Characters of Erandor may be of any of a large selection of races.
If your character’s racial background is not important, you needn’t focus an aspect on it, purchase special racial skills or stunts. All of the below is optional. However, if being an elf, human, goblin, etc., is important, then you can choose to reflect that in an aspect, purchasing a racial skill and even stunts. Here are a number of write-ups for use in an Erandor campaign.
- 1 Avonian
- 2 Beast Folk
- 3 Changelings
- 4 Dragons
- 5 Dwarves
- 6 Elves
- 7 Gnomes
- 8 Goblins
- 9 Half Demons
- 10 Lesser Giants
- 11 Unicorns
- 12 Crossbreeds
Avonians are the people most sentients picture when discussing humans, although isolated tribes of humans inhabit other regions of the world as well. In the Ice Lands, blonde and blue-eyed human tribes clad in thick furs roam the wastes. In the Desert of Dust, human nomads tend toward olive or brown skin color, brown hair and brown eyes.
However, the majority of humanity lives as part of Avonia, a kingdom that represents the last vestige of a great empire. These pale-skinned humans tend toward brown hair and eyes, but variations are known to occur. Avonian humans might have access to any kind of magic.
Avonia has a very long history. Ancient ruins from lost ages still dot the landscape in many regions of the world. They can be found preserved in layers of ancient volcanic ash and at the bottom of lakes and seas. The bones of this ancient empire are still there for those who look.
Typical Physical Traits
Humans typically range from 5’4” to 6’2” in height and weigh from 130 lbs to 220 lbs.
Willful Survivor, Last Champion of Smythestown, Wise and Powerful Teacher of Lost Magics, Scion of a Noble Family
Racial Skill (Avonian)
Human characters can use this skill when they need to fall back upon a bit of rare, practical knowledge necessary for civilized living. For example your character might know the best place and best way to build a well, bring water down from the mountains, and not to use lead pipes to provide running water. You may also pick one of the flavors below and purchase more by spending a stunt or point of Refresh.
Bloodline. Most Avonian nobles have a special relationship to elemental magic. In fact, once the nobility was chosen by elemental spirits and blessed with power in order to help them achieve their potential for greatness. These days, the spirits are gone, but their powers live on through the great houses of Avonia. Choose this flavor and select one of Air, Earth, Fire or Water. You can cast spells from this school of magic using this skill. You may purchase this as a stunt in order to pick up another element.
Engineering. Your knowledge of stonework and building machines comes from generations of craftsmen. Now, it’s just part of your family’s lore. You can use your racial skill to direct or help construct roads, buildings, and even engines of war.
To play an Avonian in D&D 5E, select the Variant Human race and for the feat, select Magic Initiate or Skilled. Humans from Nerium should select Martial Adept. Humans from wild tribes should select the base Human race template.
Beast Folk are people that have some traits in common with both animals and elves. In Erandor, four forms can be found in tribes that rove the Moonsilver Hills, including wolf folk, cat folk and bear folk. Some of these tribes can also be found in the far north, joining the more frequently found horse folk of the plains. While incapable of assuming a fully human or fully beast form without the use of magic, they retain the use of powerful jaws, claws, hooves or great strength.
Cat folk typically are covered in fine, soft fur of a variety of patterns. They have a generally humanoid shape with the addition of retractable claws, sharp canine teeth and a long tail that balances their slightly forward, half-crouched posture. They have paws instead of feet which aid them in making suddenly, long leaps. They have long muscles and move less like a humanoid and more like a cat.
Wolf folk have denser, longer fur, patterned like wolves. Their faces are longer than most elves, their jaws heavier. Unlike cat folk, wolf folk do not have a tail and so walk more upright. This makes them seem bigger than cat folk, but there is no real difference in size between the two races. They also have paws instead of feet but are more suited to long-distance running. Some have claws, but they are never retractable.
Bear folk are the strongest and densest of all the beast folk. They more commonly have claws and massive jaws. They have a fine coat of black or brown fur (although albino bear folk are known to occur). They usually form family groups of up to five individuals.
Horse folk are often considered the most beautiful of the Beast Folk. They have fine fur over their lower body that glistens like a finely combed horse's coat. Their bodies are considered shapely but strong and they have hoofed feet they use to leap and run great distances on plains or through woodlands.
Beast folk spell-slingers are most often druids, chosen by the great spirit to be a guardian for nature and guide for their people.
