Races

Legal Races of D&D for this setting

General rule:

The more long lived races of Stratus will have their life expectancy cut by a couple hundred years, so when picking these races, keep that mind.

Dwarf- 200 years average
Elf- 300 years average
Half Elf- 150 years average

Dwarves:

The Dwarves of Stratus function similarly to other Dwarves in D&D. They’re stout and broad, they live within independent kingdoms that stretch out deep within mountains (floating or otherwise), and are well known for their trade in precious gems and metals. They are most common within the northern part of Hyndr, but have scattered kingdoms across L’leryn and Sovernoux as well, the most prominent being “Brän”, which is the center of dwarven trade amongst all three powers.

They are less concerned with the worship of Dragon Gods and focus on ancestral worship, venerating long gone dwarves whom have gained honor and prestige amongst their race or clan. Worship of Dhara and veneration of his Saint, Tarken, are the most common for Dwarves who do follow the tenets of the guardians.

Elves:

The Elves of Stratus function similarly to other elves in D&D. They are slender and graceful, they make the ancient places of the world such as dense forests and forgotten structures their home, and are love for nature and music is well known. However, elves have another sub race that is unique stratus. “Sylverns “ or desert elves are a much hardier and sterner bunch then their forest dwelling cousins.

Elves are most commonly found in the kingdom of Eirland,their ancestral home, but their wanderlust has brought them further north into L’leryn territory where many elves have made their home amongst the human populace. Desert Elves live further east, in the badlands the Empire dwells in and within the desert in the southwest of L’leryn.

Worship of the guardians is common amongst elves and they tend to favor Eir or Ifrit in their prayers. Worship of “the old faith” or faith in the essence of nature is also very common amongst them, with some overlap between the worship of nature and Eir, whose domain is also nature.

Playable subrace: Desert Elf

As a Sylvern, or Desert elf, you have a hardier body that helps you survive in the harsh conditions of the world. The presence of the guardians have affected your elven heritage, making you are taller and stronger than your cousins. Dragon like features such as scales along your pointed ears and scattered across your cheeks and jawline, small wings (that don’t grant them flight), and small scaled tails.

Desert elf skin tones are darker than most elves and fall under a more human range of colors, such as medium all the way to dark brown. Their hair tends towards browns and blacks, but it is occasionally a deep red or gold. Their eyes are brown, hazel, amber colored. Their taller than most humans, ranging from as low as 5’10” to as high as 6’7”

Ability Score Increase: Your Constitution score increases by 1.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Desert Affinity: You have advantage on Wisdom (Survival) checks whenever you are in a desert environment.

Fire Resistance: You have resistance to fire damage.

Humans:

Humans are the most common race across all of Stratus and function just like humans in the D&D rulebook.

Half-Elves:

Half-Elves function the same as their D&D counterpart, but very in acceptance across Stratus. Being a very cosmopolitan society with a high human to elf population, L’leryn accepts them openly, while the elves of Eirland look down on them for their human heritage. Hyndarian humans and dwarves dislike them like they dislike elves, but they aren’t vilified and acceptance can occur. Sovernoux thinks little of them, much like they think less of nearly every other race that isn’t human. Half-Elves of Sylvern heritage do not share any of the draconic features that separate them from other elves.

Worgs:

In terms of gameplay, benefits and personality traits, Worgs function like half-orcs.

Worgs where the creation of Tiamat, King of Chaos, during the Dragon Clash War. Created by transforming the human populace that rebelled against Tiamat’s draconian rule (no pun intended) into powerful beasts with their free will stripped away from them. Worgs were treated as nothing more than mindless cannon fodder; without a will of their own, they did nothing more then follow the commands of their god king.

However, when the Umbral Lords were sealed away and Tiamat vanished, his control over them vanished as well. Fully sentient and aware of the monsters they have become, some rebelled yet again towards the human soldiers that fought alongside Tiamat and allowed the atrocity that befell them to happen, while others fled to fully enjoy their regained freedom. The ones who stayed ended up losing their freedom once again as they were physically enslaved by the fledgling kingdom that would soon be the Sovernoux empire. The ones that fled headed north to the lands that would become Hyndr and help shape the culture it has today. To this day, Worgs are enslaved by the empire, but know freedom everywhere else. Some that are enslaved managed to find freedom, forcefully or otherwise.

Although free from his influence, some Worgs still hear the whispers of Tiamat in their dreams or when they battle. Some Worgs fall back into worshipping their oppressor in the hopes of obtaining power over others, while other Worgs choose to worship the “lesser evil” of Lyssa to help channel their rage to gain true freedom.

Tiamat’s direct influence has made Worg’s large and imposing creatures, standing between 6’0” to 7’3” with broad, towering builds, thick nonprehensile tails and large horns. Jutting jaws and prominent teeth add the finishing touches to their beastial form.
Their skin varies from shades of red, blue, and even gray tones. Worg’s can breed with other races (and often do), but the child in question will always come out as a Worg. Birth of these children is very dangerous for any woman who is not a Worg and often leads to a tragic end.

Races

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