down great waters upon the new world. Vast oceans were created, and soon only a small portion of the land remained, with the Lord upon it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stranded, and without his Lady for company, the Lord created trees and plants and all the beauty of the wilderness on the remaining land. He used the creations of the Lady to accomplish this feat, for the plants needed both light and water to survive. Grassland, jungles, forests - he  willed them all into being, so that he could walk among the silent plants and feel the presence of other beings. So life was brought to the world. Some interpretations claim that the Lord did this to consume the gifts of the Lady, while other say he sought only to heal his own loneliness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Lady saw the plants the Lord had made from her high vantage point in the sky. She saw how it was her light and water which sustained them. Her next act is said by some to be one of vengeance, while others assert she was acting of inspiration after seeing the Lord's creation. Regardless, she chose next to populate the world with animals of all kinds, which fed upon the plants and in turn upon each other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beset by beasts, the Lord of the Land knew he must find a way to calm the creatures the Lady had created. So, at last a thinking race was created - the eldest people, the Fey, came into being to preserve harmony in nature. Worshipers of the Lady claim that the Lord sought to control Her creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fey befriended the creatures of the world and lived amongst them, leaving the wild places untouched and the land as it had been since creation. They calmed the beasts' overly violent natures and convinced them to do as they asked. The Lady, angered by this, created her own race: a race of industry and knowledge, of order and change. The humans came into being, these first as small tribes banded together against the hostile world around them, soon to grow into great cities and empires. The fey saw these new creatures and did not trust them, for they were not of what they perceived as the natural order. As the humans began to expand and multiply, the fey became as territorial as the beasts they had calmed, defending fiercely the wilderness they had taken as their home.&lt;br /&gt;
&lt;br /&gt;
===Creation of the Lesser Races===&lt;br /&gt;
&lt;br /&gt;
All the great magics of the Lord and Lady had not gone unnoticed. Other gods and goddesses began to take interest in the new world. &lt;br /&gt;
&lt;br /&gt;
=====Dwarves=====&lt;br /&gt;
:[[Thalysis (4e Deity)|Thalysis]] saw the strong earth and the healthy plants of Aegir, and created a people of her own pleasing: the dwarves dug into the ground and tilled their quiet fields, seeking deep wisdom and troubling no one if they could help it. The dwarves believe themselves to be the oldest children of the world, though the fey and humans also both vie for that title. In dwarven lore, they teach that Thalysis saw the bountiful world of plants, free of animals and thinking races, and sought to create a people who were of the land itself, and thrived in simple ways by tending the earth.&lt;br /&gt;
&lt;br /&gt;
=====Lizardfolk and Yuan-ti=====&lt;br /&gt;
:[[Shalrikk (4e Deity)|Shalrikk]] observed the deep and wild jungles and the beasts with their secret violent hearts, and willed the lizardfolk into being. They celebrated violence and sought to awaken the deep beasts into murderous rages, creating what are now known as &amp;quot;Dire&amp;quot; creatures. Despite these chaotic and violent tendencies, the lizardfolk built their own civilization and became a power to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=====Goblins and Halflings=====&lt;br /&gt;
:Attracted by the industriousness of the humans, the [[Mabdig (DnD Deity)|Red God Mabdig]] added his own creation to the new world. The goblins, his first children, were an attempt to follow in the humans' footsteps. But while human civilization progressed at a breakneck speed, the goblins remained stubbornly locked into tribal society full of violence and superstition. Mabdig still hoped to contend with the other races of the young world, and so created the youngest race of them all: the halflings. Appearing after humans had already built great empires, the halflings had no place to claim as their own. Instead, Mabdig bid them meld into the society of the other races, and get the best of them without ever conquering a bit of land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The First Empire==&lt;br /&gt;
&lt;br /&gt;
As the other races began to appear on Aegir, the early human tribes banded together against what they saw as a hostile world. It was a time of brotherhood between humans, and great cities arose out of this cooperation. This first great civilization of humans had no name - it was simply all there was. It was the human race as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The humans followed their goddess' will and began to pursue knowledge. A great library and museum was built in the capitol city of Alorkhaz. Wizards created amazing and powerful artifacts, many of which were stored in the capitol. It was a grand center for learning and progress, and the Lady of Light was pleased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, by this time a god called [[Agshasa Muren (4e Deity)|Agshasa Muren]] had grown interested in Aegir. Not content to build his grotesque monsters, he also enjoyed meddling in mortal affairs. As the years passed, the great empire began to see civil tension. It wasn't too long before war broke out, and the utopia was shattered forever. Human fought human, and amidst the chaos of war, the great city of Alorkhaz was destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Sundering==&lt;br /&gt;
&lt;br /&gt;
Other gods created more creatures, magical beasts and fearsome monsters, or simple meddled in the affairs of the mortals already in existence. At last the Lord and Lady put aside their own conflict and created a [[Religion_(Aegir Supplement)#The Divine Court|Divine Court]]. They were unhappy that other gods had added their own creations to their world, but they did not want the world to be torn apart by fighting between the young races. The Court was created to resolve disputes and protect the young world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the gods and immortals agreed to join the Court. However, there were also many dissenters. Chief among them was a dark god known as [[Agshasa Muren (4e Deity)|Agshasa Muren]]. Agshasa Muren called those who resented the authority of the Lord and Lady together. He bound them with vows of violence and destruction, a dark binding afterward named the [[Religion_(Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. There are many accounts of the original conflict between the Court and the Pact, and no one knows for certain who struck the first blow. But strike they did, and it was a blow of such violence as the young world had never seen. Aegir was broken in two: the small Eastern Lands and the larger Western Lands, with the Straights of Krahl to separate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sundering marked the beginning of [[Religion_(Aegir Supplement)#Sorastraz, the Divine Battle|Sorastraz, the Divine Battle]], between the Court and the Pact.&lt;br /&gt;
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&lt;br /&gt;
==The Dark Age==&lt;br /&gt;
&lt;br /&gt;
The period directly following the Sundering is known as the Dark Age by most scholars. During this time, the lizardfolk rose to power in the east and subjugated much of the old human empire. Most humans were made slaves and sacrifices. Their utopia broken, with enemies at all sides, the humans were a fallen people. There are no records from this time, and the exact duration of the Dark Age is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was also during the Dark Age that the dwarves left the eastern continent. The reason for their leaving was mostly religious, with a good dose of common sense added in. The dwarves are a race that seeks to avoid conflict when possible. Though strong warriors when defending themselves and their families, they are not a race made for war. With the lizardfolk growing in power in the east and the seat of the Divine Court in the western lands, it was clear where they ought to be. In this way, the dwarves avoided most of the ill effects of the Dark Ages - though they lost their homes, they preserved their race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fey did not escape the Dark Age unchanged either. As the influence of the lizardfolk and the dark gods they followed spread through both the wild &lt;br /&gt;
and civilized parts of the eastern lands, some of the fey began to change. This time marks the birth of the dark fey, such as the Fomorians. Some were twisted beyond recognition. To this day, there are creatures that lair in the forest, shrouded in deep shadow, that no one goes near, even the other fey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The New Empire==&lt;br /&gt;
&lt;br /&gt;
The Dark Age was ended when Goult, the wizard-king, rose to power and drove off the savage lizard-folk. Goult was born as a slave, but he escaped and studied magic in secret. He eventually banded together with the resistance fighters of the south and drove the lizardfolk back over the eastern mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goult was learned man, and studied the stories of the old Empire, the great Utopia (as it has come to be called). He sought to create Utopia again. Goult beseeched all men to love each other as brothers, as they were all the children of the Lady of Light. He was an idealistic man, but a very strong and charismatic leader. Under his rulership, the human race thrived again, and rebuilt much of what they had lost. However, their greatest accomplishments still lay buried in Alorkhaz, across the mountains, in the heart of the lizardfolk territory. Though Goult dreamed of reclaiming that city once again, he knew it was most important for his people to rebuild. A fight across the mountains would be extremely difficult, if not impossible, and regaining their freedom had already taxed the humans greatly. It was time to rest.&lt;br /&gt;
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&lt;br /&gt;