Typical Physical Traits
Beast Folk typically range from 5’4” to 6’2” in height and weigh from 130 lbs to 220 lbs.
Naive Newcomer, Passionate Defender of the Prairie, Bestial Warrior of Moonsilver Hills, Fleet-footed Scout, Cunning Hunter
Racial Skill (Beast Folk)
Beast Folk are noted for their exceptional senses and natural weaponry. You can use this skill to represent such features when needed. Whichever type of beast folk your character is, you can also use this skill to make attacks using natural weaponry such as teeth, claw, or hoof instead of the usual Fight skill.
People of the Bear. As one of the bear folk, you can use your racial skill in place of Physique to make overcome tests of strength.
People of the Cat. As one of the cat folk, you can use your racial skill in place of Athletics to execute feats of acrobatic prowess.
People of the Horse. As one of the horse folk, you can use your racial skill in place of Physique to make overcome tests of endurance.
People of the Wolf. As one of the wolf folk, you can use your racial skill in place of Investigation to track prey.
Night Vision. You can see in the dark so long as there is starlight or moonlight available. This can bypass modifiers to Notice or Investigate roll where being in the dark is a factor.
To play one of the beast folk in D&D 5E, choose the Shifter racial type from the Eberron setting. You can find a PDF here. Horse folk may be represented by centaurs in 5E. The race template available in the Midguard Heroes book for 5E by Kobold Press can be used to represent them.
Exiles from Faerie, these shapeshifting beings seek to find a place in which they can blend. When discovered, they are often the subjects of mistrust. Evil changelings are often called dopplegangers. Changelings often have some natural magical abilities related to their shapeshifting.
Typical Physical Traits
Changelings typically range from 5’5” to 5’11” in height and weigh from 120 lbs to 180 lbs.
Refugee of Faerie, Master of Deception, Con Person
Racial Skill (Changeling)
You have an innate ability to shift your appearance to match that of any other race available for play. However, you have just one form for each race and it must be unique, chosen when you first take the form. Taking a different form requires a Mediocre (+0) overcome roll. Taking one that is of a dramatically different size such as dwarf, gnome or lesser giant adds +2 to the difficulty. Assuming a different gender than your own adds +2 to the roll as well.
Mimic. For a Fate point, can mimic one individual you see. This allows you to ignore the limit of one form per racial type.
Fairy Magic. You can use this skill to cast spells from the Air school that pertain to casting illusions of light and sound.
To play a changeling in D&D 5E, choose the Changeling racial type from the Eberron setting. You can find a PDF here.
Dragons once built great kingdoms and their rivalry with each other was well known. They had a self-centered and mercenary point of view, and during the Titan War dragons sided with both the gods and the titans depending on who offered the greatest rewards at the time. This attitude ultimately cost the dragons their kingdoms and their lives as irate titans and gods turned on these mercenaries for their attitude and betrayals. As a result, the dragon kingdoms have all disappeared as well as the great dragons themselves. Those dragons left are relatively young in comparison and therefore far smaller than their immense elders. Some suggest a few elders may remain, hiding in humanoid form.
Newly hatched dragons, have no wings. They migrate to rivers, lakes, seas, even swamps where they live as amphibious creatures. Having serpentine bodies but with under-developed limbs and a long, powerful tail, they occupy a similar ecological niche as that of a crocodilian. In this stage, they consume large quantities of meat, preying upon anything they can catch. They are dangerous predators in this stage, able to spit a venom that is toxic to other life forms.
After five to ten decades of growth and development, these serpents find their way to a spawning ground where they will build a nest and cocoon themselves there by rolling into a ball an sealing themselves in a hardened form of their own venomous saliva. These huge "eggs" herald the next stage of draconic development. They remain within the iron-hard confines of this cocoon for six to twelve years before clawing their way out.
Once the dragons hibernation is at an end, the dragon will emerge. Wings will have developed in this time, though it will still take the dragon a while for them to become strong enough for them to begin to learn to fly. However, a dragon, even one that cannot yet fly, is not a vulnerable creature. It is, however, a voracious eater and excellent hunter.
