Societies

Over half of the world remains uncharted, but the areas that are charted belong to many societies of people – some peaceful, some not. The larger societies divided by race are listed first, while smaller, multi-racial societies are listed after. Of course, there are some who do not fall into a particular society such as vagabonds and outcasts, but the majority of Eliroth’s (mostly) civilized inhabitants fall into one of these categories. Unless otherwise noted, these societies are typically tolerant of each other. At best, they’re friendly. At worst, they are bitter, murderous rivals.

RACES are listed alphabetically. Each can be clicked to see more details than are provided next to the name of the race. Additionally, each racial wiki page contains notes from the DM regarding their playability in this campaign.

Each race is listed with these descriptors, followed by a short description.

  • Rarity: Numerous, Common, Uncommon, Rare, Singular, Restricted (check with DM).
  • Location: Whereabouts in Eliroth this race can be found.
  • Class(es): The class-types these races are well-suited for (but not restricted to).
  • Sourcebook: The book where information on playing this race can be found.
  • Societies: Which societies, if any, are primarily made of this race.

Index of Races

The Asherati : Tall, thin, hairless, red-skinned people that can swim through sand.

The Bullywug : Hostile, territorial, frog-like humanoids known for their brutality.

The Catfolk : Nomadic, thrill-seeking felines that value loyalty above all things.

The Changeling : Pale, lanky shape-changers with disproportionately long limbs.

The Darfellan : Athletic, aquatic people with glossy, jet black skin.

The Deva : Celestial beings in a mortal frame.

The Dhampyr : Pale abominations of former living creatures.

The Dragonborn : Dragon-like humanoids that possess incredible strength and discipline.

The Drow : Similar to the elves though darker and typically evil.

The Dwarf : Short, stocky brutes who believe they are carved from the bedrock of the universe.

The Eladrin : Creatures of magic with strong ties to nature and the ability to teleport.

The Elf : People of great accuracy that consider nature their home.

The Genasi : Rare beings that stem from nature, driven by an element at any given time.

The Githzerai : Gaunt, olive colored beings that resemble slender orcs.

The Gnoll : Tall, lean, violent hyena-people that hunt as effortlessly as they breathe.

The Gnome : Small, clever creatures who are sly enough to evade notice most of the time.

The Goblin : Mostly unintelligent, uncivilized, violent creatures.

The Goliath : Massive, competitive nomads of the mountains.

The Gondrian : Flying bird-like people known for their tactics and diligence.

The Half-Elf : The best parts of the union between elf and human.

The Half-Orc : The best parts of a human mixed with the least terrible parts of an orc.

The Halfling : A small people; resourceful, quick-witted and diligent.

The Human : The most adaptable and diverse people.

The Kalashtar : They appear as humans though their inner thoughts are simultaneously serene and wild.

The Minotaur : Large beasts with a frightening appearance, naturally inclined to violence.

The Shadar-Kai : Gray-skinned, bitter people with souls poisoned by shadow.

The Shardmind : Raw, psionic energy barely contained in a body of gleaming crystalline shards.

The Shifter : Ferocious heirs of the wild, the perfect fusion of civilized race and wild beast.

The Tiefling : Descended from human nobles bargaining with dark powers, they appear demonic.

The Warforged : Humanoid constructs assembled as implements of war through powerful rituals.

The Wilden : So in-tune with nature, they practically are nature themselves.

Once again, the format is each race listed with these descriptors, followed by a short description.

  • Rarity: Numerous, Common, Uncommon, Rare, Singular, Restricted (check with DM).
  • Location: Whereabouts in Eliroth this race can be found.
  • Class(es): The class-types these races are well-suited for (but not restricted to).
  • Sourcebook: The book where information on playing this race can be found.
  • Societies: Which societies, if any, are primarily made of this race.

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ASHERATI | Tall, thin, hairless, red-skinned people that can swim through sand.
Rarity: Rare
Location: Rarely far from Westhelm Desert.
Class(es): Rogue
Sourcebook: Player’s Handbook
Societies:

Their ability to move through the sand as easily as one would swim through water and make their skin glow bright as a lamp make the services of the asherati critical for success in desert-faring voyages. They resemble tall, thin humans with skin as red as rust and white slit-shaped eyes. They are a completely hairless people and appear almost otherworldly to those unfamiliar with them.