Goult founded a new society for learning and magic arts, which he called The Arcanum. The masters of the Arcanum were given great clout in the new empire's political system - they were essentially outside the law, ostensibly to serve as advisers to all nobles and policy-makers. It was immediately fashionable for young nobles to be sent to the Arcanum school to learn, though some were distinctly unsuitable for the type of power wizardry imparted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Goult's death, his son Chava came into power. Chava was an idealist, like Goult, but he was also a jealous and weak-minded man. He was also not as talented in the wizardly arts as his father. His childhood rival, a man named Jahad, became a powerful sorcerer, without studying as Chava had. Chava declared sorcerery an unclean magic, claiming it used the foul powers of the fey and was a result of fey inbreeding, and banned sorcerers and warlocks from the realm. He created the Inquisition to carry out his order, and used a large portion of the army to fill the Inquisition's ranks. Over time, the Inquisition's tasks came to include most typical army and law enforcement tasks as well, and different branches began to fulfill these roles. The standing army was dissolved, though each province had it's own militia in addition to their Inquisition troops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though Chava's jealously gave birth to the tradition of xenophobia and intolerance in the new Empire, he did leave one good legacy. Chava recognized that one large country was largely impractical with the varied cultures that had developed over the long Dark Age. He broke the empire into eight city-states, each of which was mostly autonomous, with the exception of a tax to support the Inquisition troops, and the allowance of these troops and the wizards of the Arcanum to come and go and do as they wished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Present==&lt;br /&gt;
&lt;br /&gt;
It is now the 287th year of the Empire of Goult, and the humans are arguably the most powerful race on Aegir. Their cities are strong, they have relearned much of their ancient magic, and they are as numerous as ever. They are constantly encroaching on the territory of the fey, who they see now as their primary rivals for the dominance of the world. The fey, in return, view the humans as hostile, savage creatures with greed their only motivator. They fight fiercely to protect their territory, and often raid outlying human villages. The lizardfolk have been mostly quiet since the fall of their empire, killing anyone who enters their territory but for the most part leaving other races along. Likewise, the dwarves have stayed in the western lands, where they are the undisputed dominant race, tilling their fields and making fine stone and metalwork. Halflings, who have been conspicuously absent from the great events of history, continue along their own agenda. They have spread themselves amongst all of the major races, and have ears in many high places. Meanwhile, the goblins continue their primitive ways in their mountain tribes.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Corena_(4e_Deity)</id>
		<title>Corena (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Corena_(4e_Deity)"/>
				<updated>2009-08-03T23:39:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Corena.jpg|thumb|The holy symbol of Corena]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Skull&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of necromancy and death, the scavenger goddess, director of the reapers.&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Darkness Domain|Darkness]], [[SRD:Evil  Domain|Evil]]&lt;br /&gt;
|favweap=Staff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Corena of the Bones''' is the goddess of necromancy and death in [[Aegir (DnD Campaign Setting)|Aegir]], and a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. Corena is a scavenger, following deities of death and slaughter from world to world, using their leavings to her own purposes. She followed [[Shalrikk (4e Deity)|Shalrikk]] to Aegir, and her priests have a working relationship with the yuan-ti ritualists to use their discarded sacrifices (those that aren't fed to the anathemas).&lt;br /&gt;
&lt;br /&gt;
In addition to the purview of undead, skeletons, and zombies, Corena directs the reapers who collect the souls of the dead for use in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]].&lt;br /&gt;
&lt;br /&gt;
Corena is usually depicted as an ancient hag, bent and aged, with a crow on her shoulder. She leans heavily on a walking stick. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|What peace is there in death that does not make an end?|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Corena urges her followers to take the leavings of others and use them to their own ends, whether it be bodies, treasure, or souls. She delights in the creation of undead creatures, and encourages necromancy in her followers.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most necromancers follow Corena. Other followers include grave-robbers and other scavenging types, including some rogues. Not all followers of Corena are evil, though most are.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Corena has only a few proper temples, though small shrines devoted to her are located near many of Shalrikk's temples. Her priests and priestesses are necromancers, devoted to creating undead - the greatest of her servants create new and terrifying types of undead.&lt;br /&gt;
&lt;br /&gt;
There are few official rituals devoted to Corena - most scavengers don't have time for such things. For the most part, the ceremonies for creating undead serve as her religious devotions, in addition to the quick prayers of a scavengers at work.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Religion_(Aegir_Supplement)</id>
		<title>Religion (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Religion_(Aegir_Supplement)"/>
				<updated>2009-08-03T23:38:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
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&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=First Draft (v1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Religion in Aegir is at once unified and varied. All peoples share the underlying beleif that the gods and goddesses are at constant war in the Spirit Realm, and that the good and evil actions of mortals strengthen the respective factions in that battle. From this point, each race and subculture has it's own story, and most have their particular patron deity or immortal to whom they give their devotion. &lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
:''The full [[History (Aegir Supplement)#Creation|creation story]] can be found in the [[History (Aegir Supplement)|history article]].''&lt;br /&gt;
&lt;br /&gt;
Aegir was created by the [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. Often simply referred to as &amp;quot;The Lord and Lady&amp;quot;, these two beings created the world together, but at odds with eachother. The Lord created the ground, the plants, and the fey, while the lady created the light, the waters, the beasts, and the humans. Their efforts attracted other gods, who in turn created the younger races. Afterward, the Lord and Lady created the [[#The Divine Court|Divine Court]], and [[Agshasa Muren (4e Deity)|Agshasa Muren]] made the [[#The Pact of Ruin|Pact of Ruin]]. The world was Sundered, and [[#Sorastraz, the Divine Battle|the Divine Battle]] began.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threysos, the Spirit Realm==&lt;br /&gt;
:''A [[The Planes (Aegir Supplement)#Threysos|detailed discussion of Threysos]] can be found in the [[The Planes (Aegir Supplement)|cosmology article]].''&lt;br /&gt;
&lt;br /&gt;
The gods, demigods, angels, and fiends of Aegir all spend most of their time in [[The Planes (Aegir Supplement)#Threysos|Threysos, the Spirit Realm]]. Threysos is much like the Ethereal Plane of traditional D&amp;amp;D cosmology: it closely overlaps the material plane and denizens of Threysos can observe and sometimes even interact with the material plane. Threysos is also the site of Sorastraz - the Divine Battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threysos is important to the daily lives of mortals because some events there can &amp;quot;bleed&amp;quot; into the material plane. At times mortals can even reach across the boundary between planes and communicate with immortals - this is how scrying and some other magics work. There are some places where the boundary between worlds is somewhat weak. Here travel between the planes is easier, scrying is more powerful, and strange events are quite common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sorastraz, the Divine Battle==&lt;br /&gt;
&lt;br /&gt;
Sorastraz is a never-ending battle between the [[#The Divine Court|Divine Court]] and the [[#The Pact of Ruin|Pact of Ruin]]. If one side were ever to win, those gods would gain control over Aegir and the mortals who reside there. In addition, due to the &amp;quot;bleed&amp;quot; effect in Threysos, the battles of the gods often spill over into the mortal realm. The earliest and best example of this is the Sundering, which separated the Eastern and Western Lands with the Straits of Krahl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sites of great struggles between the immortals can be found scattered across Aegir. Some are [[UA:Taint|tainted]] by darkness, while others are sacred and [[SRD:Hallow|hallowed]] places - this is mostly dependent on which side was victorious. Sites of powerful clashes sometimes weaken the boundary between Threysos and Aegir, causing &amp;quot;haunted&amp;quot; or highly magical locations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorastraz is a very important icon in most Aegir religions. Its continuing occurrence is clearly undeniable given the bleed-through from Threysos, and it's effect on the fate of mortals makes the Divine Battle of great importance for those of any spiritual inclination. Not only can Sorastraz affect Aegir, the mortals of Aegir can in turn affect Sorastraz. Actions of order and good will strengthen the Divine Court, while actions of chaos and ill will strengthen the Pact of Ruin. In addition, the souls of the dead are bound to fight in this war to pay for any mistakes made in life before passing to their final resting place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As one might imagine, knowledge of where the next skirmish will be fought is of great use to the people of Aegir. The various societies deal with this in different ways, but usually clerics and holy people commune with their gods or the gods' immortal servants to receive warnings. The location of the skirmishes can also be divined through arcane means, though this is more difficult. In general people fear the violence of the Divine Battle and try to be as far away from the site as possible in case bleed-through occurs, but some religious zealots flock to these locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Afterlife==&lt;br /&gt;
&lt;br /&gt;