At the time of its emergence, the dragon’s type will be obvious, and clearly influenced by its environment. Fire dragons emerge from hibernation holes dug into volcanos and have a breath weapon to match the heat of their homes. Green dragons come from the deepest, darkest forests and might breathe corrosive gas. Golden dragons of the sun emerge from scorching deserts and can exhale blasts of burning sand (though they might breathe fire instead). Black dragons emerge from the deepest caves and can spray acid that will melt even stone. The pale dragons that claw their way free of icy caverns and ancient glaciers possess a breath that can freeze flesh. The following descriptions are meant to provide inspiration; individual dragons need not follow them strictly.
|Prevalent Color||Environment||Common Traits|
|Black||Caves||Forward swept horns and smooth, very fine scales; acid spray|
|Gold||Desert||No horns; flame breath or burning sand breath|
|Green||Forest||Long, backward swept horns, main of spines; breath of corrosive gas or more rarely, breath of "cleansing" fire|
|Grey or Silver||Hot springs||No horns and fine scales that look like skin; steam breath|
|Red||Volcano/source of lava||Forward swept horns and scales that look like cooling magma (black and red); flame breath|
|White||Icy||No horns, spiked tail; breath of freezing cold|
The newly-emerged dragon will be 25 to 45 feet in length, with females tending to be lighter and smaller than male dragons. They will have inherited a mix of memories memories from the mother that birthed them as well as the father. This gives them an advantage in that dragons can already understand language at birth and may know many things useful to survival. By the time they emerge as adults, they can speak as well. However, no young dragon knows everything their parents knew at the time of the mating (some things are held back). In addition, decades will have passed before the young dragon can even speak of them, should she be so inclined.
This then, is the primary way dragons pass down important knowledge, lore as well as magic. Dragons never apprentice, for they view none as their superior. Nor would they ever consider attending such a mundane thing as a university. Each dragon is a vast store of their own ancestral history.
As a young adult, a dragon can be built on a Personal Scale, even though it is still quite large. They will start as a Great level character, though it will soon (in terms of a dragon’s life span) grow into Superb and higher level characters. At Superb and higher levels, a dragon becomes Giant scale, capable of immense destruction. The most ancient dragons, of which there may be no more than a handful in the entire world, reach Epic scale and are capable of leveling cities and swallowing entire villages at a time. Thankfully, these elder dragons sleep most of the time.
Player character dragons always start at Personal Scale, unless your table has decided to play a very high level game.
The primary skill for most dragons is Physique.
Everything Is Eatable, I Really Am Better Than You, Terrifying Lord of Sky, Apex Predator, Unerring Sense of Smell, Heir of Might and Magic, None Shall Survive My Wrath
Racial Skill (Dragon)
Adult dragons are capable of speech, even if you don’t see their mouths move. It is telepathic, and can be directed at whomsoever they wish. They are perfectly capable of understanding whatever language they are familiar with, but since their bodies do not have the capability of speech, they make themselves understood — when they choose to do so — using telepathic communication.
Dragons are capable of using this telepathy against the lesser races, but have in-born resistance to one another. In other words, they cannot simply rifle through the minds of their fellow dragons. They are too strong-minded for that. But the lesser races can certainly be influenced.
By looking into the eyes of a dragon, a humanoid might be compelled. The dragon can use his race skill to create aspects that represent hypnotic suggestions in humans, elves, and any humanoid race.
One less well-known thing a dragon can do is to create a bond with another being. Likely having arisen as a survival trait, this allows the dragon to maintain telepathic contact with one chosen individual over great distances — though the contact occurs only when the dragon wishes. Typically such bonds are formed when the dragon is still a young adult and may need to forge an alliance with a lesser race for survival reasons. Such bonds are decidedly one-sided; the humanoid never chooses when or if the dragon will allow communication.
Pick one of the following flavors. You may add more by spending a stunt slot or point of Refresh.
Entrancing Gaze. You can use your Dragon to compel the weak-minded. This is a mental attack that goes beyond what a dragon can typically do. A dragon with Entrancing Gaze can enslave a mind by achieving a Taken Out result on this mental attack. This ability requires direct eye contact.
Immunities. Dragons, as living avatars of magic and life, can be very resistant aging effects, poisons, and attempts to use magical Enchantment against them. You can use your dragon skill to defend whenever threatened by such effects.
Wolf in Sheep’s Skin. Some dragons (those few who are willing to lower themselves to the status of a mere humanoid) are able to transform themselves into a human, elf, dwarf, or similar intelligent being. They have just one favored shape and once chosen, it’s set. They also have only the physical capabilities of the chosen form, save for a sole exception. A dragon may select one obviously draconic trait and should that imply the use of a dragon-like stunt it can be allowed. For example, a dragon who takes the form of an elf with dragon-like talons can retain the use of his Fangs and Claws stunt, but not his Flight, Jewel Encrusted Hide, or Breath Weapon.
