Races of Golden Skies

While the lore for the races in Golden Skies is distinct from that of the basic, Faerun-based 5e, many of the playable races in 5e are playable in Golden Skies with few mechanical difference. The list below is not an exhaustive one, and consists only of those races relevant to the direct proximity of the EHD and thus the nexus of the game world. Players are free to discuss with their GM about playing other races, possibly from lands beyond the immediate game world, which would make sense for the setting. The only exception to this being the Aasimar race which are explicitly not playable in this setting.

Outlined below each section are the native homelands of the relevant race, their naming conventions (borrowed from real world linguistic groups), and notes about their culture subdivided by subraces. Some small adjustments to the nomenclature of certain subraces have been made to fit with lore changes, but in such instances the mechanical equivalence has been noted. There are also a couple of instances where the mechanics have been slightly tweaked but are likewise noted. For appearance reference, please refer to the standard 5e rule-books. No deviations from the standard D&D depictions have been made unless otherwise stated.

Dragonborn
Homeland: Province of Zhong

Naming Convention: Chinese

The Dragonborn claim to be descended from the dragons and serpents which have long populated the mythology and folklore of the inhabitants of the Quan River. Although no one has seen such creatures in recorded history, their physical appearance certainly line up with the mythological descriptions. Although archaeological records show that the dragonborn originated from the Taixian Mountains; some time around 600PF the dragonborn migrated into the Quan River basin and began to displace some of the human inhabitants, sometimes through inter-marrying, often through conquest. From these initial incursions they eventually formed the Kingdom of Zhong. Thereafter Dragonborn would go on to spread their dominion over the rest of the geographical region now known as the Empire of the Heavenly Dragon, and have remained the dominant race since.

Although Dragonborn are the dominant race in the EHD, they still inhabit every layer of the social strata from the imperial dynasty down to street rats. Nonetheless, they tend to be in the majority of high imperial and academic positions, and are generally assumed to be of some social standing unless they tip themselves off to be otherwise. Because of their ancestry - real or fictitious- most Dragonborn are prideful of their race, and at the highest echelons of society this often manifests as an obsession with immortality and the divine. Sometimes even to the extent of lunacy in the case of the very pure of blood, or those suffering from "Dragon Disease." Not just emperors, but many aristocratic and noble Dragonborn have attempted various methods to become immortal and transcend into existence as a "true" dragon. Though many Dragonborn have more grounded aims, that Dragonborn tend to make up the plurality of the aristocracy means that the quest for immortality is by now an industry unto itself.

Finally, even amongst Dragonborn there is something of a hierarchy, wherein the myriad colors and metals of one's scales are assumed to determine things about one's fate, temperament, and place in society, and Dragonborn are subsequently judged by how they are able to capitalize on their positive attribute and mitigate their negative. Rather than any association with evil or good, chromatic dragons are assumed to be destined for greater social success, whereas metallic dragons are destined for greater material success. Additionally, the hierarchy of Dragonborn is closely tied to symbolic associations to altitude, with lightning representing the closest attainable color to the sky and poison to the lowest. As a final note, due to inter-breeding, players are free to mix-and-match the elemental resistance and breath weapon they get from their racial features. "Half-breeds" here refers to half-Dragonborn and half other race, not two different color Dragonborn.

Dwarves
Homeland: The Emerald Archipelago

Naming Convention: Indonesian

Though one might not expect someone short and stout to be built for the water, the Dwarves have found their home amongst the Emerald Archipelago for as long as history records; though their own folklore suggests that they sailed there on boats from the East. Where the Dragonborn have a preoccupation for immortality through magic, the Dwarves have a passion for immortality though craft. Lovers of stone as often as wood, many of the islands in the Emerald Archipelago are floating stone fortresses inhabited by a single clan. No dwarf truly feels complete until their stone rests upon their family's rampart, it is said. As reward for their impenetrable defenses and fierce, stubborn, un-buyable loyalty to their clan, they were the last hold-out against the encroaching advances of the EHD, only being felled by a combination of waves and waves of suicidal landings, an endless supply of cannon fodder, and actual cannons.

In the time since their subjugation, the Dwarven culture has changed little beyond an expansion of maritime trade. For a people that value their permanency, this should be no surprise. Their hostility towards outsiders is much more in principle than in reality, and one will often hear the same Dwarf gripe about "tourists" and in the next breath offer to buy you a banana beer. It is also worth mentioning that the "sub-races" of Dwarves are in actuality more like societal niches. Any given Island clan will likely have some combination of all three, and so long as it helps the clan, the Dwarf in question is free to choose. This is of course with the caveat that, once chosen, that is the niche they will fill for the rest of their life.