After death, the soul of a mortal is claimed by the god he or she swore fealty to in life. However, if the mortal was not a righteous follower, the soul is not as tightly bound to that god. It can sometimes, in these cases, be stolen away by another immortal, or lost in Threysos or even in the mortal realm. Souls are harvested by either valkyries or reapers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bound souls serve their god or goddess in Sorastraz. Weaker souls are generally simply used as a source of power for stronger immortals. Strong souls sometimes manage to retain their form. If bound, these souls become soldiers in their respective armies (known as [[Einherjar (DnD Race)|einherjar]]), and have the possibility of progressing to [[SRD:Celestial|angels]] or [[SRD:Fiend|fiends]]. If unbound, these souls become powerful lost spirits such as [[SRD:Ghost|ghosts]] or [[SRD:Spectre|spectres]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The binding of souls is the reason resurrection spells are so difficult in Aegir. Essentially, the person trying to perform a resurrection must first barter for or otherwise obtain permission to use the soul of the person they are trying to resurrect. Lost souls who have become ghosts or other spirits are also difficult to bring back, since they do not possess logical reasoning and can become violent or otherwise emotional. Once a soul is freed from whatever bonds it has, it can be resurrected normally. Souls are a source of power for gods and immortals, and they do not give them up easily.&lt;br /&gt;
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&lt;br /&gt;
After souls have served their time in Sorastraz or have fallen in battle, they continue on to their final resting place.&lt;br /&gt;
&lt;br /&gt;
==The Divine Court==&lt;br /&gt;
&lt;br /&gt;
The Divine Court is led by [[Lady of Light (4e Deity)|Lady of Light]] and the [[Lord of the Land (4e Deity)|Lord of the Land]]. The Court was created to protect the interests of the mortals of Aegir, and the organization as a whole is lawful good in alignment. Not all members of the Court are lawful, however all generally accept the rule of the Lord and Lady.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Divine Court is not usually worshiped as a whole - most cultures follow their own patron deity, but recognize that that deity is part of the Court. In general, the Lord and Lady are recognized as leaders of the Court by all cultures and while they may not always be worshiped, they are at least given respect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;Divine Court&amp;quot; does refer to the forces of good and law who battle in Sorastraz, the Court also still exists as its original concept: a body before which conflicts between immortals can be brought for judgment. The Lord and Lady preside over the Court as judges, while the other key members of the court act as their advisors. The Court is held at Geyan, an open amphitheater in the Western Lands of Threysos. It is here that strong souls might challenge their sentences or seek to be unbound; where two gods with claim to the same soul may find a solution; and where immortals wronged by one another may seek retribution. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Members of the Court===&lt;br /&gt;
Please note that these are only the most prominent members of the Divine Court. DMs - feel free to add your own deities to this list or encourage your players to do so.&lt;br /&gt;
&lt;br /&gt;
*'''[[Lady of Light (4e Deity)|Lady of Light]]''' - Leader of the Court. Helped to create Aegir, creator of the humans. Goddess of industry, learning, initiative&lt;br /&gt;
*'''[[Lord of the Land (4e Deity)|Lord of the Land]]''' Leader of the Court. Helped to create Aegir, creator of the fey. God of nature and peace, sometimes called &amp;quot;The Green Man&amp;quot;&lt;br /&gt;
*'''[[Thalysis (4e Deity)|Thalysis]]''' - Goddess of the dwarves, patron of farmers and physical labor&lt;br /&gt;
*'''[[Soriel (4e Deity)|Soriel]]''' - God of music and magic, sometimes called &amp;quot;The Bard&amp;quot;&lt;br /&gt;
*'''[[Aruman (4e Deity)|Aruman the Wolf]]''' - God of battle, general of the armies of the Court&lt;br /&gt;
*'''Thresha''' - Leader of the valkyries &lt;br /&gt;
*'''The Valkyries''' - Strong souls of female warriors who cross over to Aegir and gather the souls of the dead&lt;br /&gt;
*'''[[SRD:Angel|Angels]]''' - Immortal warriors of the Divine Court&lt;br /&gt;
*'''[[Einherjar (DnD Race)|Einherjar]]''' - Strong souls of warriors who fight for the Court in Sorastraz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Pact of Ruin==&lt;br /&gt;
&lt;br /&gt;
The Pact of Ruin is an organization of dark gods and immortals, who resented the authority presumed by the Lord and Lady and refused to bow to their Court. The Pact was created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], who many believe to be he who broke the great continent in two. As an organization, the Pact is chaotic evil in alignment, though some of it's members may have lawful inclinations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the Divine Court, the Pact of Ruin is not often worshiped as one, and instead specific deities are usually taken as patrons. However, virtually all followers of gods from the Pact preach &amp;quot;ill thoughts, ill words, ill deeds&amp;quot; - these things strengthen the Pact in Sorastraz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Pact's original purpose, in addition to refusing the rule of the Court, was to meddle in the affairs of mortals. They continue to pursue this pastime, as it allows them to increase their power while causing trouble for the Court. The Pact thrives on corruption, greed, and any of the darker desires of the mortal soul. To those who pledge themselves to it's designs, it rewards power and pleasure, in return for eternal servitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Members of the Pact===&lt;br /&gt;
Please note that these are only the most prominent members of the Pact of Ruin. DMs - feel free to add your own deities to this list or encourage your players to do so.&lt;br /&gt;
&lt;br /&gt;
*'''[[Agshasa Muren (4e Deity)|Agshasa Muren]]''' - Leader of the Pact. God of madness and mystery; creator of abberations&lt;br /&gt;
*'''[[Shalrikk (4e Deity)|Shalrikk]]''' - God of the lizardfolk and yuan-ti, god of violence, slaughter, and ritual sacrifice&lt;br /&gt;
*'''[[Corena (4e Deity)|Corena of the Bones]]''' - Goddess of necromancy and death, also directs the reapers.&lt;br /&gt;
*'''[[Guul Drak (4e Deity)|Guul Drak]]''' - God of pestilence, famine, and gluttony&lt;br /&gt;
*'''[[Naiakiss (4e Deity)|Executioner Naiakiss]]''' - Goddess of war and vengeance, general of the armies of the Pact&lt;br /&gt;
*'''The Reapers''' - Immortals who gather the souls of the dead to fight in Sorastraz&lt;br /&gt;
*'''[[:Category:Fiend|Fiends]], [[SRD:Demon|Demons]], [[SRD:Devil|Devils]]''' - Immortal warriors of the Pact of Ruin&lt;br /&gt;
*'''[[Einherjar (DnD Race)|Keirherjar]]''' - Strong souls of warriors who fight for the Pact in Sorastraz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unallied Deities==&lt;br /&gt;
&lt;br /&gt;
There are very few gods who are not part of the Court or the Pact. By far the most notable of these is the [[Mabdig (4e Deity)|Red God Mabdig]]. Mabdig is the god of halflings and goblins, as well as thievery, cunning, and trade. Mabdig has his own agenda, and sometimes assists whichever side of the Divine Conflict best suits his needs at the time.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Naiakiss_(3.5e_Deity)</id>
		<title>Naiakiss (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Naiakiss_(3.5e_Deity)"/>
				<updated>2009-08-03T23:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Naiakiss (3.5e Deity) moved to Naiakiss (4e Deity): Changing to 4e&lt;/p&gt;
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		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)</id>
		<title>Naiakiss (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)"/>
				<updated>2009-08-03T23:37:11Z</updated>
		
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|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
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[[Image:Naiakiss.jpg|thumb|The holy symbol of Executioner Naiakiss]]&lt;br /&gt;
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{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Scythe&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of war and vengeance, general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil Domain|Evil]], [[SRD:War Domain|War]], [[SRD:Strength Domain|Strength]]&lt;br /&gt;
|favweap=Scythe&lt;br /&gt;
}}&lt;br /&gt;
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'''Executioner Naiakiss''' is a goddess of war and the general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] in [[Aegir (DnD Campaign Setting)|Aegir]]. She was one of the first humans killed in the great war that ended Utopia, the first empire. She died at a young age, still caught between child and adult. Her soul was claimed by the reapers and she found herself in the domain of [[Agshasa Muren (4e Deity)|Agshasa Muren]]. He saw within her great bitterness and hatred for a people who allowed her to die so young, and he saw that he could use this to create a great warrior. She swiftly climbed through the ranks of demons and devils, rising in power and ability. By the time [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Sorastraz]] began, she stood at Agshasa's side and commanded his armies with surety and competence.&lt;br /&gt;
&lt;br /&gt;
Naiakiss is depicted as a young woman, striking and hauntingly beautiful, covered in blood. She is usually wearing armor and wielding a mighty scythe. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Vengeance is mine, and I will repay.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Naiakiss is a goddess of vengeance, rage, and war. She entreats her followers to:&lt;br /&gt;
*Take revenge on those who wrong you, violently and immediately&lt;br /&gt;
*Give free rein to your emotions, especially rage and hatred&lt;br /&gt;
*Serve the Pact's cause in battle, both in life and after death&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most evil soldiers worship Naiakiss, and men in cults devoted to the Pact often worship her for her beauty and &amp;quot;innocence&amp;quot;, while the young women strive to be like her. She is an icon of lost virtue, of beauty destroyed and innocence shattered. She is called upon by dying soldiers of all alignments, begging for death on the battlefield. A lot of Naiakiss' followers are underground human cultists, and she is sometimes used to ease in new worshipers into the Pact due to her charismatic &amp;quot;tragic figure&amp;quot; image.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Clergy of Naiakiss are typically female warriors who have devoted themselves to furthering her cause in the mortal realm. Their main objective is to bring in more followers who will become soldiers in the Divine Battle after death.&lt;br /&gt;
&lt;br /&gt;
Like [[Aruman (4e Deity)|Aruman]], Naiakiss' temples are typically monasteries. Unlike Aruman, worship of Naiakiss is not openly accepted in human lands, so her monasteries are typically in hidden areas, or their purpose is disguised. Individual worshipers may keep shrines to Naiakiss.&lt;br /&gt;
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Naiakiss does not stand on ceremony, and her religious practices are primarily fighting forms and meditations. Quick prayers and battle hymns are also common.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