The following stunts may be purchased by dragon characters. Dragons need not purchase all of these stunts, nor are they limited to just the ones listed here.
Breath Weapon. Dragons can use Physique instead of Shoot to use their special weapon. Mark off a physical stress box to affect an entire zone or a target of Giant scale. If your character is already of Giant scale, then you affect a target of Epic scale by marking off a physical stress box.
Dragon Flight. You got wings. And you can use them. This stunt allows you to use Physique to move through the air. Treat this like Athletics, but allows vertical movement as well. Note that a dragon without this stunt is unable to fly at all. This may be due to crippling injury or because the dragon has not yet developed the strength in his wings to enable flight.
Dragon Hide. You are especially tough. Use Physique to defend against any non-magical physical attack.
Fangs and Claws. Claws and teeth as strong as the best forged steel grant you a weapon:2 bonus upon a successful Fight attack.
Jewel Encrusted Hide. You spend so much time sitting atop your hoard that it has actually embedded into your flesh. This provides an armor:2 bonus. This means that if you are successfully attacked physically, you ignore up to two shifts of stress.
Roar. You can make a Provoke attack that affects an entire zone. The strength of the roar diminishes with distance, however. Outside your own zone, everyone in a scene (except you) is affected but they resist with a +2 bonus.
Tail Swipe. Gain a +2 to Fight actions to attack more than one opponent when opponents attempt to flank you or come from the rear.
Wing Buffet. Use your enormous wings to get a +2 bonus to Fight when attacking multiple opponents in front of you.
Dragons are not currently available as a PC class in D&D 5E.
Hill dwarves are those dwarves who occupy mountainous highlands, carving out communities both on mountainsides and within the mountains themselves. Although isolated dwarf holds dot many regions, most dwarves hail from the kingdom of Darrok.
Hill dwarves are stocky, short humanoids that are typically around four feet tall. They are natural artisans and crafters, and quite capable in creating enchanted items. Since they are poor wielders of most forms of magic, creation and use of magic items by use of Arcane Lore and ritual magic is an important feature for this race.
Mooidjeen is the elvish word for "Deceiver". After the Healing of the World, the Titan influence just vanished from the evil dwarves known as the Charred Ones. Charred Ones are black dwarves from the evil empire of Charr. Other than their grey to black appearance and generally evil disposition they were similar to hill dwarves, but where hill dwarves mostly worshipped Mordan, Charr dwarves had venerated Bane. Now that the evil taint from their blood is no more, many struggle to find a place in a world that does not trust them. Some strive to find a place with their cousins, the hill dwarves. Some have gone looking to rebuild their evil empire in the Black Mountains, and many have scattered to seek a life with purpose.
Typical Physical Traits
Dwarves typically range from 4’2” to 4’10” in height and weigh from 150 lbs to 220 lbs. They typically have thick, muscular builds. Where hill dwarves skin tends to be pale, Mooidjeen have dark to light grey tones, with black or white hair.
Short and Stout, At Home in the Earth, Hardy Warrior, Gruff
Racial Skill (Dwarf)
You can use the Dwarf skill to find your way around underground, identify underground flora and fauna, and notice features built of stone. You may also select one of the following flavors. Pick more if you like at the cost of 1 stunt slot or Refresh each.
Dwarven Craftsmanship. You can use your Dwarf skill in place of Crafts when building or sculpting things of stone or metal.
Stout Warrior. Choose axes or crossbows. When using one of these weapons, you can use your Dwarf skill instead of Fight or Shoot.
Dark Vision. You can see in absolute darkness, but cannot distinguish color in such low lighting. This can bypass modifiers to Notice or Investigate roll where being in the dark is a factor.
To play a hill dwarf in D&D 5E, use the race template for hill dwarf. Mooidjeen use the mountain dwarf template, but use the description above. If you have it, you can instead use the Gray Dwarves (Duergar) from the *Sword Coast Adventurer's Guide*.
While there are five distinct races of elves, they share some basic characteristics. True elves tend to have little or no hair except for hair upon their heads (and even then bald elves are not uncommon). They require no sleep, but only four to eight hours of meditation per day for rest, though some may indulge in sleep in order to experience dreams. Should elves of different races interbreed, offspring take on the race of their mother.