Sand Dwarf (Hill Dwarf)
Sand Dwarves are Dwarves that have specialized in herding, crafts, and trade. They are famous for their glassblowing, which is what they are known for on the mainland to the point of holding an imperial Protected Designation of Origin. However, as one-third of Dwarven society, their roles and responsibilities extend far beyond glassblowing, which only a small minority of highly-trained dwarves participate in. Chief among these additional responibilities are animal husbandry of pigs and chickens, ship-building, pearl-diving, and trade and transport. Guiding one's boat by knowledge of the stars alone is said to be the highest calling of a Sand Dwarf, and due to the endless demands of trade within the Emerald Archipelago, many clans measure their wealth and prestige by the number of sailors they produce and the number of Kapal Batu - a special type of Dwarven outrigger canoe suited to their endless stamina and shorter legs and arms - in their possession.

Stone Dwarf (Mountain Dwarf)
Stone Dwarves are Dwarves that have specialized in stonecutting, engineering, farming, brewing, and warfare. They are often the ones in charge of a given clan, being the ones who traditionally built and maintain the clan's fortifications and defense. Beyond just stacking stones however, they are also well-known for their jewelers specializing in pearls and emeralds, their delicious banana beer - a staple of Dwarven cuisine - their sculptors, and their fearsome wall-scaling warriors. To a stone dwarf, it is not enough to stack stones on top of each other and call it a day; each and every piece of work has to be a testament of beauty and craft sufficient to have one's descendants wonder, "who built this?"

Ash Dwarf (Gray Dwarf/Duergar)
Ash Dwarves are by far the least numerous and most mysterious of the Dwarven castes, and the one about which the least is known. This is because they rarely emerge from their preferred habitat: the inside of a volcano. Indeed, clans who settled on an island with no volcano may not even have any Ash Dwarves among their number, but those that do prosper as a direct result of the shamanic powers of the Ash Dwarves. The process by which they tap into the primordial powers of the volcano is unknown, but given their natural ability to shrink and enlarge themselves and turn invisible, there is no doubt that their peculiar life and circumstances lend them some kind of magical power.

Gnomes
Homeland: Province of Xiao

Naming Convention: Chinese

One of the two races native to the region of Xiao and originally their own petty kingdom before impending conquest by the Kingdom of Zhong galvanized them and their traditional rivals the Halflings, Gnomes have a fiercely independent streak, and remain one of the most distinct cultures in the Empire in spite of being tied for the second longest time under the imperial yoke with Halflings.

Having always been a diminutive race prone to being bullied by the physically-stronger warrior cultures that surround them, the Gnomes adapted by working smarter and not harder. Many of the earliest military tactics in the world found their origin in the Petty Kingdoms of Xiao and Gaodi in order to give the Gnomes some kind of edge, including shield walls, cavalry charges, and early-warning systems of smoke signals. Out of a similar need was born the Gnomes love for tinkering and thereby such inventions as the crossbow, the compass, paper, the printing press, and while they can't lay claim to inventing gunpowder - originally a dragonborn alchemist's attempt at the elixir of life - they were the first ones to see what would happen if you stuck it in a metal tube and lit it on fire.

For the most part, the dreams of separation from the EHD which spawned multiple rebellions and insurrections over the millennia of its dominion have finally begun to abate as Gnomes have penetrated the upper echelons of the rest of the Empire. Their clockwork mechanisms and knowledge of hydraulics have made them an importance force in the business world, and while many universities continue to be dominated by dragonborn and human professors in most of their departments, the natural sciences are an academic enclave of the Gnomes, unabashed about their ability to shoo their fellow Gnome engineers and scientists in the door.

Though once their tinkering was a matter of existential necessity, Gnomes have continued to stoke the flames of this love into peace time. Preferring natural order to imposed order, there are deliberately as few restrictions on Gnomish invention and manufacturing as possible, and any Gnome can choose to set up a workshop wherever they please. Accordingly, Gnomish towns tend to be chaotic and patchwork, sometimes even cutthroat with the competition among inventors. For most other races, a city like the Gnomish capital of Shuimo is a dizzying explosion of the senses with no rhyme or reason to it other than to build, tinker, and invent. To a Gnome, however, such an ordering is only natural.