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[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Guul_Drak_(3.5e_Deity)</id>
		<title>Guul Drak (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Guul_Drak_(3.5e_Deity)"/>
				<updated>2009-08-03T23:37:00Z</updated>
		
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	<entry>
		<id>http://www.dandwiki.com/wiki/Guul_Drak_(4e_Deity)</id>
		<title>Guul Drak (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Guul_Drak_(4e_Deity)"/>
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|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuulDrak.jpg|thumb|The holy symbol of Guul Drak]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=l&lt;br /&gt;
|sym=Scorpion&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=God of pestilence, famine, and gluttony&lt;br /&gt;
|calign=Any Evil&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil  Domain|Evil]]&lt;br /&gt;
|favweap=Whip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Guul Drak''' is the god of disease, poison, starvation, and glutony. He is the patron of assassins and murderers. He is also a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] on [[Aegir (DnD Campaign Setting)|Aegir]]. It is said Guul Drak consumed his last world, and came to Aegir to rest before his next meal. &lt;br /&gt;
&lt;br /&gt;
He is depicted as a hugely fat humanoid, with pale, damp skin and sunken, haunting eyes. Mothers and nurses everywhere like to scare children by explaining that Guul Drak will come and eat them if they don't behave.&lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Accept pestilence into your heart, and you will be reborn into it anew.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Guul Drak entreats his followers to spread disease and famine across the land, in whatever way possible.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Assassins and murders tend to follow Guul Drak due to his penchant for poisons. Powerful aristocrats may secretly worship Guul Drak, in hopes of improving their already lavish lifestyles.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Guul Drak is a minor god, and has no established temples. Individual worshipers may have specific shrines devoted to him, however. He commands a few wandering priests, though they are few and far between.&lt;br /&gt;
&lt;br /&gt;
Religious practices include special ceremonies building up immunities to diseases and poison by slow, constant exposure. Some die, but others are &amp;quot;reborn through pestilence&amp;quot;. These priests are often horribly scarred from their long exposure to diseases, and are truly fearsome to look upon, and a force to be feared wherever they travel. They are also typically excellent assassins, for the right price. They seldom require gold, and instead request spiritual favors of one kind or another.&lt;br /&gt;
&lt;br /&gt;
Worshipers other than priests show their devotion in actions such as spreading poison and disease, engaging in acts of gluttony, or causing starvation and malnutrition in others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Lesser Deities|Lesser Deities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)</id>
		<title>Naiakiss (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)"/>
				<updated>2009-08-03T23:36:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Naiakiss.jpg|thumb|The holy symbol of Executioner Naiakiss]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Scythe&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of war and vengeance, general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil Domain|Evil]], [[SRD:War Domain|War]], [[SRD:Strength Domain|Strength]]&lt;br /&gt;
|favweap=Scythe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Executioner Naiakiss''' is a goddess of war and the general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] in [[Aegir (DnD Campaign Setting)|Aegir]]. She was one of the first humans killed in the great war that ended Utopia, the first empire. She died at a young age, still caught between child and adult. Her soul was claimed by the reapers and she found herself in the domain of [[Agshasa Muren (4e Deity)|Agshasa Muren]]. He saw within her great bitterness and hatred for a people who allowed her to die so young, and he saw that he could use this to create a great warrior. She swiftly climbed through the ranks of demons and devils, rising in power and ability. By the time [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Sorastraz]] began, she stood at Agshasa's side and commanded his armies with surety and competence.&lt;br /&gt;
&lt;br /&gt;
Naiakiss is depicted as a young woman, striking and hauntingly beautiful, covered in blood. She is usually wearing armor and wielding a mighty scythe. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Vengeance is mine, and I will repay.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Naiakiss is a goddess of vengeance, rage, and war. She entreats her followers to:&lt;br /&gt;
*Take revenge on those who wrong you, violently and immediately&lt;br /&gt;
*Give free rein to your emotions, especially rage and hatred&lt;br /&gt;
*Serve the Pact's cause in battle, both in life and after death&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most evil soldiers worship Naiakiss, and men in cults devoted to the Pact often worship her for her beauty and &amp;quot;innocence&amp;quot;, while the young women strive to be like her. She is an icon of lost virtue, of beauty destroyed and innocence shattered. She is called upon by dying soldiers of all alignments, begging for death on the battlefield. A lot of Naiakiss' followers are underground human cultists, and she is sometimes used to ease in new worshipers into the Pact due to her charismatic &amp;quot;tragic figure&amp;quot; image.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Clergy of Naiakiss are typically female warriors who have devoted themselves to furthering her cause in the mortal realm. Their main objective is to bring in more followers who will become soldiers in the Divine Battle after death.&lt;br /&gt;
&lt;br /&gt;
Like [[Aruman (4e Deity)|Aruman]], Naiakiss' temples are typically monasteries. Unlike Aruman, worship of Naiakiss is not openly accepted in human lands, so her monasteries are typically in hidden areas, or their purpose is disguised. Individual worshipers may keep shrines to Naiakiss.&lt;br /&gt;
&lt;br /&gt;
Naiakiss does not stand on ceremony, and her religious practices are primarily fighting forms and meditations. Quick prayers and battle hymns are also common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Guul_Drak_(4e_Deity)</id>
		<title>Guul Drak (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Guul_Drak_(4e_Deity)"/>
				<updated>2009-08-03T23:36:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuulDrak.jpg|thumb|The holy symbol of Guul Drak]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=l&lt;br /&gt;
|sym=Scorpion&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=God of pestilence, famine, and gluttony&lt;br /&gt;
|calign=Any Evil&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil  Domain|Evil]]&lt;br /&gt;
|favweap=Whip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Guul Drak''' is the god of disease, poison, starvation, and glutony. He is the patron of assassins and murderers. He is also a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] on [[Aegir (DnD Campaign Setting)|Aegir]]. It is said Guul Drak consumed his last world, and came to Aegir to rest before his next meal. &lt;br /&gt;
&lt;br /&gt;
He is depicted as a hugely fat humanoid, with pale, damp skin and sunken, haunting eyes. Mothers and nurses everywhere like to scare children by explaining that Guul Drak will come and eat them if they don't behave.&lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Accept pestilence into your heart, and you will be reborn into it anew.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Guul Drak entreats his followers to spread disease and famine across the land, in whatever way possible.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Assassins and murders tend to follow Guul Drak due to his penchant for poisons. Powerful aristocrats may secretly worship Guul Drak, in hopes of improving their already lavish lifestyles.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Guul Drak is a minor god, and has no established temples. Individual worshipers may have specific shrines devoted to him, however. He commands a few wandering priests, though they are few and far between.&lt;br /&gt;
&lt;br /&gt;
Religious practices include special ceremonies building up immunities to diseases and poison by slow, constant exposure. Some die, but others are &amp;quot;reborn through pestilence&amp;quot;. These priests are often horribly scarred from their long exposure to diseases, and are truly fearsome to look upon, and a force to be feared wherever they travel. They are also typically excellent assassins, for the right price. They seldom require gold, and instead request spiritual favors of one kind or another.&lt;br /&gt;
&lt;br /&gt;
Worshipers other than priests show their devotion in actions such as spreading poison and disease, engaging in acts of gluttony, or causing starvation and malnutrition in others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Lesser Deities|Lesser Deities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Corena_(3.5e_Deity)</id>
		<title>Corena (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Corena_(3.5e_Deity)"/>
				<updated>2009-08-03T23:35:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Corena (3.5e Deity) moved to Corena (4e Deity): Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Corena (4e Deity)]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Corena_(4e_Deity)</id>
		<title>Corena (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Corena_(4e_Deity)"/>
				<updated>2009-08-03T23:35:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Corena (3.5e Deity) moved to Corena (4e Deity): Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Corena.jpg|thumb|The holy symbol of Corena]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Skull&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of necromancy and death, the scavenger goddess, director of the reapers.&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Darkness Domain|Darkness]], [[SRD:Evil  Domain|Evil]]&lt;br /&gt;
|favweap=Staff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Corena of the Bones''' is the goddess of necromancy and death in [[Aegir (DnD Campaign Setting)|Aegir]], and a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. Corena is a scavenger, following deities of death and slaughter from world to world, using their leavings to her own purposes. She followed [[Shalrikk (3.5e Deity)|Shalrikk]] to Aegir, and her priests have a working relationship with the yuan-ti ritualists to use their discarded sacrifices (those that aren't fed to the anathemas).&lt;br /&gt;
&lt;br /&gt;