Forest elves have pale, greenish skin and hair that ranges in color from auburn to black. Eye color ranges from hazel to green to brown. Forest Elves do not seem to age after they reach young adult (20 years), though their typical life span is three centuries. They have a natural affinity to nature-related magic.
Forest Elves often arrange themselves in clans which are in turn led by mystics. These mystics may be male or female (and some clans have one of each). Their title is Matron or Patron.
Several clans may associate themselves as one under a single leader who is considered a King or Queen. The ruler’s title is enhanced. Forest King is the full title of a ruling male while his wife or current mate is a queen. A ruling queen is called an Emerald Queen while her mate is Horned King.
Wild elves are wilder kin to the forest elves. Their society tends to be more primitive and oriented toward the veneration of primal powers and occupations. They are also known to be very aggressive and have been known to deliberately seek glory through battle. Rather than the gods, they venerate the spirits of their ancestors as well as those of nature. Therefore, the majority of these tribal elf spell-slingers are druids.
Wild elves have skin tanned a deep brown, but their hair and eye color echo that of their forest elf brethren.
Lunar elves are relatively rare. Many centuries ago, when their ancient cities in Faerie were destroyed, they came to Erandor as refugees. In time, many of them were accepted as allies in Avonia. In other places, they founded isolated towns. In the north the lunar elves are referred to as ice elves, due to the paleness of their skin. These elves tend toward blue or green eyes with silver or gold pupils. Their hair ranges from blonde to silvery white. They often live in excess of 500 years. Thus, many of their number remember well the hardship they suffered when they had to leave Faerie, as well as the generosity the High Prince of Avonia showed them in granting them a new home safe from enemies.
These elves stayed aloof from the conflict between their solar elf and night elf kin. As a result, some of those elves, who have very long memories, hold a grudge against them.
Militant, proud, and very adept in the arcane arts, many solar elf cities survived the Rending in Faerie. In dim ages past they warred with the night elves over a dispute in theology and philosophy, and carry a prejudice against them to this day. More recently, having discovered the night elves had escaped oblivion by fleeing Faerie to the world that would become Erandor, they have been busy attempting to build new gates from Faerie, or finding ones that the night elves have not yet discovered and sealed.
Just before the Shattered World was healed, they established two cities to help them in their quest, one on each side of the continent of Gallea. One is called Sunspire in the west and the other Flamespire in the east. It is from Flamespire that they now send their armies to conquer the surrounding land. Their goal is to build a city-state strong enough to engage their ancient foes once more, but they have encountered stiff resistance from local monsters, char dwarves, and skirmishers and war bands sent from Shadaar.
These elves can live to a truly ancient age, well over a 1000 years. Golden, auburn or copper colored hair is common among these folk, as are green or golden eyes.
The night elves originated in Faerie, but after their goddess betrayed Corin (one of a pantheon of gods that has since departed), war flared between them and the solar elves. They lost this war and were forced to retreat from Faerie. In time, they built a new city and a new empire under the guidance of their Empress Sabilia of House Sulidan, the high priestess of Bellath.
Now, of course, Bellath has departed along with the rest of the old pantheon. However, one of Bellath's most faithful priestesses was chosen to take her place and now Vanima’du has arisen to become the patron of the night elves. In fact, she seeks to become the chief deity of all elves, a point that night elves are quite passionate about.
These elves have dusky flesh that ranges across shades of grey, slate or twilight blue. Very rarely, a night elf might have black skin. They typically have black, blue-black or dark brown hair that fades to stark white as they age. Like solar elves, night elves can live well in excess of a thousand years. Eye color ranges from blue to violet to red, with shades of violet being most common.
Elf characters should take a racial aspect appropriate to their particular race.
Typical Physical Traits
Elves typically range from 6’0” to 6’6” in height and weigh from 130 lbs to 220 lbs. They have slender builds.
General Elven Aspects
Any elf character may take an aspect like the following.
Takes the Long View, Magic Is in My Blood, Perfectionist, Centuries of Knowledge, Forest Friend, Proud Defender of the Ancient City
Racial Skill (Elf)
Use this race skill to recognize useful plants and identify animals, navigate your homelands, or notice dangers in the wilderness or your native homelands. You may also pick one of the following flavors. Another flavor can be purchased by spending a stunt slot or Refresh.