Deep Gnome
Homeland: Duchy of Gaodi

Deep gnomes, or svirfneblin, are the race of gnomes that live on the highlands and among the mountains West of the Wuding-shu Forest. They are adapted to survival in the harsh high altitudes, and as the favored prey of the goblin hordes that have similarly made their home on the Zongtse plateau. As a matter of necessity they made their homes in cave systems that connected across the entire plateau so that neighboring Gnomish towns could come to their aid. As a consequence of having so much time under ground, they also pushed forward the field of metallurgy, and the famous Forges of Gaodi continue to produce close to a third of the Empire's steel. They tend to be much more insular and protective than other Gnomes, but this is only until they get to know you. Deep Gnome ties either run deep or not at all.

Forest Gnome
Homeland: Duchy of Shenlin

Forest gnomes - though sharing their fellow Gnomes' love of technology and innovation - are the least concerned with manufacturing and tinkering. Their enterprising spirit instead goes towards agriculture and animal husbandry. With a laidback attitude almost comparable to Halflings, the Forest Gnomes are often a welcome reprieve for visitors to the Gnomish lands, as their chaos tends to take the form of a pleasantly overgrown garden or meandering meadow paths and orchards as opposed to tight street corners and loose building codes. Their mild attitude allows them to get along with almost everyone, animals even more so.

Rock Gnome
Homeland: Grand Duchy of Xiao

When most people in the EHD think of a Gnome, they are thinking of a Rock Gnome. Everything that Gnomes love about tinkering, manufacturing, technology, and science finds its synthesis in Rock Gnome society. Most that interact with them compare them to a runaway mine cart, caring more for how far they can push their inventions than what practical use it could have, although there are plenty of Gnomes not too far behind who will be happy to capitalize on it. As heavy partiers as they are inventors, if Rock Gnomes set out to do something, it is never with a half-hearted effort.

Halflings
Homeland: Province of Xiao

Naming Convention: Chinese

Halflings love nothing more than being left well enough alone. The whole "political state" thing is an odious necessity to them; to a Halfling, power has no allure other than to ensure a steady supply of delicious cheese, breads, tea, and tobacco. Nevertheless, at the doorstep of the Kingdom of Zhong, and sitting between them and the Gnomish lands of Xiao, the story of the Halflings has long been one of reluctant adaptation and compromise. Not so much warriors as disgruntled guerrillas; for centuries after de jure conquest, Halflings continued to pick off imperial traffic and trade into the Halfling lands until a reluctant Empire finally permitted them limited self-governance. Many of their now-famous cultural trappings - cold tea, fried dough, the layout of their subterranean houses, a predilection for fermented foods - find their origins in matters of necessity for a partisan on a hit-and-run mission.

Although nominally under the same imperial administrative divisions as the rest of the Empire, any imperial governor or prefect will tell you that this is not so much a matter of governing as debating with the bottom-up manner of governance that Halflings prefer, where every Halfling of a mature age down to the individual household has a say. The Halflings prefer their government the same way they prefer everything: slow, meandering, and more about the journey than the destination. And where the Gnomes will throw themselves with fervor at every endeavor that catches their fancy, Halflings will always make sure their profession leaves them time for an afternoon tea, cake, and nap. For so long as they are left to enjoy long summer days and cozy winter nights in peace, the Halflings are content and easily-pleased. But the quickest way to get on their bad side is to stand between them and their morning fried dough.

Lightfoot Halfling
Homeland: Duchy of Banshen

The Lightfoot Halflings of Banshen are known for being as quick with their tongue as they are with their feet. To them a good conversation is better than a pipe to smoke, a pot of tea, and some biscuits, but what's stopping you from having both? Excessively hospitable, an encounter with a Lightfoot Halfling means a lot of offers for dinner, tea, or maybe a half-pint of the good stuff; except perhaps if you are a Dragonborn, who the Halflings' long memories still haven't quite forgiven. Nonetheless, their hospitality does have its limit, and the guest is expected to recognize when the Lightfoot Halfling is only offering out of politeness and expects the customary three refusals. Behind their seemingly endless charitability is a complex system of social rituals and etiquette that only other Halflings seem to have a full grasp on.

Stout Halfling
Homeland: Duchy of Menpiao

The Stout Halflings of Menpiao are fairly similar to their Lightfoot cousins in their appreciation of hospitality and social ritual, but differ in their love of stillness, tranquility, and noble silence as their own pleasures. Some anthropologists suggest these are habits held over from the days of scouting and ambushes against imperial convoy where the ability to remain still and silent were very quickly selected for. There does seem to be some truth to this statement, as being the inhabitants of the mountain pass to enter Xiao, the Stout Halflings would have made up the bulk of the insurgent forces. Whatever the cause, the Stout Halflings are a far more reticent bunch, and where a friendly Lightfoot might want to talk for hours over tea and cakes, a Stout Halfling might well invite you over to sit and say nothing for hours over tea and cakes.