In addition to the purview of undead, skeletons, and zombies, Corena directs the reapers who collect the souls of the dead for use in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]].&lt;br /&gt;
&lt;br /&gt;
Corena is usually depicted as an ancient hag, bent and aged, with a crow on her shoulder. She leans heavily on a walking stick. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|What peace is there in death that does not make an end?|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Corena urges her followers to take the leavings of others and use them to their own ends, whether it be bodies, treasure, or souls. She delights in the creation of undead creatures, and encourages necromancy in her followers.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most necromancers follow Corena. Other followers include grave-robbers and other scavenging types, including some rogues. Not all followers of Corena are evil, though most are.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Corena has only a few proper temples, though small shrines devoted to her are located near many of Shalrikk's temples. Her priests and priestesses are necromancers, devoted to creating undead - the greatest of her servants create new and terrifying types of undead.&lt;br /&gt;
&lt;br /&gt;
There are few official rituals devoted to Corena - most scavengers don't have time for such things. For the most part, the ceremonies for creating undead serve as her religious devotions, in addition to the quick prayers of a scavengers at work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Corena_(4e_Deity)</id>
		<title>Corena (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Corena_(4e_Deity)"/>
				<updated>2009-08-03T23:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Corena.jpg|thumb|The holy symbol of Corena]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Skull&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of necromancy and death, the scavenger goddess, director of the reapers.&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Darkness Domain|Darkness]], [[SRD:Evil  Domain|Evil]]&lt;br /&gt;
|favweap=Staff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Corena of the Bones''' is the goddess of necromancy and death in [[Aegir (DnD Campaign Setting)|Aegir]], and a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. Corena is a scavenger, following deities of death and slaughter from world to world, using their leavings to her own purposes. She followed [[Shalrikk (3.5e Deity)|Shalrikk]] to Aegir, and her priests have a working relationship with the yuan-ti ritualists to use their discarded sacrifices (those that aren't fed to the anathemas).&lt;br /&gt;
&lt;br /&gt;
In addition to the purview of undead, skeletons, and zombies, Corena directs the reapers who collect the souls of the dead for use in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]].&lt;br /&gt;
&lt;br /&gt;
Corena is usually depicted as an ancient hag, bent and aged, with a crow on her shoulder. She leans heavily on a walking stick. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|What peace is there in death that does not make an end?|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Corena urges her followers to take the leavings of others and use them to their own ends, whether it be bodies, treasure, or souls. She delights in the creation of undead creatures, and encourages necromancy in her followers.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most necromancers follow Corena. Other followers include grave-robbers and other scavenging types, including some rogues. Not all followers of Corena are evil, though most are.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Corena has only a few proper temples, though small shrines devoted to her are located near many of Shalrikk's temples. Her priests and priestesses are necromancers, devoted to creating undead - the greatest of her servants create new and terrifying types of undead.&lt;br /&gt;
&lt;br /&gt;
There are few official rituals devoted to Corena - most scavengers don't have time for such things. For the most part, the ceremonies for creating undead serve as her religious devotions, in addition to the quick prayers of a scavengers at work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Shalrikk_(3.5e_Deity)</id>
		<title>Shalrikk (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Shalrikk_(3.5e_Deity)"/>
				<updated>2009-08-03T23:35:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Shalrikk (3.5e Deity) moved to Shalrikk (4e Deity): Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shalrikk.jpg|thumb|The holy symbol of Shalrikk]]&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Snake&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=God of violence, slaughter, and ritual sacrifice; creator of lizardfolk, yuan-ti, and dire animals&lt;br /&gt;
|calign=Any Evil&lt;br /&gt;
|dom=[[SRD:Animal Domain|Animal]], [[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil  Domain|Evil]], [[SRD:Scalykind Domain|Scalykind]]&lt;br /&gt;
|favweap=Dagger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shalrikk''' is the creator of lizardfolk and yuan-ti on [[Aegir (DnD Campaign Setting)|Aegir]]. He is a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. Shalrikk was originally drawn to the world's deep and wild jungles, and the beasts with their secret violent hearts. He willed the lizardfolk and yuan-ti into being, and sought to awaken the beasts that had been calmed by the fey, creating what are now known as &amp;quot;dire&amp;quot; animals.&lt;br /&gt;
&lt;br /&gt;
Shalrikk is usually depicted as a yuan-ti anathema, body made of snakes and a single large cobra for a head.&lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Give rein to your secret violent hearts, and bathe in the blood of your enemies.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Shalrikk is a god of violence, and specifically ritual violence. He commands his followers to take great joy in the violence they deal; to revel in it and see violence as a form of prayer. The more suffering his followers inflict, the better.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
The followers of Shalrikk are primarily lizardfolk and yuan-ti, though evil warriors or assassins might devote themselves to the god of violence as well.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
The ziggurats where yuan-ti anathemas are held serve as the holiest temples to Shalrikk. Here, ritual sacrifices are performed each day, the victims dropped to the prisons within the ziggurats to feed the anathemas.&lt;br /&gt;
&lt;br /&gt;
The clergy of Shalrikk are primarily yuan-ti, with some lizardfolk mixed in (particularly in smaller villages). The clergy participates in ritual scarring and maiming of their bodies, performing violence against their own flesh in devotion to their god.&lt;br /&gt;
&lt;br /&gt;
Religious ceremonies almost always involve a ritual sacrifice, whether it be animal or, preferably, humanoid. Sibilant chanting, prayer, and self-mutilation are also part of Sharlikk's ceremonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Shalrikk_(3.5e_Deity)</id>
		<title>Shalrikk (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Shalrikk_(3.5e_Deity)"/>
				<updated>2009-08-03T23:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: Changing to 4e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
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[[Image:Shalrikk.jpg|thumb|The holy symbol of Shalrikk]]&lt;br /&gt;
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{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Snake&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=God of violence, slaughter, and ritual sacrifice; creator of lizardfolk, yuan-ti, and dire animals&lt;br /&gt;
|calign=Any Evil&lt;br /&gt;
|dom=[[SRD:Animal Domain|Animal]], [[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil  Domain|Evil]], [[SRD:Scalykind Domain|Scalykind]]&lt;br /&gt;
|favweap=Dagger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shalrikk''' is the creator of lizardfolk and yuan-ti on [[Aegir (DnD Campaign Setting)|Aegir]]. He is a member of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]. Shalrikk was originally drawn to the world's deep and wild jungles, and the beasts with their secret violent hearts. He willed the lizardfolk and yuan-ti into being, and sought to awaken the beasts that had been calmed by the fey, creating what are now known as &amp;quot;dire&amp;quot; animals.&lt;br /&gt;
&lt;br /&gt;
Shalrikk is usually depicted as a yuan-ti anathema, body made of snakes and a single large cobra for a head.&lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Give rein to your secret violent hearts, and bathe in the blood of your enemies.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Shalrikk is a god of violence, and specifically ritual violence. He commands his followers to take great joy in the violence they deal; to revel in it and see violence as a form of prayer. The more suffering his followers inflict, the better.&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
The followers of Shalrikk are primarily lizardfolk and yuan-ti, though evil warriors or assassins might devote themselves to the god of violence as well.&lt;br /&gt;
&lt;br /&gt;
===Clergy, Temples, and Religious Practices===&lt;br /&gt;
The ziggurats where yuan-ti anathemas are held serve as the holiest temples to Shalrikk. Here, ritual sacrifices are performed each day, the victims dropped to the prisons within the ziggurats to feed the anathemas.&lt;br /&gt;
&lt;br /&gt;
The clergy of Shalrikk are primarily yuan-ti, with some lizardfolk mixed in (particularly in smaller villages). The clergy participates in ritual scarring and maiming of their bodies, performing violence against their own flesh in devotion to their god.&lt;br /&gt;
&lt;br /&gt;
Religious ceremonies almost always involve a ritual sacrifice, whether it be animal or, preferably, humanoid. Sibilant chanting, prayer, and self-mutilation are also part of Sharlikk's ceremonies.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Deities|Deities]] &amp;amp;rarr; [[4e Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
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[[Category:DnD]]&lt;br /&gt;
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[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)</id>
		<title>Naiakiss (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Naiakiss_(4e_Deity)"/>
				<updated>2009-08-03T23:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jiyambi: &lt;/p&gt;
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|date_created=08-02-09&lt;br /&gt;
|status=Complete&lt;br /&gt;
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[[Image:Naiakiss.jpg|thumb|The holy symbol of Executioner Naiakiss]]&lt;br /&gt;
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{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=Scythe&lt;br /&gt;
|plane=Threysos&lt;br /&gt;
|align=Evil&lt;br /&gt;