Fae Glamour. Like many fae, you are adept with illusion magic. You can use your Elf skill to cast spells of the Phantasm school having to do with creating illusions.
Elven Blade Dancer. When using finesse weapons, you can use your Elf skill in place of Fight.
Elven Archery. When using a long bow, you may use your Elf skill in place of Shoot. Night elves can use this skill with a crossbow instead of long bow.
Fae Shadow Magic. Night elves have a natural affinity to Shadow magic. This flavor allows you to use this skill to cast spells of Shadow magic. See the domain described in the section on Schools of Magic.
Night Vision. You can see in the dark so long as there is starlight or moonlight available. This can bypass modifiers to Notice or Investigate roll where being in the dark is a factor.
Dark Sight. You can see in absolute darkness, but cannot distinguish color in such low lighting. This can bypass modifiers to Notice or Investigate roll where being in the dark is a factor. This stunt is restricted to night elves.
To play an elf in D&D 5E, use the following guide.
- If you want to play a forest elf or wild elf, use the wood elf race in 5E, but use the description above to describe your character.
- If you want to play a lunar elf, use the high elf race in 5E, but use the description above to describe your character.
- If you want to play a night elf, use the drow elf race in 5E, but use the description above to describe your character.
- If you want to play a solar elf, use the eladrin elf race in 5E, but use the description above to describe your character.
This race originates from Faerie and many of them still dwell there. Unfortunately, they found themselves often victimized or enslaved by other fae races such as the solar elves and the night elves as well as more monstrous races. Small folk (also called gnomes) found in Erandor are descended from those who fled Faerie to find freedom from fae overlords. It is not uncommon to find gnomes traveling across the land in groups for protection.
These child-sized people are called by many names, depending on the culture. They often refer to themselves as valley folk, after the peaceful mountain valleys they prefer. Their closest neighbors are often dwarves, who refer to them as “smallkin”. Other races might call the Little People. Compared to most of the other races of Faeln, this is an apt description.
When still young, smallkin tend to wander. They are quick-fingered, lanky individuals with a quick wit and quicker hands. This is helpful to get them out of trouble they often find themselves in, but tends to promote an image of smallfolk as thieves and causers of mischief. They are a very active people throughout their lives and very industrious in whatever profession they choose. They can turn an entire valley into a thriving, self-sustaining community of connected villages and farms. Smallkin make great trading partners for dwarven cities located deep within the surrounding mountains.
Politically, they tend to divide themselves up into family-based clans that unite to make a single, valley-wide community. They maintain trade connections to other valley settlements but travel through mountains is too hazardous and difficult for them to make larger political units viable.
While crafty, smallkin tend not to be militaristic. Their small size and wit makes them more suited to using diplomacy and cunning to deflect hostilities, where possible. They make good neighbors for people interested in peaceful pursuits. That’s not to say they won’t or can’t defend themselves when they need to. They simply prefer more peaceful means to resolve conflicts.
Typical Physical Traits
Gnomes typically range from 3’4” to 3’10” in height and weigh from 50 lbs to 80 lbs. They have a slight build, and large, usually dark eyes and pointed ears.
Quick-fingered Adventurer, Sticky Fingers, Not Tall Enough for This Ride, Small but Fierce!, Tougher Than I Look
Racial Skill (Gnome)
The valley folk are small compared to the other races and they know it. However, small size also has its advantages. They are also quick and dextrous, a combination that can make them frustratingly hard to squish.
Use this skill to make rolls based on your particular profession, be it a traveling minstrel, a farmer, a blacksmith, or whatever else peaceful skill might describe your character’s place in his or her valley home. In addition, choose one of the following flavors; more can be purchased by spending Refresh.
Small. You may use your Gnome skill in place of Stealth where your size can make a difference. Examples include hiding and sneaking.
Crafty. You can use your Gnome skill in place of Crafts to build, repair, cook, or brew useful things. Examples include tools, clothing, shoes, and instruments, but does not include weapons or armor.
To play a gnome in D&D 5E, use the rock gnome race type but use the description above.
Goblins are usually thought of as a corruption of the “fair” races of the world. They tend to look like greenish-grey skinned caricatures of elves and humans. Most are scrawny and dangerous, tend toward foul habits, banditry and slave taking. They covet “pretty things”, be they precious metals, gems, jewelry or attractive human and elf maidens.