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BULLYWUG | Hostile, territorial, frog-like humanoids known for their brutality.
Rarity: Uncommon
Location: Swamps and marsh areas within Novak and Draznof.
Class(es): Druid, Shaman, Warden
Sourcebook: Monster Manual 2
Societies:

Frog-like humanoids, shorter than humans, with leathery skin and webbed digits, bullywugs are very good jumpers, able to jump roughly 30’ forward and 15’ vertically. Their hierarchy is based on strength and they are very territorial; they typically attack on sight.

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CATFOLK | Nomadic, thrill-seeking felines that value loyalty above all things.
Rarity: Uncommon
Location: Catfolk settle in warmer areas such as Ghyslain, Osiria, Heliodoc and Vidal.
Class(es): Ranger, Rogue, Sorcerer, Warlock
Sourcebook: Homebrew Race
Societies:

Catfolk are a nomadic people, never settling in one place for long in favor of journeying far and wide to satisfy their curiosity about the world. Catfolk are natural thrill-seekers with a thirst for adventure, often getting themselves into trouble simply for the experience. Others tend to view them as naive, but they remain held in high regard because they are a loyal people. Risking life and limb to protect their friends, the catfolk are welcome outsiders in most circles.

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CHANGELING | Pale, lanky shape-changers with disproportionately long limbs.
Rarity: Rare
Location: There is no one place where a changeling is guaranteed.
Class(es): Bard, Rogue, Sorcerer, Warlock
Sourcebook: Eberron Player’s Guide,
Societies:

Able to change their physical appearance, you may have come across a changeling without knowing it. They possess strength and agility defined as above-average. They are pale gray with yellow eyes with facial features that appear half-developed. Cunning and patient, changelings wait as long as it takes for an opportunity to present itself.

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DARFELLAN | Athletic, aquatic people with glossy, jet black skin.
Rarity: Uncommon
Location: Rarely found far from coastlines in Ghyslain, Osiria, Heliodoc, Saeronn, Maxim, and Rygar.
Class(es): Barbarian, Bard, Druid, Monk, Ranger, Rogue, Sorcerer, Wizard
Sourcebook: Stormwrack
Societies:

At an average 6 foot tall stature, weighing about 200 pounds, darfellan closely resemble humans at the height of athletic physique. Of aquatic origins, the darfellan possess webbed feet and the ability to hold their breath underwater for up to ten minutes. They are hairless except for a small patch on their head which is usually worn in a top-knot. Outside of their element (out of water) they are clumsy, but in their native habitat they are graceful and precise.

The most distinguishing feature of the Darfellan is their skin; beautiful, glossy, jet black in color with white markings that vary so that no two darfellan are ever the same. These markings are very symbolic to the darfellan – their shape, size, and location tells of their heritage. From time to time, a darfellan is born completely black. However, it is much rarer that a darfellan be born completely white, and such an occurence is usually considered an omen or portent of bad luck.

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DEVA | Celestial beings in a mortal frame.
Rarity: Rare
Location: Scattered throughout Eliroth.
Class(es): Avenger, Cleric, Invoker, Wizard
Sourcebook: Player’s Handbook 2
Societies:

Lonely wanderers who rarely see others of their kind, deva roam all corners of Eliroth. They are descended from angels, celestials, and other creatures of good. Though their ancestor may be many generations removed, their presence always lingers. Though predisposed to good, they are by no means always that way. As they have originated as celestial beings transmigrated into a mortal frame, they are not a race of creatures in the normal sense. They cannot procreate but upon death they reincarnate somewhere else in the world.

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DHAMPYR | Pale abominations of former living creatures.
Rarity: Rare
Location: Here and there with small dhampyr settlements in Belnor, Tundarift and Moranost.
Class(es): Any
Sourcebook: Monster Manual
Societies:

Also known as vampires, the dhampyr are tall, slender, and pale. These features, along with their dark hair and eyes, give them an unearthly beauty that causes any that gaze upon their face to fall in a sort of trance. Their hyper-metabolism keeps their bodies in near perfect shape. Eye color denotes their eating regimen; red eyes show that blood has been drunk in the past 24 hours, otherwise their eyes are pale purple. Calm, collected, good-looking and calculating, dhampyr are a smooth-talking, deliberative race. They have no imminent expiration to fear yet and thus take considerable time in weighing out the ramifications of their actions.