Half-Elves
Homeland: Varied, but commonly the Suzerainty of Ma De

Naming Convention: Either Japanese (if more focused on Elven ancestory) or naming convention of their shared ancestory.

Half-Elves have the unenviable job of straddling the line between two very different and often openly hostile cultures. Typically born in the nebulous borderlands of the Suzerainty of Ma De in the EHD, where their sight is nothing special, Half-Elves are often met with consternation, unease, and even hostility should they leave this more tolerant region. The extent of the bigotry they face depends largely on the current level of hostility between the Faefolk Confederacy and the EHD, but Half-Elves - particularly the powerful and influential - are often kept under round-the-clock surveillance by the EHD on the assumption that they will side with the Elves in the event of invasion, They also have a special designation under their travel documents to alert officials to their Half-Elven ancestory. Half-Elves can rarely expect better treatment in the Faefolk Confederacy however, which owes some of its stability to the clear boundaries between Elven states within it. A schema within which Half-Elves present a categorical conundrum. The exception being the Shinjuwan Republic, which measures any race by their ability to make money and spend money.

This is not to say Half-Elves are pitiable. Rather they tend to be an excellent study in social adaptability to even the most adverse circumstances. Half-Elves that leave Ma De quickly develop a silver tongue that can extract them from danger and the kind of magnetic personality that pulls people right out of their prejudices. Wherever they travel to, Half-Elves find a niche, and it's said that every large city in the Empire has its own Half-Elf quarter. Some of the more successful Half-Elves even find fruitful occupations as diplomats, business liaisons, translators, and sometimes even spies. Whether they like it or not, most Half-Elves' lives are defined by their unique position in limbo between two dominant cultures.

Half-Orcs
(Or Half-Goliaths *replace Relentless Endurance with Stone's Endurance*)

Homeland: Varied, but commonly Junta of the Borderlands

Naming Convention: Either Kazakh (Half-Orc) or Mongolian (Half-Goliath) or Chinese (either).

Half-Orcs and Half-Goliaths share a similar heritage of coming from one parent who is - usually - a citizen of the Empire, and one who is a part of the nomadic hordes to the West. Though they can be, most are not unwelcome offspring, but rather a product of the millennia of shifting and fluid borders along the Western periphery of the EHD. Many are not even truly "half," but somewhere along a genetic continuum from long past introduction of Gorzhiak blood. If there is a true "home" to speak of it is in the myriad prefectures and protectorates that make up the Junta of the Borderlands, where the confluence of nomadic and imperial cultures has long created its own unique amalgam.

Half-Orc and Half-Goliath culture is not necessarily unique to people whose bloodlines are prominent enough to manifest themselves, but rather is simply the sparse, martial, utilitarian, and individualistic culture shared by all regardless of heritage who live in the frontier regions. Moreover, some folks with genetic admixtures of Orcish and Goliath may not necessarily be from this region, and thus will likely have a different culture associated with them. But most Half-Orcs and Half-Goliaths who live in the Empire - or at least their families - will be from the borderlands. Most of the Empire finds them a curiosity rather than any kind of threat, although former soldiers stationed in the borderlands are likely to be perturbed by their presence. On the whole however, Half-Orcs and Half-Goliaths in their demeanor largely live up to their heritage as being a mixture of the EHD and the Steppe Tribes, and it is not uncommon to find a Half-Orc that can recite ancient poetry and ride a horse, or a Half-Goliath that appreciates fine porcelain work and grueling three-day hikes.

NOTE: Instead of Giant or Orcish, Half-Orcs and Half-Goliaths learn the language "Gorzhiak," which functions like common for the Steppe Tribes.

Humans
Homeland: Varied

Naming Convention: Varied

Humans are by far the most diverse and pluralistic race, and there is therefore very little one can definitively say about their culture. Rather, their tendency is to split and recombine cultures and ethnicities across the long gulfs of time that most other races count their lifespans in. One thing that can be said for humans is that they are as diligent and adaptable as they are diverse, and will often not only adopt and survive within a dominant culture - as they have within the Dragonborn-dominated imperial culture - but thrive in ways that races too set in their ways simply cannot. After Dragonborn, humans are the second-most successful race in the EHD at positioning themselves within the power structure, and are ubiquitous in the highest levels of trade, academia, and the military. Only in the highest ranks of the aristocracy are they missing.