Some of this surely stems from the fact that all goblins are male and thus cannot reproduce without kidnapping females of other races. Because they find human and elfin maidens most attractive, they are the typical victims of goblin kidnappings. When offspring are the result, sons are always goblins. Daughters are free of goblin corruption.
Goblins often have short, violent lives. However, the strongest and smartest of them never seem to suffer from old age, no matter how old they really are. They just get bigger and stronger. Some folk call the big, smart ones “hobgoblins” and the biggest and meanest of them all, “bugbears”. In truth, they are all the same race.
Not all goblins are violent bandits and slavers. Some try to leave such violent ways behind and focus on a more practical existence. A goblin tinker is a traveling trader who usually has something of interest to other folk — though folk will be wary about cheating him. The goblin capacity for mischief when offended is legendary.
Typical Physical Traits
Goblins range from 3'6" on up to 9' tall for the oldest and most powerful of their kind. They tend to have grey to green skin, long-pointed ears and tend to appear like a twisted caricature of an elf.
Warrior of the Seven Tribes, Blood and Glory!, Drives a Hard Bargain, “Oo! Preeetty!”, Filthy but Effective
Racial Skill (Goblin)
Goblin characters can use this skill when attempting to steal something or set up an ambush. They may also use it to appraise an item’s relative worth. In addition, pick one of the following flavors; you can purchase more by spending a stunt slot or point of Refresh.
Backstab. When you create an advantage with your Goblin skill to set up a sneaky attack, you can invoke it an extra time for free if successful or if you have success with style when creating the advantage.
Bartering. You can use your Goblin skill to haggle in place of Rapport.
Heat Vision. You can see in the dark by sensing heat patterns. This can bypass modifiers to Notice or Investigate where being without light is a factor. It is thought that this ability is passed down as a corrupt form of an elf mother’s night sight or dark sight.
Goblins are not currently available for play under D&D 5E for Erandor.
The ancestors of this race were of humans that allied with primordial or infernal powers or were seduced by the lure of dark magic and overcome by corruption. However, they breed true, and so half demons might not all be corrupt and evil. Still, since it is widely known what their ancestry means, they tend to be shunned or even hunted in many places across Erandor. Yet, the giant races may welcome them. Outside their own holdings, half demon communities are few and hidden.
While not true demons, they sport small horns and usually a tail. Some even have cloven hooves instead of feet or red-tinted skin.
A half demon may be a supernatural character that gains power like a sorcerer or sorceress, but is equally often granted power like witches from infernal or primordial sources.
Typical Physical Traits
Half demons typically range from 5’7” to 6’3” in height and weigh from 150 lbs to 240 lbs.
Demonic Parlay, Hellfire-wielding Diablerist, Witchhunter
Racial Skill (Half Demon)
Demon Sight. You can see in very dark (but not total darkness) conditions and get a +1 bonus to vision-related skill checks.
Prehensile Tail. Your tail can be used as effectively as an extra hand. This does not grant extra actions, but at times might be useful for climbing, gripping things and people, etc.
Use the Tiefling race template to play half demons in 5E Erandor. If you have access to the *Sword Coast Adventurer's Guide* you can use the Tiefling Variants described on page 118 to describe a more unique half-demon.
During the Primordial Wars, lesser giants were often used as foot troops and fodder in the armies of giants and titans. In the centuries since the end of the Primordial Wars many of these lesser giants broke away to form their own tribes. They are more common in northern or mountainous regions of Erandor.
Lesser giants rarely show an interest in or aptitude for magic.
Typical Physical Traits
Lesser Giants lack the stature of true giants, but are nonetheless huge compared to the average humanoid. They typically range from 7’2” to 7’10” in height and weigh from 280 lbs to 360 lbs.
I’m Huge!, Lumbering Lumberjack, Barbarian Champion
Racial Skill (Lesser Giant)
Use this skill when you need to make rolls related to survival in rugged environments, especially cold and mountainous ones. You can also use this skill to overcome challenges of endurance.
Strong Like Ox. You can use your racial skill for feats of strength.
Haggle. Used for bargaining at remote trading posts, you can use your Lesser Giant skill in place of Rapport to negotiate for good prices.
To play lesser giants in the D&D 5E flavor of Erandor, use the Goliath racial template.