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DRAGONBORN | Dragon-like humanoids that possess incredible strength and discipline.
Rarity: Common
Location: Small settlements in Osiria, Vidal, Novak and Rygar with main settlements in Heliodoc and Draznof.
Class(es): Fighter, Paladin, Warlord
Sourcebook: Player’s Handbook
Societies: Welkin, Rainscale, Redwing

Dragonborn resemble humans in stature but maintain the texture and sturdiness of the creatures after which they are named. Tall and muscled, gifted with incredible strength and great reserves of physical endurance, dragonborn are ideal warriors. They believe honor is more important than life and possess great discipline, giving them the will to excel at whatever they set out to do.

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DROW | Similar to the elves though dark and typically evil.
Rarity: Uncommon
Location: Drow have settlements in Saeronn, Belnor, Tundarift and Moranost.
Class(es): Ranger, Rogue, Warlock
Sourcebook: Forgotten Realms Player’s Guide
Societies:

Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the chaotic evil goddess Lolth, also known as the Spider Queen.

Drow society is organized into houses. The heads of the most powerful houses occupy leadership positions in the various cities of the Underdark, the subterranean realm beneath Eliroth’s crust that the dark elves call home.

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DWARF | Short, stocky brutes who believe they are carved from the bedrock of the universe.
Rarity: Common
Location: Dwarf influence reaches Durham and Vidal but their main settlements are in Heliodic, Maxim, Novak, Draznof and Rygar.
Class(es): Cleric, Fighter, Paladin, Warlord
Sourcebook: Player’s Handbook
Societies: Stonewall, Draemar, Greenwood

Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are among the staunchest defenders against the darkness that threatens to engulf the world.

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ELADRIN | Creatures of magic with strong ties to nature and the ability to teleport.
Rarity: Common
Location: Mainly in Ghyslain or Osiria.
Class(es): Rogue, Warlord, Wizard
Sourcebook: Player’s Handbook
Societies: Starwind, Bralani Coure, Firre, Sons of Vaeros

Masters of sword and spell, eladrin defend their glittering cities and ancestral homelands from the dark forces arrayed against them. Eladrin are possessed of a keen, almost instinctual understanding of magic. They are most comfortable in places where the veil between the mortal world and the Feywild is at its thinnest. While eladrin are content to seculde themselves behind the wards and defenses protecting their communities, the burgeoning evil stalking the lands brings forth many eladrin champions who devote their lives to battling their ancient enemies.

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ELF | People of great accuracy that consider nature their home.
Rarity: Numerous
Location: All over the world but mostly in Ghyslain, Osiria or their homeland of Saeronn.
Class(es): Cleric, Ranger, Rogue
Sourcebook: Player’s Handbook
Societies: Gettael, Dedian, Vexan

Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late. Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.

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GENASI | Rare beings that stem from nature, driven by an element at any given time.
Rarity: Singular
Location: Very rare and hard to find.
Class(es): Swordmage, Warlord
Sourcebook: Forgotten Realms Player’s Guide
Societies:

Genasi are an inherent contradiction. Each genasi embodies the potential chaos of air and fire, the order of earth and water, or the ferocity of thunder and lightning. Genasi manifest one of these facets of their elemental soul at all times. Their race is passionate and nearly as diverse as humans. Genasi can be found almost anywhere.

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GITHZERAI | Gaunt, olive colored beings that resemble slender orcs.
Rarity: Uncommon
Location: Can be found in Draznof as well as the slums of Ghyslain and Vidal.
Class(es): Avenger, Monk, Ranger, Seeker
Sourcebook: Player’s Handbook 3
Societies:

The githzerai are descended from an ancient race once held in thrall by mind flayer overlords. After the bloody uprising that won these people their freedom, ideological differences split them into two races: the githzerai and the githyanki. The githzerai rejected the cruel warmongering of the githyanki and withdrew to the Elemental Chaos and to remote locations in the world to follow a path of self-reflection, harnessing the power of the mind and the soul. Centuries later, the githzerai remain in such locations, leading disciplined lives and observing their surroundings to determine their place in the universe.