|port=Goddess of war and vengeance, general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]]&lt;br /&gt;
|calign=Any non-good&lt;br /&gt;
|dom=[[SRD:Death Domain|Death]], [[SRD:Destruction Domain|Destruction]], [[SRD:Evil Domain|Evil]], [[SRD:War Domain|War]], [[SRD:Strength Domain|Strength]]&lt;br /&gt;
|favweap=Scythe&lt;br /&gt;
}}&lt;br /&gt;
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'''Executioner Naiakiss''' is a goddess of war and the general of the armies of the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] in [[Aegir (DnD Campaign Setting)|Aegir]]. She was one of the first humans killed in the great war that ended Utopia, the first empire. She died at a young age, still caught between child and adult. Her soul was claimed by the reapers and she found herself in the domain of [[Agshasa Muren (4e Deity)|Agshasa Muren]]. He saw within her great bitterness and hatred for a people who allowed her to die so young, and he saw that he could use this to create a great warrior. She swiftly climbed through the ranks of demons and devils, rising in power and ability. By the time [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Sorastraz]] began, she stood at Agshasa's side and commanded his armies with surety and competence.&lt;br /&gt;
&lt;br /&gt;
Naiakiss is depicted as a young woman, striking and hauntingly beautiful, covered in blood. She is usually wearing armor and wielding a mighty scythe. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
{{Quote|Vengeance is mine, and I will repay.|src=|orig=|}}&lt;br /&gt;
&lt;br /&gt;
Naiakiss is a goddess of vengeance, rage, and war. She entreats her followers to:&lt;br /&gt;
*Take revenge on those who wrong you, violently and immediately&lt;br /&gt;
*Give free rein to your emotions, especially rage and hatred&lt;br /&gt;
*Serve the Pact's cause in battle, both in life and after death&lt;br /&gt;
&lt;br /&gt;
===Typical Followers===&lt;br /&gt;
Most evil soldiers worship Naiakiss, and men in cults devoted to the Pact often worship her for her beauty and &amp;quot;innocence&amp;quot;, while the young women strive to be like her. She is an icon of lost virtue, of beauty destroyed and innocence shattered. She is called upon by dying soldiers of all alignments, begging for death on the battlefield. A lot of Naiakiss' followers are underground human cultists, and she is sometimes used to ease in new worshipers into the Pact due to her charismatic &amp;quot;tragic figure&amp;quot; image.&lt;br /&gt;
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===Clergy, Temples, and Religious Practices===&lt;br /&gt;
Clergy of Naiakiss are typically female warriors who have devoted themselves to furthering her cause in the mortal realm. Their main objective is to bring in more followers who will become soldiers in the Divine Battle after death.&lt;br /&gt;
&lt;br /&gt;
Like [[Aruman (4e Deity)|Aruman]], Naiakiss' temples are typically monasteries. Unlike Aruman, worship of Naiakiss is not openly accepted in human lands, so her monasteries are typically in hidden areas, or their purpose is disguised. Individual worshipers may keep shrines to Naiakiss.&lt;br /&gt;
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Naiakiss does not stand on ceremony, and her religious practices are primarily fighting forms and meditations. Quick prayers and battle hymns are also common.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}} &amp;amp;rarr;[[Religion (Aegir Supplement)|Religion]]&lt;br /&gt;
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Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Deities|Deities]] &amp;amp;rarr; [[User Intermediate Deities|Intermediate Deities]]&lt;br /&gt;
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[[Category:DnD]]&lt;br /&gt;
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		<author><name>Jiyambi</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)</id>
		<title>Races (Aegir Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Races_(Aegir_Supplement)"/>
				<updated>2009-08-03T23:33:54Z</updated>
		
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&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Jiyambi&lt;br /&gt;
|date_created=10/19/2008&lt;br /&gt;
|status=Needs a major overhaul, switching to 4e races&lt;br /&gt;
}}&lt;br /&gt;
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The major races of Aegir include humans, fey, dwarves, lizardfolk, halflings, and goblins. This page will describe these major races briefly, then discuss the way that other 4th edition races currently available might be fit into your campaign. The material presented here is meant to augment that in the Player's Handbook and Monster Manual, not replace it. &lt;br /&gt;
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==Human==&lt;br /&gt;
Humans are the most common race in Aegir. They are known for their innovation and adaptability, but they can also be stubborn and xenophobic.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' The humans of Aegir are above all ''industrious''. Their principle religious figure is the [[Lady of Light (4e Deity)|Lady of Light]], and she has impressed upon them the importance of initiative, of growth and of progress. They also put a very high value on knowledge and learning - however, this in turn leads to a jealous guarding of secrets. There are some schools and universities in a few of the more &amp;quot;enlightened&amp;quot; city-states, but there are also many scholars who only impart their knowledge to carefully chosen apprentices. Wizards, in particular, follow this viewpoint. Despite this respect for knowledge, humans are somewhat stubborn in their viewpoints.&lt;br /&gt;
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'''Physical Description:''' Humans in Aegir tend to be light-skinned with blond, brown, or red hair. Their body types tend towards hardy, blunt features. However some of the eastern city-states have darker skinned peoples, and the islanders also have varying features.&lt;br /&gt;
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'''Relations:''' Most human societies of Aegir have become xenophobic towards other races over time. This may run back as far as their creation, since they were created by [[Lady of Light (4e Deity)|the Lady]] to challenge the fey's dominance of Aegir. It also has a lot to do with the influence of the Arcanum. Regardless, humans mistrust or even despise races other than their own. They tolerate halfling traders and diplomats, or even lizardfolk merchants. The fey, however, are most often hunted should they be found in human lands.&lt;br /&gt;
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'''Human Lands:''' Most of the humans of Aegir reside in one of the city-states of the Empire of Goult, though there are a few independent islands scattered about (the most well known being the Galachen island chain in the southwest), and some humans who are travelers or who live among other races.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Humans were created by the [[Lady of Light (4e Deity)|Lady of Light]], and most at least acknowledge her as their creator and principle deity. Other than this, humans worship whom they see fit. The official religion of the Empire of Goult follows the Lady and the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]], so worshipers of [[Agshasa Muren (4e Deity)|Agshasa Muren]] and the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] need remain underground - this does not, however, keep them from existing. Some human villages even have particular patrons who are not gods, but are specific angels or other immortals who have spiritual significance to that village.&lt;br /&gt;
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'''Language:''' The humans of the Empire of Goult speak Goultic, a language resembling Earthly German. However, the humans of the Galachen islands speak their own language, called Shamishen.&lt;br /&gt;
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'''Names:''' Most Humans in Aegir have names resembling Earthly Germanic names, though islanders may have more Jamaican or Spanish sounding names.&lt;br /&gt;
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==Fey==&lt;br /&gt;
&lt;br /&gt;
The fey are the next most common race, but this is deceptive as there are many types of fey. When the fey were created, they were all of one race: the eladrin. However, the Lord bestowed upon them an innate magic which caused them to change based on their environment and will. Over many years, the fey have developed into many distinct races, though they share many similar qualities.&lt;br /&gt;
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Fey live in the forests and defend them fiercely. They are mischievous and love playing tricks on humans. However, the fey also have a dark side, and can be violent in their games.&lt;br /&gt;
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In Aegir, &amp;quot;fey&amp;quot; is a catch-all term that includes any monster with the fey type, and also eladrin and elves.&lt;br /&gt;
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'''Personality:''' The fey of Aegir are mischievous and fun-loving. They are also fiercely territorial and protective of their forest homeland. Fey have lost some of their carefree innocence that they were once known for, become more militarily oriented to defend against the constant expansion of humans. There are also some fey who have come to hate all other beings, and are violent and terrible in their lairs.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Fey are on friendly terms with both the dwarves and the halflings, though the dwarves still do not allow fey into their secret halls. However fey and humans are extremely hostile towards eachother. The fey play tricks on humans every chance they get and are outright violent towards woodsmen and especially armed groups traveling through their territory. Goblins and lizardfolk are treated similarly, though are not considered as broad a threat as humans.&lt;br /&gt;
&lt;br /&gt;
'''Fey Lands:''' Fey live exclusively in the expansive forestland of Aegir. There are fewer fey in the Western Lands, but by the same token those fey are more peaceful since the dwarves are not so hostile neighbors as the humans. Some fey, in particular eladrin, live in grand tree-cities.&lt;br /&gt;
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'''Religion:''' Fey were created by the [[Lord of the Land (4e Deity)|Lord of the Land]], and many fey worship both the Lord and the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]]. The tenets of [[Agshasa Muren (4e Deity)|Agshasa Muren]] and the [[Religion (Aegir Supplement)#The Pact of Ruin|Pact of Ruin]] have resonated with some fey, in particular the &amp;quot;dark&amp;quot; fey. Unlike humans, fey tend to treat their religion casually and do not generally involve themselves in [[Religion (Aegir Supplement)#Sorastraz, the Divine Battle|Sorastraz]] in any way.&lt;br /&gt;