The Rending of the World, also called the Shattering, that was a result of the conflict between gods and titans not only destroyed the oceans and ripped the continents apart, whole species of living beings were extinguished. Among those that disappeared were the highly magical unicorns. These beings were native to Faerie, a supernatural world that reflected Erandor. Faerie is a kind of magical other dimension that exists in the same metaphysical space as Erandor but could only be accessed through special Gateways. In this home they flourished until the Rending also shattered Faerie.
For five hundred years their kind was lost from Faerie. Then, after the Healing, the balance of magical energies that supported their existence was restored. Unicorns once more began to appear in Faerie. Now, ten years after the Healing, unicorns have begun to appear in the deepest, most mystical forests as well.
Unicorns area smaller than a typical riding horse at about the size of a pony. It has cloven hooves and of course the trademark single, horn. However, if you believe legends that unicorns have a spiraling horn that was sharp only at the tip, you might be in for an unpleasant surprise. Unicorn horns are sharp on both front and back edges as well as the point. They use this to slash at dense growth in the forests and jungles in which they live. It's also very effective in warding off predators. Finally, a unicorn usually has a long, flowing mane and tail. A unicorn might have a white coat, but brown, paint and even striped coats are possible. A black unicorn, however, is the embodiment of the fury of nature. An angry or especially wild unicorn is dangerous, but a black unicorn lives to shed the blood of any humanoids it finds. What makes a black unicorn isn't well known but a theory suggests that a black unicorn is the result of mistreatment of a normal unicorn or severe crimes against nature. Even the pure or the innocent cannot win the trust of a black unicorn.
Lunar elves of the Princewald believe there can be only so many unicorns in Erandor or Faerie and that a balance must always be maintained. They say that when a unicorn dies, another appears somewhere else, in this world or in Faerie. Wizards of Avongate suggest that these creatures are actually manufactured, created by a powerful fae lord from Faerie. Whether any of this is true or not, it is fact that no one has ever seen a unicorn foal.
Although most folk picture unicorns as stallions, mares are just as common.
A Fae Avatar of Nature, Magical Healing Horn, Trusting of the Pure or Innocent, Self-Sacrificing -or- Burning Rage, Wild as Her Woodland Home
Racial Skill (Unicorn)
Although a unicorn cannot speak humanoid tongues (unless they are able to shape shift -- see below), they do understand speech on an empathic level. This goes so deeply that a unicorn can potentially, instinctively understand any spoke language. When needed, a unicorn can use this skill to understand what another creature is communicating. This works with creatures of only animal intelligence as well. In addition, this skill can be used as a specialized lore skill to recall details of the unicorn's homelands.
Sense Innocence. Use the Unicorn skill in place of Empathy in order to sense the relative innocence and good intentions of a person. Deceive can be used in defense of this ability. If successful, the unicorn will know if the person has aspects depicting negative emotions or malicious intent, though it may not know the exact aspect.
Healing Horn. Use the Unicorn skill and a touch of the horn to cure disease or poison, or reduce a physical or mental consequence one step. Doing so is an overcome action. The difficulty for disease or poison is usually Fair (+2). To reduce a consequence, the difficulty is equal to the shifts of stress the consequence can absorb. Only one attempt per poison, disease or consequence may be made, and doing so costs the unicorn a point of physical stress, a Fate point, or a consequence if neither of those are available.
Form of the Maiden. Some unicorn mares can take the form of an elf maiden. They can have different arrangements of skills, though the shape of the pyramid should remain the same. Often, the maiden is seen wielding a spear or lance. Also, having a humanoid form allows the unicorn to speak as well as understand languages spoken to it.
Gore. Fight attacks with horn or lance gains weapon:2.
Unicorns of this kind are not currently available as a playable race in D&D 5E.
Because the different races of the Shattered world are different species entirely, despite similar appearances and biological functions, offspring cannot be produced in most cases. In cases where subspecies might mate, such as between different types of dwarves or different types of elves, offspring will favor the traits of the species with the lesser lifespan. If lifespan is equivalent, then it is random which parent a child’s appearance may favor.
Half elves are the first exception to this rule. Half elves are the result of mating between human and any elf breed. Half elves can breed true with other half elves, or produce elven offspring with an elven mate or human offspring with a human mate.
Half demons are the other exception. Breeding between human and half demon is possible, but it always results in a half demon child. Breeding, it seems, is no way to end corruption.
You can use the half-elf racial type when running Erandor with D&D 5E.
Aarakocra, Aasimar, Genasi and Half-orcs are not available in Erandor. Dragonborn may on an individual sort of basis, but have no established culture of their own.