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GNOLL | Tall, lean, violent hyena-people that hunt as effortlessly as they breathe.
Rarity: Rare
Location: Gnoll tribes can be found scattered throughout Eliroth but their main stomping grounds are Moranost and South Rygar.
Class(es): Barbarian, Shaman, Warden
Sourcebook: Dragon Magazine #364
Societies:

Despite their physical strength, gnolls are lean; they are rarely musclebound and move with remarkable speed. The average gnoll stands over 7 feet tall, towering over humans with the appearance of a large hyena-person. Their eyes are bright green or yellow and gleam whenever they catch light. Gnolls are covered with a thick coat of fur, which generally ranges from light to dark brown; depending on the clan. Natural predators, gnolls love the thrill of the chase and the challenge of the hunt. Most prefer the wilds to civilization, but some adapt and come to see the city as another sort of jungle.

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GNOME | Small, clever creatures who are sly enough to evade notice most of the time.
Rarity: Uncommon
Location: Some are in Saeronn but most reside in Osiria.
Class(es): Bard, Sorcerer, Warlock, Wizard
Sourcebook: Player’s Handbook 2
Societies:

In the Feywild, the best way for a small creature to survive is to be overlooked. While suffering in servitude to the fomorian tyrants of the Feydark, gnomes learned to hide, to mislead, and to deflect – and by these means, to survive. The same talents sustain them still, allowing them to prosper in a world filled with creatures much larger and far more dangerous than they are.

They have a strong sense of curiosity and they are particularly interested in all things magical. They generally lack the ambitions and motivations of big folk and are content to lead simple lives. Some gnomes are content to wander between libraries and temples, gleaning knowledge from books and tomes. Others crave to explore lost ruins, delve deep into the world, and snoop around arcane laboratories.

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GOBLIN | Mostly unintelligent, uncivilized, violent creatures.
Rarity: Common
Location: Some tribes reside in Draznof, Rygar, and Novak, but their homeland is Moranost.
Class(es): Barbarian, Shaman, Warlock
Sourcebook: Monster Manual
Societies:

Wandering tribes of goblins, hobgoblins, and bugbears dwell throughout Eliroth. They are widely regarded as unintelligent and uncivilized, deserving attention only for the sake of eradicating them. Not all goblins are dim-witted, however, and a few are able to rise beyond their ilk. Stories tell of goblins and, to a small extent, bugbears and hobgoblins, who have joined groups of adventurers and accomplished great feats. Like heroes of other infamous races, a few goblins have been able to gain enough renown to be accepted into cities, even if the welcome remains somewhat cold.

They are generally short-tempered and inclined to fits of rage. They lurk in the shadows of civilization, striking at the vulnerable. Although few goblinoid adventurers are able to profess truly altruistic intentions, they nonetheless welcome any good that might arise from treasure-hunting and exploration.

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GOLIATH | Massive, competitive nomads of the mountains.
Rarity: Rare
Location: They hail from the Eastarr Mountains though some make their home in East Heliodoc.
Class(es): Barbarian, Fighter, Warden
Sourcebook: Player’s Handbook 2
Societies:

Goliaths are mountain-dwelling nomads who see life as a grand competition. Their scattered bands have never been major players in the politics of the lowland world, but they have wandered the mountain ranges of the world since the primordials first shaped the peaks and valleys. Tall and massive, goliaths revere the primal power of nature and use it to enhance their own strength.

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GONDRIAN | Flying bird-like people known for their tactics and diligence.
Rarity: Uncommon
Location: Their main settlements are located in the mountains of Novak, Draznof, and Rygar.
Class(es): Bard, Swordmage, Warlock, Warlord
Sourcebook: Homebrew Race
Societies:

Strategic perfectionists, gondrians are flying humanoids, a human/bird hybrid (or hybird, lol), known for their tactics and diligence. They feature feathers, talons and wings. Their wings are sometimes removed during fierce battle, as punishment, or the result of cruelty/hatred. No matter where their heritage, gondrians are bred to survive. Gondrians begin lessons and schooling at a very early age and most believe their training never ends. They strive for perfection in all things they do, which sometimes makes them hard to work with. They pass this perfectionist attitude onto their fighting styles and arcane training, believing that only a fool rushes into things before preparing for the best possible outcome.

