Races (Endhaven Supplement)

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Endhaven is composed of a myriad of races and sub-races. The most common of these races can be found in the SRD under SRD:Races.



Humans are the default race of Endhaven. They have spread far and wide. They survived the Wars of Law and Chaos well, but their continued ascendancy is now being challenged. The various lesser races have grown so numerous that they sometimes outnumber humans in their own kingdoms. In some places, the other races have begun banding together to counter the human hegemony.

By the laws of Thule (and in all lands that were once the Thule Empire), anyone who is part human is considered human.


Half-Fey counts all human-fey hybrids. These are extremely common throughout the world. Many are called half-elves, but this is often a misnomer, as their ranks includes dryad-born, naiad-born, sylph-born, and other mixtures.


Half-giants are a frequent crossbreed throughout the world. Any human-giant mixture counts as a half-giant.


Half-orcs, once an unusual sight, now commonly appear in cities and human settlements. They grow increasingly unhappy with their low status, and it is they who push for greater rights. They were created by evil during the Crusade of Light. They have their own cultures, with the cultures varying by region. The


Any being that is half-human counts as human in the eyes of Charystan law. This has allowed many marginally human creatures to enter and settle in human lands. There is great debate in many human society whether such creatures should be considered human. Many are simply lumped together with the other minorities. As these creatures are usually rare and can not breed, they do not represent a threat. Some are considered either dwarves or fey, depending on their traits. Large size therionthropes, such as minotaur, are considered giantish, and so are not human.

Significant Minorities[edit]


The Wars of Law and Chaos greatly stressed the great dwarven kingdoms. These pressures pushed them into forming the Great Dwarven Union. They are more united today than they have ever been. They have formed a true, modern nation. They are proud of their great achievement. However, not all dwarves are part of this. Many never joined the Union, and these other dwarves can be occasionally found making their way in the world. Some dwarven races who were once hidden have emerged into the public, such as the Loam, who quietly supplied their brethren with food for centuries.

The highest caste of dwarf. These fill the highest positions of the Great Dwarven Union.
Union Dwarf (Randsfjorden)
These are the most common type of dwarf, being members of the Great Dwarven Union.
"Working class" dwarves. These are dwarves with relatively few skills that most perform manual labor.
Agricultural dwarves. A quiet, introspective people, tolerant of others, and willing to bear great hardship. They are bald. Their skin as veined rock, such as malachite, azurite, and marble. Most live in the Twelve Kingdoms amid the Hadean mountains.


The fey are creatures of generative and wild territories who appear human, or mostly human. There are many type of Fey minorities. They are frequently encountered in the world, and have mostly learned to live among humans. Some types of fey are very common, such as the elves.

Descendents of Sagi elves. They are born of the element of water. They are pale with blue tones.
Glittering Elves or Sagi
The most prolific type of fey are Elves, though due to the years of war they have become a rarer race. The Crusade of Light destroyed Empire of the Magi and lead to the first elven diaspora. The Wars of Law and Chaos and the destruction of Glittering Vale shattered what unity the elves still had.

There are still some elves who call themselves "elves" as if there were one magnificent elven kingdom standing upon the world, but more often than not, they of the newer tribes of elves see themselves as their own separate people.
These elves forge and duel in the fiery land of Schanderna. Their eyes and hair are as steel, while their skin is as copper. These elves claim no kinship with the mainline elven population.


Orcs were driven from their homeland during the Wars of Law and Chaos. Orcs now range far and wide across the worlds, carving themselves niches wherever they can find a foothold. They began that war as the primary troops of evil, but were eventually driven to near extinction, resulting in the creation of new evil humanoids. After the war, the numbers rebounded from deserters, bringing their scourge to many new lands.

Many believe that the orcs are humans degenerated by the nature of the wild.


They may not be seen frequently in human lands, but the goblinoids now stands strong in the form of the Feral Nation. There is now and entire empire ruled by and populated by these goblinoids.

Forest Goblin or Free Nation Goblin
The forest goblin is the most frequently encountered goblin.
Feral Nation Goblins 
The Feral Nation goblin is a newer, more insidious race of goblin.


War Gnoll 
The gnolls are created during the Crusade of Light by the Black Alliance. Those that live in and around human lands are descending of those warbands that once raided civilized lands. These creatures fit poorly into human society. Those that do are frequently in the employ of herders. They fit poorly in human society, but often fit just as badly into gnoll society. They frequently turn to raiding and banditry.
These gnolls are the ancestors of the war gnolls. Unlike their cousins, they were never enslaved by the forces of Evil. Their aspect is more wolfish than hyena. Many have been driven out of their homelands by the Feral Nation. The peoples of other lands are still growing used to these new humanoids. Those people that live near the wild have long known these gnolls. Their heights, weights, and ages are similar to humans.
Reynards are a race of gnoll more akin to foxes than hyena. They are shorter than their warlike cousins, having similar heights and weights to elves, but their ages are similar to humans. Their favored class is rogue. They live in small, traveling communities, surviving as they can through skills and trades. They are frequently coppersmiths, tinsmiths, traders, and entertainers.


The gnomes were never a high-profile people. They are often the quiet workers in government and organizations. Few live a life of adventure. Yet, despite this reclusivity, they often hold positions that require great skill in communication. Gnomes are famous for their inventiveness, creating things that no practical dwarf would ever invent.


Halflings are a pastoral people displaced by the goblins. The Feral Nation has pushed them out of their usual farming grounds. Many are coming to human lands for the first time. Many are winding up in the slums of the great human cities. Having no great advantage, halflings are a people on the decline. Halfling are especially plentiful in the Border League and the Twelve Kingdoms. They often inhabit abandoned dwarven buildings.

Maig Halflings
These halfling have fled their native land of Maig Bab.


The Kobolds have become a more peaceful race in recent years. As their most militant tribes were destroyed in the recent wars, while those who are more cooperative have made peace with their neighbors and moved themselves into underpopulated areas of the human cities. They are hesitant to push for their rights, but their dragon blood stirs in them, and they only need a hero to set their blood on fire.


The lizardfolk were created by the Black Alliance during the Crusade of Light. They now live along the great seas. They are often dockworkers or grunt laborers. They come into conflict with humans when humans drain their swamps. Their tendency to eat their neighbors makes them generally disliked.

Uncommon Races[edit]

There are many races in Endhaven. They are often unique. These races are called "interlopers" by scholars.

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