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'''Language:''' Fey speak Sylvan, and some speak Goultic as well (the Haza-Fey all know both Sylvan and Goultic). They may also know other languages based on their intelligence scores.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Fey in Aegir have names resembling Earthly Gaelic names.&lt;br /&gt;
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What follows are the most common fey found in Aegir, but most fey from DnD supplements can probably fit into the campaign world, at the discretion of the DM running the campaign. Eladrin, elves, and half-elves are the most common player-character races.&lt;br /&gt;
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===Eladrin===&lt;br /&gt;
:Eladrin are the leaders of the fey society, for the most part. They live in magnificent tree-cities, the largest being Caer Mhoriel, the fey ruling capitol. Eladrin are considered &amp;quot;pure&amp;quot; fey, untainted by other gods or influences. Because of this, they have maintained a ruling mandate since the birth of the fey. However, many elves have recently sought to challenge this mandate.&lt;br /&gt;
&lt;br /&gt;
:Eladrin love art, beauty, and elegance. They enjoy their innate magical abilities and often become bards or sorcerers.&lt;br /&gt;
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:Eladrin game statistics can be found in the Player's Handbook.&lt;br /&gt;
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===Elves===&lt;br /&gt;
:Elves are the most numerous of the fey, with eladrin as the close second. Elves usually prefer the wild forest to the tree cities, but there are a fair number who also live the city life. Elves make excellent rangers and scouts. They also get along very well with the satyrs, and it is not uncommon for these two races to band together to protect their home or otherwise bother the humans.&lt;br /&gt;
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:Recently, elves have become somewhat dissatisfied in playing second to the eladrin, and some have challenged the eladrin mandate to rule. So far no elf has become a fey noble, but the day may not be far off.&lt;br /&gt;
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:Elf game statistics can be found in the Player's Handbook.&lt;br /&gt;
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===Half-Elves===&lt;br /&gt;
:Half-elves in Aegir are in a uniquely uncomfortable position. In human societies, they are typically killed on sight as abominations. In fey societies they are accepted, but uncomfortably. However, the value of half-elves is understood by the fey - with minimal clever (or magical) disguise, they can pass as human and serve as spies and informants for the fey. Because of this, many half-elves end up as rogues, using their natural charisma to learn bits of information to help their fey cousins.&lt;br /&gt;
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:Some half-elves flee to the Galachen Isles, where they find a bit more acceptance.&lt;br /&gt;
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:Half-elf statistics can be found in the Player's Handbook.&lt;br /&gt;
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===Other Fey===&lt;br /&gt;
:There are many other fey in the forests of Aegir, some kind, some not so kind. Check with your DM before choosing any of these races to play, as they may be more powerful or complex than the common races.&lt;br /&gt;
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:*'''Drow:''' The eladrin and elves' evil counterpart, the Drow, live underground and were warped during the Dark Age. These creatures worship Agshasa Muren, and follow his three-fold path. Game statistics can be found in the Monster Manual.&lt;br /&gt;
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:*'''Wilden:''' The Wilden are fey who lived amongst the treants and took on many of the characteristics of plants and trees. Wilden in Aegir are not newly created, and have evolved over time similarly to other fey in this setting.&lt;br /&gt;
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:*'''[[Satyr (4e Race)|Satyr]]:''' Satyr are the physical muscle of the fey, and are the most fierce defenders of the fey land. They are territorial, easily angered, and fierce. In more peaceful times, satyrs loved nothing better than making merry, drinking wine, playing tricks on people, and above all passionate romance. Now most of their passion has turned to a fierce defense of their homeland. However, young satyrs still display the carefree natures that was once expected of these creatures. Please note that this version of the satyr race is homebrew and may not be allowed by all DMs.&lt;br /&gt;
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:*'''[[Pixie (4e Race)|Pixie]]:''' Sometimes referred to as &amp;quot;Faeries&amp;quot;, these creatures are playful and mischievous but are generally good at heart. They try to avoid combat and are in general reclusive, but like all fey they defend their homeland when humans encroach too far into their forest. Most combine their powers and magics to do this: legends of &amp;quot;Faerie Rings&amp;quot; which force interlopers to dance until they die of exhaustion or music which makes men go mad are usually the result of their efforts, though sometimes more powerful fey assist them. Please note that this version of the pixie is homebrew and may not be allowed by all DMs.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Fey===&lt;br /&gt;
:These fey will probably not be available to be played by characters, but are members of the &amp;quot;fey&amp;quot; race.&lt;br /&gt;
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:*'''Dryad:''' Dryads are tied to their trees, and protect them if threatened. They are otherwise mostly peaceful and prefer to stay hidden.&lt;br /&gt;
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:*'''Nymph:''' Like dryads, [[SRD:Nymph|nymphs]] are usually stationary creatures who protect one small area fiercely but generally avoid contact with outsiders when possible. However, nymphs are able to leave their homes should the need arrive, and like the satyrs, they have become fierce creatures in response to the human intrusions into their lands. There are many cases where several nymphs have joined together to create very powerful spells to ward their territories, or to aid the sprites in doing so. Nymphs are creatures of high ideals and are not as mischievous as most other fey.&lt;br /&gt;
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:*'''Treant:''' Though not technically fey, [[SRD:Treant|treants]] are some of the fey's greatest allies and are lumped into the same category by most non-fey. Treants often voluntarily serve satyrs or other fey in the defense of shared territories. With a treant on the side of the fey, the forest itself rebels at the incursion of the humans.&lt;br /&gt;
&lt;br /&gt;
:*'''Centaur:''' Centaur are a rare breed of fey. Many live in the western lands, where there are more open plains to run across, though a few are still found in the east. The centaur are a quiet and peaceful folk, who take well to music and artwork.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
Dwarves are relatively rare on the large eastern continent, but are the dominant race of the smaller western continent. Unlike the traditional Earthly image of dwarves, dwarves of Aegir do not spend all their time underground. While still expert tunnelers and miners, the dwarves of Aegir live primarily above ground and are also farmers and ranchers. They are their goddess' softer, tamer answer to the Fey, and seek to live harmoniously with their world and live quiet lives tending their lands.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' Dwarves tend to be somewhat insular (like most of the races of Aegir), but are not hostile. Most prefer the quiet lives of farming, ranching, or mining to the hubub of adventure. However, they are fierce in the defense of their homeland, and can be secretive and mysterious. They are also deeply religious, and follow the words of their goddess diligently. Most of all, dwarves respect and honor hard work and loyalty.&lt;br /&gt;
&lt;br /&gt;
'''Physical Description:''' The dwarves of Aegir are dark-skinned, stout, and about half the size of a normal human. They tend toward darker skin and brown hair, and the males often grow bushy beards. Like humans, their bodies and faces tend towards hardy, blunt features.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Dwarves, while not hostile to other races, tend to be secretive and insular. They seldom allow friendly visitation to their holdings, but allow free passage to the religious site Ygthanor, where pilgrims sometimes seek entry into [[Religion (Aegir Supplement)#Threysos, the Spirit Realm|Threysos]] to stand before the [[Religion (Aegir Supplement)#The Divine Court|Divine Court]] and give testimony.&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Lands:''' Nearly all dwarves of Aegir dwell on the western continent, unless specifically on a quest or religious pilgrimage dictated by their goddess. They primarily live on farms or ranches in simple homes, though some build castles and forts for protection, and important stores are kept in their mountain holdfasts. Their mountain tunnel holdings often contain their unique art and stonework, in addition to precious metals and any other special items they see fit to guard there.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Dwarves were created by [[Thalysis (4e Deity)|Thalysis]], the patron of farmers and physical labor. Dwarves are very religious, and their favored class in this campaign setting is cleric. The religion of the dwarves contains a lot of mysticism, and the priests often send young dwarves on quests with the intention of improving the [[Religion (Aegir Supplement)#The Divine Court|Court]]'s standing in [[Religion (Aegir Supplement)#Sorastraz, the Divine Battle|Sorastraz]].&lt;br /&gt;
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'''Language:''' Dwarves primarily speak Dwarvish, though some know Sylvan or Goultic in order to converse with their neighbors across the straights.&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Dwarves have names resembling Earthly Welsh. Examples include: Betrys, Islwyn, Brynn, Caradog, Drystan, Geraint, Gwendolen, Llewella, Morgana, Olwyn, Rhianu.&lt;br /&gt;
&lt;br /&gt;
==Lizardfolk==&lt;br /&gt;
The lizardfolk are a violent and territorial race. They once had an empire that stretched across the broken continent, and they still resent it's loss.&lt;br /&gt;
&lt;br /&gt;
Since a lizardfolk race has not yet been released for 4th edition, try out the [[Lizardfolk (4e Race)|Lizardfolk homebrew]] race here on D&amp;amp;D Wiki. Make sure to check with your DM before using homebrew races.&lt;br /&gt;
&lt;br /&gt;
'''Personality:''' Lizardfolk tend to be extremely distrustful and hostile of other races. They are also a somewhat bitter people, remembering the time when their great empire spanned the length of Aegir. Lizardfolk take clan loyalty very seriously. In addition, they view bonds forged in battle with great honor, and hold these bonds highest of all.&lt;br /&gt;