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HALF-ELF | The best parts of the union between elf and human.
Rarity: Common
Location: Common throughout the world, but most half-elves live in Ghyslain, Osiria, Novak or Vidal.
Class(es): Paladin, Warlock, Warlord
Sourcebook: Player’s Handbook
Societies: Darkwood, Cochise

Travelers, adventurers, traders, and diplomats, half-elves are born leaders whose glib tongues invite friendly smiles and inspire welcoming arms. Descended from elves and humans, they are a vital race in which the best features of elves and humans often appear.

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HALF-ORC | The best parts of a human mixed with the least terrible parts of an orc.
Rarity: Uncommon
Location: Settlements are located in Draznof, Moranost, and South Rygar.
Class(es): Barbarian, Fighter, Ranger, Rogue
Sourcebook: Player’s Handbook 2
Societies:

Combining the strength and hardiness of orcs with the cunning and ambition of humans, half-orcs are a tough breed indeed. An obscure legend claims that when Corellon put out Gruumsh’s eye in a primeval battle, part of the savage god’s essence fell to earth, where it transformed a race of humans into fierce half-orcs. Another story suggests that an ancient hobgoblin empire created half-orcs to lead orc tribes on the empire’s behalf. Yet another legend claims that a tribe of brutal human barbarians chose to breed with orcs to strengthen their bloodline. Some say that Kord created half-orcs, copying the best elements from the human and orc races to make a strong and fierce people after his own heart.

If you ask a half-orc about his origin, you might hear one of these stories. You might also get a punch in the face for asking such a rude question.

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HALFLING | A small people; resourceful, quick-witted and diligent.
Rarity: Common
Location: They travel all over but their homeland is Heliodoc.
Class(es): Ranger, Rogue, Warlock
Sourcebook: Player’s Handbook
Societies: Heliose

A small race known for their resourcefulness, quick wits, and steady nerves, they are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings. They are creatures of the earth who love a warm hearth and pleasant company. Halflings are folks of few enemies and many friends, content with simple lives and rarely gaining more prestige than the respect of their local community. They are sometimes referred to fondly by members of other races as “the good folk", for little upsets them or corrupts their spirit. For many halflings, the greatest fear is to live in a world of poor company and mean intent, where one lacks the freedom and comfort to pursue his or her own life.

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HUMAN | The most adaptable and diverse people.
Rarity: Numerous
Location: It’s easier to list places where they are not, such as Saeronn, Heliodoc, Belnor and Moranost. The largest collection of humans reside in Durham.
Class(es): Any
Sourcebook: Player’s Handbook
Societies: Trevane, Graham, Renard, Ondrath

Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly. They are great builders and destroyers who have fleeting life spans that can drive them to momentous accomplishments or simple pleasures. Although many are content to live simple lives, never looking beyond the farms and fences that surround their communities, there are always those who insist on expanding and conquering.

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KALASHTAR | They appear as humans though their inner thoughts are simultaneously serene and wild.
Rarity: Rare
Location: Sometimes found in Novak, Draznof, and Rygar.
Class(es): Bard, Cleric, Paladin, Warlock
Sourcebook: Eberron Player’s Guide
Societies:

They appear similar to humans in many regards, but kalashtar are graceful and elegant in a way that is almost alien. They are slightly taller and their faces more angular than humans, but in a way that only further accents their natural beauty. Kalashtar tend to wear their hair long. Their name means “wandering dreams" in Quori. While human children run, laugh and play, kalashtar children engage in the same meditative exercises, martial training, and telepathic conversations as adult kalashtar. For them, growing up is a physical process, not a mental or emotional one.

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MINOTAUR | Large beasts with a frightening appearance, naturally inclined to violence.
Rarity: Rare
Location: Considered rare outside of their native region near Moranost/Rygar. Small tribes of minotaurs reside in Maxim.
Class(es): Barbarian, Fighter, Warden
Sourcebook: Player’s Handbook 3
Societies:

Minotaurs embody the tension between civilization and savagery, discipline, and madness, for they stand in two worlds. Tugged toward violence but bound by conscience, numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined. Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Baphomet, the Horned King. Minotaurs must struggle to become more than the beasts they resemble or else succumb to the demonic brutality they despise.