Humans are generally a reactive rather than proactive race, and tend to accrue far less prejudices and grudges than other races. As such, they often find themselves welcomed with at least some warmth anywhere they go in ways that other races are not. All that said, because of their diversity - which many races often overlook under the assumption that humans exhibit the same monolithic tendencies that they do - humans can vary wildly. Below is a list of some of the major human ethnicities of the EHD, their homelands, their naming convention, and any special notes. (Note when picking humans that specifying an ethnicity is a requirement but does not effect gameplay greatly outside of certain circumstances.)

Tiefling
Homeland: Suzerainty of Zhangtao

Naming Convention: Chinese first names, Finnish surnames

Tieflings - sometimes referred to as Shanyang-ren ("Goat People") are the inhabitants of the Western range of the Hongtu river, the Southerly of the two great rivers. They represent one of the largest distinct cultures in the Empire, and have proven one of the most resilient to the encroachment of Imperial culture. Even after formal conquest and the defeat of their combined tribal armies, insurgent cells of Tieflings sprouted up, and with their natural creativity and resourcefulness, turned the whole region into not just a thorn, but a whole briar patch in the Empire's side. After three bloody centuries, the Tieflings fought the Empire to a stand-still until it conceded them status as a suzerainty instead of full integration with the Empire. As such, their internal power structure is largely independent with the caveat that it pays tribute to the Empire and has no sovereignty over its foreign affairs. They are distinct in being the only realm that can elect its own prefect, though precisely for this reason they are denied the official status as a province, even though they fit all the criteria. In addition, matters of the state monopolies on salt, tea, porcelain, and magical items continue to be dictated by the Empire.

The Tieflings themselves claim descent from the Celestials who inhabited the world before the sentient races. Various legends exist to explain why they alone were left behind. The most popular says that the Celestials ascended into the sky riding giant carriages meant to fit two families each. The Tieflings, having a vicious feud with the family they were supposed to ride with, decided they would rather remain on Earth than ride with their hated enemies. Although other explanations exist, this is the most popular one, both among Tieflings and among other races, as it explains why the Tieflings remain fractured along tribal lines to this day. Sometimes even to the point of generational grudges spanning millennia. The only time in history that their inter-tribal hostilities ceased was during the invasion and occupation by the Empire. It is said there is no one that a Tiefling hates more than another Tiefling with a different last name.

As a whole, Tiefling culture is a proud and distinct one. Its social etiquette is full of rituals long forgotten, that vary by the tribe and region, and the traveler of Zhangtao ought to be wary that there is no "Tiefling Culture" to acclimate oneself to, but simply one tribe after another, all styling themselves - sometimes with tongue-in-cheek, sometimes not - as the best that Tiefling-kind has to offer. If there is one thing besides their blood feuds that Tieflings are known for, however, it is a sense of humor drier and darker than a desert before dawn. It is said of a Tiefling funeral, that the only tears spilled are ones of laughter at the arms race of raunchy, off-color eulogies that only a Tiefling knows how to give.

NOTE: All variant Tieflings are playable and are flavored by the players imagination in creating a clan heritage.

Elves
Homeland: The Wodaichi Plateau

Naming Convention: Japanese

Owing to their heightened sensitivity to the outside world and their longer lifespans - to say nothing of natural affinity for and mastery over magic - Elves have a natural tendency for their familiar comforts and pleasures to grow dull and boring. The culture and character of all Elven races inevitably ties back to seeking pleasure and minimizing pain, and usually with the understanding that going down the rabbit hole of hedonism will lead one to ruin or, worse yet, eternal ennui. How the culture of each Elven sub-race chooses to confront this issue of inherent hedonistic tendencies is considered the greatest force in determining the character of that particular culture. At their core, however, the Elven experience is much the same from one elf to another, and some Elves may find an answer wholly different than that of his or her countrymen.

High Elves
Homeland: Shoujinkoku

The high elves elect for a path of discipline and routine to combat their hedonism and pleasure-seeking. Their meals are delectable, but restricted by season, weather, occasion, company, and many other factors to stave off craving. Their music is delightful, but rigidly structured and formulaic. Their dwellings are attractive but minimalist. The ethos being that it is not sensual pleasure necessarily that is the enemy but the craving of it. Among the High Elves, the highest path of all is that of a High Elf Sage, who must go a full 12 years sitting and only taking simple food and water before they are recognized as a full sage, and it is only the sages who have a say in governance. Children are allowed to roam free and experience pleasures, but once they turn 30 their pleasure-seeking is curtailed, and their adolescence is marked by a conflict of rebellion between the child and his or her parents whose responsibility it is to reign in their hedonism.