&lt;br /&gt;
'''Physical Description:''' Lizardfolk come in all sorts of colors, ranging through green, brown, black, blue, yellow, and red. The are covered in scales, posses lizard-like faces and tails with humanoid bodies and claw-like hands and feat.&lt;br /&gt;
&lt;br /&gt;
'''Relations:''' Lizardfolk tend to have trouble relating to other races and viewpoints than their own. Their distrustful and sometimes contemptuous nature makes relations difficult. They are also extremely territorial, killing (and eating) any outsiders who venture into their lands uninvited. However, lizardfolk view clan and battle-brother loyalty as more important that petty differences in opinion, and put their squabbling aside when things get tough.&lt;br /&gt;
&lt;br /&gt;
'''Lizardfolk Lands:''' Though their empire once stretched across the continent, Lizardfolk now live primarily in the north-eastern jungles. A few pockets of lizardfolk civilization might be found scattered around Aegir.&lt;br /&gt;
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'''Religion:''' Lizardfolk were created by [[Shalrikk (3.5e Deity)|Shalrikk]] and typically worship him. They honor their god with ritual sacrifices and through other violent acts. Most lizardfolk also worship the [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|Pact of Ruin]] as a whole. while a few select individuals may worship other gods, they are in the vast minority.&lt;br /&gt;
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'''Language:''' The language of the lizardfolk is sibilant and harsh. Anyone who speaks Draconic can understand it and be understood, though it is a sub-dialect known as Reptilian.&lt;br /&gt;
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'''Names:''' Lizardfolk names are often sibilant, just like their language. Their names often include the letters s, k, and i.&lt;br /&gt;
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==Goblins==&lt;br /&gt;
Goblins are extremely superstitious. They are a tribal people, without any central leadership. They live primarily in the mountains of the eastern lands. The goblin race can be found in the Monster Manual.&lt;br /&gt;
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Orcs, hobgoblins, bugbears, ogres, and giants are all considered members of the goblin family.&lt;br /&gt;
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'''Personality:''' Goblins are above all superstitious. Their tribes are lead by shamans, and whatever omen the shaman sees, the tribe lives by. These omens do change quite often - so a traveler may be welcomed by a goblin tribe one day and chased off the next. Goblins tend to be impulsive, sometimes cowardly, sometimes possessing an insane disregard for their own wellbeing.&lt;br /&gt;
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'''Physical Description:''' Goblins come in all shapes and sizes, from small to hulking. Most are dark-skinned, with leathery, weather-beaten skin owing to their lives out in the open in the mountains. They favor skins, hides, and leathers for clothing, and often use implements of wood and leather. They like bright colors and beads in their clothing and hair. Some tribes use mud to stiffen and elaborately style their hair and paint their faces in different colors and designs depending on their tribal affiliation.&lt;br /&gt;
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'''Relations:''' Tribal loyalty is very important to goblins, but they feel no particular attachment to other goblins not in their tribe. They treat all other humanoids relatively the same - with distrust, but not outright hostility unless directed by their tribal chief or shaman.&lt;br /&gt;
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'''Goblin Lands:''' Goblins live primarily in the mountains of the eastern lands. A few are also scattered through the forests of the fey territory and the human lands, but most live in the mountains.&lt;br /&gt;
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'''Religion:''' Goblins were created by the [[Mabdig (DnD Deity)|Red God Mabdig]], and typically worship him. They honor their god through tribal rituals. Occasionally these rituals include sacrifices, sometimes animal, sometimes humanoid, but this is typically only with some select tribes. Goblins do occasionally worship various other gods.&lt;br /&gt;
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'''Language:''' Goblins have their own language, which is guttural and rough.&lt;br /&gt;
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'''Names:''' Goblin names are, like their language, guttural and rough. They are typically short, one or two syllables long. As a goblin gets older and performs deeds for their tribe, they may acquire descriptive additions based on their exploits.&lt;br /&gt;
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==Relationships Between Major Races==&lt;br /&gt;
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'''Humans and Fey'''&lt;br /&gt;
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:As stated in the introduction, humans and fey are the dominant races. The humans hold most of the land on the eastern half of the continent which is not covered in forest, and push a little farther into the fey territory every day. The fey jealously guard the wild places of the world, and have learned that humans have an insatiable need to expand. Unfortunately their expansion means flattening forests for farmland and lumber. The fey use many tricks to keep humans away and to get rid of them should they venture into their woods.&lt;br /&gt;
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:For their part, the majority of humans are wary of the forest and the dangers within. Stories of faerie rings that trap you should you step into them and make you dance until you die of exhaustion; strange lights that lead the unwary traveler into deadly marshes or the lairs of great beasts; haunting music that inspires madness in the most level-headed man. Because of this, the typical human will stay out of the forest if he is given any choice in the matter.&lt;br /&gt;
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:If things ended there, the relations between the two races would be simple: respect the borders and stay away from eachother. However, humans are an industrious lot and tend to grow more quickly than they can support. Cities become overpopulated, and demand more food than farms can produce. The growth of the human race demands that it expand its territory, and thus conflict with the fey is inevitable.&lt;br /&gt;
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:To top this off, the Goultian wizards do not take kindly to the fey. Legend has it that it is fey bloodline which produces the innate magical talents of bards and sorcerers. The human wizards despise these rare humans who can effortlessly master the magic it takes wizards many years of study to learn, and over the years have shaped their society to hate and fear them as well, resulting in the creation of the Inquisition. In addition to hunting down humans with innate magic, the Inquisition and its wizard backers do their best to make trouble for the fey.&lt;br /&gt;
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:Despite all this, there are a few humans the fey have befriended, both on the outskirts of civilization and even within human cities. These humans do their best to help the fey and to save young sorcerers and bards from the Inquisition.&lt;br /&gt;
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'''Dwarves'''&lt;br /&gt;
:The dwarves inhabit the western half of the continent. The dwarves of Aegir do not confine their civilization to mountains alone, and even those living in the mountains do not live primarily underground. Many dwarves live in the flat grass and forest land on the northwestern part of their island, and farm the land there, living in stone houses.&lt;br /&gt;
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:The dwarves are a quiet and mysterious folk. They delve into the deep secrets of the world, and are expert craftsmen with metals and stone. However, they dislike outsiders and seldom speak with non-dwarves. None outside the dwarven race are allowed to enter dwarven cities and temples.&lt;br /&gt;
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:In the past, the dwarves lived in many places in the eastern lands as well. But a few hundred years ago, all the dwarves of the east began traveling west. No one seems to know why they moved, but in present day Aegir there are no dwarves in the eastern lands.&lt;br /&gt;
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'''Lizardfolk'''&lt;br /&gt;
:The lizardfolk are seen as an exotic race by the other peoples of Aegir. Their homeland lies to the far east of the continent, protected by a range of mountains. Their civilization is reminiscent of the Earthly Aztecs - great temples devoted to violent gods, human sacrifice, and dark rituals. The lizardfolk tend to kill and eat anyone who enters their territory, but by the same token they very seldom leave their swamps and jungles. However, occasionally a small group of lizardmen will cross the mountains to trade with humans. When out of their homeland, they are generally extremely paranoid and preceive threats where none were in truth offered. Human merchants put up with these quirks due to the extremely high quality of the goods the lizardfolk peddle: magical and exotic items and beautiful artwork, jewelry, and fine cloth.&lt;br /&gt;
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'''Goblins'''&lt;br /&gt;
:Goblins are several thousand years behind the other races of Aegir in their civilization's development. They exist in small, independant tribes that roam the mountains of the eastern lands. Their society is characterizaed by extreme superstitions, and each tribe is lead by a shaman (usually a low level sorcerer). While the goblins are not violent for violence's sake, they do ocasionally raid human and fey villages for supplies and trophies. More often than not, they fight amoungst themselves.&lt;br /&gt;
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'''Halflings'''&lt;br /&gt;
:While most civilizations in Aegir are somewhat xenophobic, halflings are in general able to travel freely amoung them. Claiming no land as their own, halflings are expert traders and merchants. Magical talent is almost unheard of in Aegir halflings - most are simple merchants, craftsmen, or occasionally rogues. Due to their unique position, halflings are also commonly arbitrators and diplomats who help solve disputes and promote communication between otherwise insular races and nations. These arbitrators are highly educated and strictly selected and trained - it is vital to the halflings that they maintain a reputation of fairness and remain impartial.&lt;br /&gt;
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{{:Breadcrumb (Aegir Supplement)}}&lt;/div&gt;</summary>
		<author><name>Jiyambi</name></author>	</entry>

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