Races (Raesokera Supplement)
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Your choice of race for your characters is one of the first reflections of yourself as a player. Each of the varied races of Raesokera has their own culture and traits, informed by a long history and their interactions with other cultures.
The descriptions in this chapter are generalizations, broad-stroke descriptions of the values and traits of a particular race. There are outliers and exceptions within every group of peoples.
All the races described in the Dungeons and Dragons Fifth Edition Player’s Handbook can be found in Raesokera, a few other races are common enough in Raesokera that they will have their own specific racial traits sheet included. The descriptions in this book were created for the Raesokera setting, so long as the campaign takes place on Raesokera, the information in this book supersedes the Player’s Handbook.
Volo's Guide to Monsters pg.104
Player's Handbook pg. 32
Dragonborn prefer the company of their own kind but do not go out of their way to discourage visitors unless they know hostilities are likely. On occasion they will leave their homelands in Xiange or the Shattered Isles to trade or share artwork. Very rarely do they visit Shahalla due to shared mistrust of one another. Otherwise, left to their own devices, the dragonborn avoid all other races except that of the Rhinocerous and Elephant beastials integrated with them.
Those dragonborn that survived the war within Udraykeland and Shahalla migrated to Xiange behind the great wall built along its border. With the help of the large ungulus beastials, they built new villages and cities near prominent monasteries. Over time, the dragonborn assimilated much of the Xiange culture and lifestyle gaining an otherwise elusive sense of peace to balance their respect for tradition, honor, and self-sufficiency. Among the other races native to Xiange, the dragonborn are highly respected and treated almost as royalty due to their blood connections to true dragons.
Player's Handbook Pg. 18
Though typically rare in Xiange and Udraykeland, dwarves exist in small numbers in almost every community in Raesokera. Many serve as town blacksmiths, masons, militia quartermasters, or pawnbrokers. The small mining village of Chasset under the northern mountains of Shahalla has an overwhelming dwarven and fennec citizenry. Most dwarves in Raesokera can claim at least one relative or acquaintance that calls the city home, and gem and ore traders from Chasset travel throughout the area peddling their wares. Rumors of untapped or unclaimed mines hidden throughout the vast mountain ranges and sprawling islands of Raesokera are enough to get most dwarves interested in exploring the wilderness.
Player's Handbook pg. 21
With little organized presence in the country, elves pass through Shahalla primarily as travelers, ambassadors, and lone opportunistic merchants. The elves of Shahalla who settle in the great cities regularly bank on their people’s rarity among the native Balakanans, allowing them to fetch high prices as traders, negotiators, storytellers, or brokers in a wide range of delights. To the east, the wild elves of the (rainforrest and marshlands rarely make their way to the cities. These curious savages typically seek lives apart from their tribes or are on great quests for their people. Wild elves rarely linger among Raesokera's cities for long, finding the bustling settlements dizzying and confusing. Some go to settle in the Northern reaches of the continent, making comfortable homes among the human and half-elven farmers and druids of those lands.
No one knows exactly where the major settlements of the elves are within the continent of Raesokera. Legends tell of secret sanctuaries hidden from non-elven eyes in the various wild lands. A few people claim to have visited exotic utopias brimming with elven life after getting lost in the wildlands only to never find it again. Some have attempted to follow elven caravans to their home city only for them to suddenly vanish without any trace along the trail. Any elf asked will claim to have no idea what they're being asked, protecting the secrets of their race.
Player's Handbook pg. 35
With their love of the wondrous and their unceasing desire to understand all that there is to be invented or experienced, gnomes have a great many reasons to join a caravan on its way to distant lands. While many gnomes call Cogwhistle their home, the comforts of the fairly developed nation of Golemar Key in the Shattered Isles can begin to feel stifling to adventurous gnomes, and joining a caravan to trek to colorful, and perhaps a tad treacherous, foreign lands is an excellent way to relieve such tension. Golemar Key is home to its own amazing sights, but the life of a caravan member is truly unparalleled for wandering-prone gnomes, whose appreciation for new experiences and epiphanies will aid them well in a lengthy and perilous journey.
In those areas where gnomes are uncommon, they are typically not well liked. Besides their poor social skills, gnome reliance on strange technology tends to alienate most other races in Raesokera. Dwarves, most edentatus, and other underground-dwelling races tend to get along well with gnomes.
Player's Handbook pg. 38
Player's Handbook pg. 40
Player's Handbook pg. 26
Player's Handbook pg. 29
The dominant race in Raesokera, human traders, nomads, explorers, and wanderers are found throughout, from the arid lands of Shahalla, and the frozen tundra of Grrovia, to the temperate evergreens of Udraykeland.. While the Shahallans and Udrekites account for the majority of the population, humans of all types wander the markets of Shahalla and tread the trade routes. Even more exotic peoples rarely seen elsewhere in Xiange or the Shattered Isles occasionally come here, most notably the aloof traders of Xiange and the Norvaskr island sailors. Outside the cities, tiny communities of farmers, apprenticing scholars, and craftsmen scrape simple lives from the varied harsh lands. Such villagers form relationships with the ancient bardic nomad gypsies that wander the continent’s desert and tropical forests, though these proud wanderers are sometimes aloof and "wierd" by common standards.
Unlike other countries in Raesokera, the humans native to Shahalla tend to be openly hostile toward non-humanoid beastial races. Some even despise anyone that isn't completely human. Balakana, Shahalla's capital city, even prohibits any beastial race from living within its walls. As a result, any beastial refugees or migrants are given a curfew to exit the main gates by nightfall. A sizable community of huts and shacks has been erected and maintained outside the gates, creating a dusty "slum" that the human residents have delicately titled the "Menagerie District."
Player's Handbook pg. 42
Unearthed Arcana: Ebberon
Legend says that a god named Atun became angry with the hedonistic and violent ways of men in Raesokera. He created a virulent arcane Phage that spread across the continent to destroy all mankind. However, there was an unintended side effect of the disease on feral beasts.
The phage spread to every animal on the continent. Many died, but while the survivors of man hid in quarantined mountain citadels or escaped to the sea, the strongest beasts began to change. Their natural abilities and instincts evolved rapidly with each new generation. Within a dozen generations, they stood tall and bipedal like men. Within a century, dozens of new intelligent and sentient races were born. These new races began to form tribal societies. In order to keep them from destroying each other, Atun chose a champion from each race. These champions were taught and gifted a form of Godhood in order to watch over their own kind, each creating new laws and philosophies to be followed.
When the races of men inevitably returned to the surface, they discovered these new bestial races living in every corner of the continent. The men of the country of Udraykeland celebrated after being welcomed by these fascinating new people with open arms. The men of Shahalla looked upon the beasts with contempt and outrage. The Shahallans began a war to purge their country and take back their forefathers' lands that had been overrun with unnatural abominations.