Drow
Homeland: The Underdark and the area around Enjuzan

The dark elves believe the highest, and only enduring pleasure, is in the harmony between ruler and ruled. Their society is rigidly hierarchical and one’s place within it determines one’s lot in life, with advancement coming from a loyal patron-client relationship. From the Drow Archmatriarchate (herself just below Lolth) down to the lowest of chattel slaves. Whatever pleasures one seeks elsewhere is second to the pleasure of ruling and holding power. However, contrary to valuing tyranny – as the surface races mis-ascribe to them – it is considered the sign of a remarkable leader that he or she is fair and just on occasions where their power does not force them to be. And power gained through force of character or through following loyally in the path of more powerful Drow, is valued higher than power gained through trickery, subterfuge, or undeserving birth. Many Drow also hold a mutual resentment towards other Elves, as the Drow were the first Elven sub-race after the surface elves forced them into the position of slave miners. Moreover, despite the animosity between the Faefolk Confederacy and the EHD, cross-cultural scholars between the Drow and Dragonborn tend to have a mutual respect for each other's strong sense of hierarchy.

Wood Elves
Homeland: The Wodaichi Basin

Wood elves on the whole see sensual pleasure as inferior to mental pleasures. Though respecting the need for a stable governance and economy, every energy not directed at securing a safe, insular polity is directed at philosophy and religion. It is not uncommon for even children to emulate their parents and engage in theological debate or the finer points of what is and isn’t effectual asceticism. A good half of the world’s religions and philosophies have come out of wood elf debates. On the whole, the Wood Elves are possibly the most easy-going of the Elven sub-races, and due to their proclivities, everything menial and banal has been automated when and where possible to afford as much time for debate and dialogue. Not without their faults, the Wood Elf value system calcifies quickly, and while they do not expect most to share their love of debate or their extensive skill in it, a refusal to engage with abstract thinking - whether by a lack of intelligence or sheer stubbornness - will draw sincere ire and disdain.

Eladrin
Homeland: The Faewild

Eladrin, ruling the Faewild, believe that the highest pleasure one can seek is in emotional expression. Consequently, their art, their literature, their music, and their clothes are some of the most sumptuous and moving in the world. They are often the trendsetters in aesthetics. The dark side of this is that it is not only emotional catharsis that Eladrin tend to seek, but direct experiential connection to these emotions, good, bad, and ugly. Eladrin are somewhat notorious for many things, including seemingly having a death wish for how much they want to experience the peaks and troughs of fear, exhilaration, and exhaustion. Moreover they tend to be - though are not exclusively - highly neurotic, donning and doffing emotions as they so choose with only placidity excluded. Hidden away among the Faewild, most non-Elves aren't even aware they exist. This is compounded by the fact that Eladrin that do venture outside the Faewild often find it a dull and unstimulating place compared with the Faewild they know and love.

Sea Elves
Homeland: Shinjuwan

The Sea Elves - sometimes rarely referred to by their ancient name, umizoku - are a tribe of elves who migrated into the northeast valley leading down out of the Wodaichi plateau, eventually settling along the coast of Shinjuwan Bay. Far longer than the other sub-races, the Sea Elves stubbornly held onto a chaotic, tribal system of governance. Eventually, threatened by the encroaching solidarity of the other Elven cultures, they adopted the Eladrin-born ideology Jisshōshugi, galvanizing the disparate tribes and clans along the Shinjuwan Coast into a thriving, cosmopolitan, maritime republic. In population, material wealth, and technology, the Sea Elves have entirely eclipsed their brethren, buoyed by their belief in individualism and a whole-hearted embracing of their hedonism. Their tribal structure now nothing but a faded memory; replaced by a system where wealth and power is its own justification.

In the Gorzhiak Khanate


The three Steppe races - listed in alphabetical order - all inhabit the vast, empty lands West of the EHD. They are lumped together out of an interrelated but not homogeneous cultural heritage based in tribal nomadic systems of government, the Tengri religion, and a historical pattern of warfare and conquest. Their common qualities are a mistrust of sedentary living, a reliance on animal husbandry for sustenance, frequent inter-tribal warfare, and value systems that privilege honesty, bravery, and loyalty. While they are often characterized as savage and ruthless by EHD propaganda, the matter is a complex one, and many informed historians will point out that the EHD has been responsible for slaughter and cruelty on scales far beyond what the Steppe tribes could accomplish. Because of the vast territory necessary for such a livelihood, the tribes of the Gorzhiak Steppe have perennially pushed at the borders of the EHD, with the latter incapable of stamping them out due to their fluid and mobile nature. The balance of power in this relationship has shifted many times over the millennia with the periodic ascension of an Ezen Khan - a Khan capable of galvanizing the three Khanates into one massive military juggernaut - whose ascension and death mark the peaks and the troughs of Gorzhiak power. For all that is claimed about their barbarity, citizens of the Empire that travel through the Gorzhiak Steppe often find its denizens refreshingly straight-forward and sincere, albeit a bit rough around the edges.