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SHADAR-KAI | Gray-skinned, bitter people with souls poisoned by shadow.
Rarity: Uncommon
Location: Some travel outsider their homeland, but most stay near Belnor.
Class(es): Avenger, Invoker, Rogue
Sourcebook: Dragon Magazine #372
Societies:

The shadar-kai, or ‘shadow fey,’ are a race of bitter, determined folk whose souls are poisoned by shadow. Grayskinned and dark-eyed, the slender shadar-kai stand slightly taller than average humans, and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai wherever they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and a shadar-kai can seemingly fade out of sight by simply stepping into any common shadow. The shadar-kai prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a variety of piercings and tattoos.

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SHARDMIND | Raw, psionic energy barely contained in a body of gleaming crystalline shards.
Rarity: Singular
Location: Sightings have been reported in the Eastarr Mountains, but very rarely seen elsewhere.
Class(es): Invoker, Psion, Wizard
Sourcebook: Player’s Handbook 3
Societies:

Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate’s destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun’s power holds the portal closed, shardminds seek to rebuild the gate and forever cut off the Far Realm’s ability to influence the world.

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SHIFTER | Ferocious heirs of the wild, the perfect fusion of civilized race and wild beast.
Rarity: Rare
Location: Some can be found within Novak and Draznof.
Class(es): Druid, Fighter, Ranger, Warden
Sourcebook: Player’s Handbook 2
Societies:

Shifters are fierce hunters strongly influenced by their animal nature. Though they can’t fully change shape as their lycanthrope ancestors can, shifters do become more bestial during the heat of battle, calling on the primal power of the beast within them. Most people consider lycanthropy an inherently evil curse or disease, and so shifters are feared in much the same way that true lycanthropes are. In reality, it is a hereditary trait passed from parent to child and is not necessarily malevolent.

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TIEFLING | Descended from human nobles bargaining with dark powers, they appear demonic.
Rarity: Uncommon
Location: Tiefling are predominantly found in Draznof or Vidal.
Class(es): Rogue, Warlock, Warlord
Sourcebook: Player’s Handbook
Societies: Dark Theory, Edgewise, Hellborn

Heirs to an ancient, infernal bloodline, tieflings have no realm of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them.

Plagued by their dark and sinister heritage, tieflings walk through the shadows of their race’s past, savoring the darkness or trying to escape it. Many prosper despite prejudice and preconceived notions of their evil nature.

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WARFORGED | Humanoid constructs assembled as implements of war through powerful rituals.
Rarity: Rare
Location: Any amount of distance from wherever it was created. Very rare.
Class(es): Barbarian, Fighter, Paladin, Warden
Sourcebook: Eberron Player’s Guide
Societies:

Warforged are a rare race of humanoid constructs constructed through powerful rituals. Warforged average between 6’ and 6’6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable warforged are able fighters. Unlike most constructs, warforged are fully self-aware and maintain mental faculies on par with elves, humans, or similar races.

Warforged take their name from their original purpose, as soldiers, and many have a dutiful attitude towards life taking pleasure from fulfilling commands. Warforged as a whole have a strong work ethic and share an aversion to failure. Warforged are capable of fear, often of death or pain, as much as other races and they can come to hate the sources of these fears just as easily. Warforged are also capable of loyalty and joy, particularly in relations to friends and allies and can be driven to anger when their loves or goals are threatened. However, warforged as a whole exhibit a simple-minded and reserved approach to life with straightforward goals and reactionary passions.

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WILDEN | So in-tune with nature, they practically are nature themselves.
Rarity: Rare
Location: They might be in any wide forest area barring the Elf-controlled woods of Saeronn.
Class(es): Battlemind, Druid, Invoker, Shaman
Sourcebook: Player’s Handbook 3
Societies:

The wilden emerged from the unspoiled reaches, ancient bogs, and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land, they strive to restore the natural order and to purge aberrant horrors from the world.

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