NOTE: In addition to the individual languages of Goblin, Giant, and Orcish, all three Steppe races receive the additional language "Gorzhiak" which functions like common for the area of the Gorzhiak Steppe.

Goblins
Homeland: Islak Desert

Naming Convention: Turkish

One of the races of the Steppe, Goblins inhabit the desert, accessing depths many others cannot by means of the Sand Lizards they tame, raise, and ride, as well as their solar still technology. Physically the smallest of the three, Goblins thrive off cunning and teamwork; their weapons against stronger foes, internally and externally. When they are not under the dominion of an Ezen Khan the Goblins are most likely at war with everyone, long viewing themselves as sole proprietors of the Islak Desert and its periphery and permitting not the slightest encroachment. Accordingly, the Deep Gnomes of the Zhongtse plateau where it fades into the desert are some of their bitterest enemies.

Their culture is built off of a hierarchy that values a combination of cunning and wisdom, where males are prized for their ability to win by any means (including in the Goblins' favorite past-time, Lizard Racing, wherein anything goes including fireballs), and females prized entirely by their age and eldership. Any who cannot prove their worth to the tribe will be exiled. What little food and water can be found in the desert cannot be wasted on those who can't or won't contribute. Progressing out of this attitude is their system of government. While the position of Khanum - under which sits all of the Goblin tribes - always goes to the eldest of the tribal Matriarchs, the position of Khan is won by election among all the Goblin tribal leaders, and cheating the electoral process is not only permitted, but the winner is assumed to be the most skillful at cheating, and thus most fit to be Khan.

NOTE: Goblins possess +2 Wisdom, +1 Dexterity in this setting instead of the +2 Dexterity and +1 Constitution in basic 5e. In addition they have the ability to make solar stills which provide 5oz of water a day, roughly the amount a single Goblin needs, but not enough for a fully-sized humanoid.

Goliaths
Homeland: Eastern Ghorziak Steppe

Naming Convention: Mongolian

Goliaths are the second of the Steppe races and the most physically strong. Even their young are capable of shrugging off injuries that would prove fatal to most other races. Owing to their universal strength, however, most Goliaths set themselves apart by their dedication to a craft. Whether it be animal husbandry, horseback archery, gunsmithing, alchemy, or even academic pursuits such as astronomy or history, Goliaths relentlessly pursue respect and prestige through their mastery of crafts and skills, and their tribal leaders tend to be renaissance men and women who may challenge their superiors for primacy in a 15-round contest composed of 7 skills each and the final, 15th test, which all Goliaths are presumed to be ready for: crafting their own javelin, taming a wild stallion, and hitting a target from horseback at 30 meters in the span of 3 hours with no tools.

Although they are great conquerors - as much known for their ingenuity and creative battlefield engineering as their fearsome warriors and huge, oversized horses - to cities that surrender to them they are known for being generous, and craftsmen of great skill and expertise are likely to survive even the most brutal siege and find themselves and their families redeployed elsewhere in the horde. The barbarity associated with Goliaths is often true, but mostly stems from a strong in-group, out-group consciousness born out of the vulcanizing harshness of the Steppe. Though they do not necessarily forbid visits from outsiders, there are strong expectations for tribute for those who travel through their lands. The many merchants who travel through their realm, however, often find this more than a fitting price to pay for the safest trade routes in the world.

NOTE: Instead of 'Mountain Born,' Goliaths get one tool proficiency of their choice and start with that toolset.

Orcs
Homeland: Western Gorzhiak Steppe

Naming Convention: Kazakh

The last of the Steppe races, the Orcs are known for one thing aside from their ferocious strength and unrelenting valor, which is their brutal honesty. Orc culture values communication at its most direct and basic level, and many Orcs are given epithets to reflect their most obvious feature, whether that be 'the Brave,' 'the Fat,' or 'the Annoyance.' Much of Orc social decorum is tied to these epithets, as Orcs believe in an immutable power that they hold over their subject for so long as they are associated with the epithet. As a result, Orcs' perceptions of others are often very one-dimensional and hinge on the trait that grabs their attention the most. To an Orc, an unwillingness to accept this possibly uncomfortable aspect about oneself is a kind of personal weakness. For those - even outsiders who find an epithet bestowed on them - who do not like how they are characterized, there is always the option to achieve feats and accomplishments that would overshadow their blemishes.

Despite this, Orcs are as generally intelligent as any other race in spite of their - to most other races - bizarre lack of interpersonal intelligence. For as many Orcish warriors and fighters as there are, there are just as many merchants, engineers, and artists, including some brave few willing to deal with the subterfuge and duplicity of non-Orcish societies to make a name for themselves abroad. Due to their unpretentious and straightforward nature however, most Orcs are far more comfortable in the rough-and-tumble world of the nomadic tribesman, rather than the complex, multifaceted and often confusing world of the city or even village.

NOTE: Orcs possess the +2 Strength, +1 Constitution they do in the base game, but take a -2 Charisma reduction instead of -2 Intelligence. In addition, they gain advantage when speaking with and persuading other Orcs.

Aarakocra
Homeland: Hui Yun wastes and the Zhongtse Plateau

Naming Convention: Aleut

Aarakocra are an interesting exception to the dynamics of the world around the EHD, in that they are one of the only neutral races or cultures. No doubt due to their capability of flight and inhabitance of lands that no one especially covets (flying in the summer to the frozen wastes of the north, and back down to the peaks of the Zhongtse Plateau for the winter). As a result of their neutrality, they are commonly middlemen and couriers for dialogue between the EHD, the Gorzhiak Khanate, and the Faefolk Confederacy. Some are simply freelance couriers in general for the free money it nets them along the path they were traveling anyway.

In spite of their ubiquitous presence flying to and from post offices, little is known about the way they structure their society internally. The inquisitive of most other races simply cannot handle the altitudes and frigid temperatures that Aarakocra seem perfectly happy to make their home in. What is known is that they are semi-sedentary, having abodes on both ends of their annual journey. During the journey in-between they deliberately pack light, and what supplies they do need are often furnished by those that patronize their delivery system. There appears to be no real central political authority to speak of, and no real desire to see one, according to those Aarakocra willing to talk about the matter. Rather, the immediate family unit is the sole unit of any authority to Aarakocras. The lone Aarakocra is thus a strange sight indeed, and the circumstances that create one are typically hidden behind a wall of reticence.

Firbolg
Homeland: Island of Pun-to

Naming Convention: Hokkien

Firbolgs are another curious example of a neutral culture, and for similar reasons that they are adapted to survive in a climate that turns most others away. The Island of Pun-to lies to the southeast of Hancheong, and would ordinarily have provided a territory ripe for the conquest, except for the Rot Grubs endemic to the island. A chemical in their sweat protects and deters these ordinarily lethal swarms and allows them to live on the thickly-jungled island that forbids all other races from trying.

A fairly indolent race, because of their intrinsic connection to the nature they make their home in, most Firbolgs never have to work hard for the fruits of the forest, provided they do not grow too greedy and gluttonous. The Firbolgs claim that the jungle of Pun-to has a mind of its own, and will visit punishment and disaster on an entire tribal village for even one of its citizens' greed. Because of this, most of a Firbolg's day is spent basking in the sun, swimming in the ocean, fishing, or simply napping in the year-round sweltering humidity. There are nonetheless some few who have indeed embraced greed wholeheartedly, having discovered the wealth that coffee plantations can bring them in trade with the mainland. Those that go down this path find themselves the sworn enemies of not only other Firbolgs, but the jungle itself. These coffee-growing encampments are therefor heavily-fortified and guarded by Firbolgs ready to take on nature itself, and who prove more than a match for their lazier, pacifistic cousins.

NOTE: In addition to their normal stats, Firbolgs are also ignored by Rot Grubs.

Genasi
Homeland: Various

Naming Convention: Various

The Genasi are a mystery, even to themselves. The process by which a Genasi is created is unknown, although as with most peculiar things in the world, it is assumed to be something Fae-related. Even though the Fae keep to themselves on the Wodaichi plateau, it has long been known by arcanists that the Faewild encompasses a parallel space to the entirety of the Material Plane. By current, entirely unsubstantiated thought, Genasi are what happens when some part of the Faewild leaks into the Material at either conception or delivery, depending on who you ask. But the truth of the matter remains that no one truly knows.

Since they have nowhere to call their own, Genasi are in a kind of limbo, where they are sometimes even cast out by their own, non-Genasi family. Some slums exist as congregations of Genasi - proving that the peculiar mutation is in fact heritable - but there are just as many stories of Genasi being proudly raised by their family and becoming just like any other functioning member of the society they were born into. Albeit, a very magical member. Many Genasi - especially the wealthy - devote time at some point in their life trying to unravel by whatever means - scientific, spiritual, occult - the mysteries of their peculiar origin. Thus far, none have been successful.