The Deities behave as generally expected within the realm of Ere-Stade, although there are some key differences between the way god's behave in Ere-Stade and how they'd behave in other realms, the major one being that the gods and their followers are actually less antagonistic towards followers of other gods; for example, the rivalry between Corellon and Lloth is less pronounced in Ere-Stade. They don't get along well, but their followers are not likely to kill on sight without good reason, such as disruption of the order of peace in the realm, which generally speaking, the followers of Lloth are less inclined towards. This is just how things are in Ere-Stade, no-one has ever experienced life any other way.
Individually, there are places that are special to each of the gods. Mount Har-Telle is considered a holy land as well, heavily documented as having a clear and strong connection to the astral sea. Most people make a pilgrimage to this holy mountain at least once in their lifetimes, even if they are not particularly faithful or religious. It is considered the heart of religious activity in the world, and clerics and paladins are most likely to have been either trained in the surrounding city, or have received their final blessings in the city. Very few have never been to the city, even the malign gods hold secret temples on the mountain that induct evil clerics.
The Goddess Erathis is considered the most prominent within Ere-Stade, her teachings of holding society together have risen to the forefront and acts as the glue that binds all of the civilised races. Most pay at least some homage to her, and the teachings of most gods also nod in her direction when there own teachings do not cover matters relating to order and civilisation. Erathis herself has a vested interest in Ere-Stade, and is the most common deity for clerics and paladins. The monarchy of Ere-Stade are crowned in her name, as well as in the name of Bahamut. The size of Ere-Stade city can mostly be attributed to the inventive interpretations of Erathis' teachings by a king many generations ago.
The Platinum Dragon's followers often play a more supporting role to the rule of Erathis, ferreting out unjust leaders in civilisation, and making sure that civilisation supports all fairly. Their crusade against evil, such as followers of evil clerics, has much more of a backseat to the support of civilisation, but there are still dedicated clerics and paladins who often work alone with groups of adventurers. These clerics and paladins will often be aspiring to join The Platinum Vanguard, which takes on a more frontal role against evil. Followers of Pelor are often known to work alongside followers of Bahamut in competition against evil forces. They are often peaceful and honourable in dealing with each other, but relentless in the fight against evil. If a group aligned with Bahamut finds an evil cult and a group aligned with Pelor arrive, they will often share the information and work they are committed to.
Bahamut's followers sometimes attract the attention of the followers of Tiamat. The most notable is the twin villages of Shedann and Mishrin on Liledurth Island that once a decade conduct a test of strength, the result of which has almost always been a tie. The white dragon that owns Mishrin, village of Tiamat, challenges the silver dragon that owns Shedann for the contents of each others villages. They often expend themselves fighting each other, while the people participate in martial, arcane, and other tests, sometimes they just put together a small army which draws fighters from all alignments and followers of other deities such as Kord to fight against each other. Great effort is expended to avoid an all out fight, and if it can't be avoided, limited to small armies. Richer participants often pay a cleric in advance to find their body and raise them after the fight. The people who profit most from an all out battle are the dragons themselves however, and they often use the games to gather more treasure for their hoards.
Ioun is revered especially in Teres, the great learning capital of the realm. It is suggested by some that the library itself was built by angels of Ioun, which covers at least a half a square mile of space within the city. There are rumours that agents of Vecna also worked on building the great library, especially given the number of secrets discovered within the library and exposed cover ups of further secrets. It is believed that the library holds many more secrets, particularly young wizards of Ioun often try to make a name for themselves by trying to expose an undiscovered secret of the library, whereas the followers of Vecna protecting those secrets usually work against them. Very rarely a secret is uncovered, very rarely a wizard vanishes within the library never to be seen again, and rarely the young wizard is found dead, which is mostly used to confirm suspicions of activity relating to the God of secrets.
Of the wilds, Melora, Sehanine, and Avandra hold particular sway, with many shrines found in almost every corner of the world. Adventurers on exploration missions often discover a new area, to find nestled within somewhere a shrine to one of these three gods. Finding a new area without one of these often results in one being built. Followers of Melora in particular are often bothered by the expansion of cities, especially the capital, but are often appeased by the fact that the space acquired by the capital is treated with great respect, and often not built upon, but kept as a safe haven for those that revere the wild places.
Followers of Corellon and Lloth are most predominantly found within Elf and Drow societies. As mentioned earlier, their lesser rivalry does mean that their temples can be found anywhere Elves and Drow live. As some Elves live within Drow society and Drow live within Elf society, temples to Corellon can be found in Drow cities and vice versa, and Drow can find themselves loyal to Corellon and Elves loyal to Lloth. While there is some tension between the two sets of followers, a live and let live policy presiding over all society means that they rarely come to aggression. Diplomats and Protectors of law and order, aligned to neither Corellon and Lloth, often act as bridges between the two sets of followers resulting in a more peaceful atmosphere within more predominantly Corellon or Lloth cities.
The battle minded god, Kord, and his followers are often easiest appeased with a decent fight. Gladiatorial arenas can be found in some cities, and most military and mercenary organisations revere and take instruction from those that are closest to their god. The most pious followers of Kord often seek to find and fight followers of Bane and Gruumsh, believing them to give the greatest challenge to their combative prowess. A section of the Ere-Stade military are specifically dedicated to Kord and are often represented at all major battles that need to be fought on the island and are mostly partially present at minor battles. The island realms champion is a devout follower of Kord.
Of the Malign gods, Asmodeus, Torog, and Zehir have little to no business on Ere-Stade. Occasionally they nurture followers for very specific tasks, but these tasks often hold no sense to the inhabitants of the realm, and often, to the people carrying them out as well. They are mostly a mystery to the people of Ere-Stade.
Dangers of the Countryside
Travel between cities has never been safer in Ere-Stade, from the capital's bounty system to the effectiveness of mercenary companies within the major cities, many threats to the average traveller have been erased.
The capital's expansion plan and bounty system has been key in this. Many generations ago Ere-Stade City's most enterprising king, The Second King of the Walled Dynasty, set about expanding the wall the previous king had directed be built around the city. Each year now, a festival is held to celebrate the expansion of the wall. In the process of expanding the land the wall surrounds, the land is first cleared of all monstrous inhabitants, and those that are not part of Ere-Stade's civilised alliance. The wall is then built to encompass the new area, the land cleared again, and then the previous wall is carefully taken down. This process usually results in the deaths of many strong monstrous creatures, while weaker ones flee the military unit dedicated to the expansion process.
The bounty system usually covers the rest of the land, where cities keep an office dedicated to the tracking of more fierce creatures. A military unit is dedicated to hunting these creatures, but more exist on the Island Realm of Ere-Stade than this unit can cover, so the offices also contain a Hunters Office, where bounties are posted and willing hunters can sign up to take on these more dangerous foes. Some cities also contain a hunters guild, which deals with most of the marks posted in the Hunters Offices. More elite marks are hunted by more specialised units within the military, and directed more specifically by the governments of the realm. Rarely, adventurers that have no alignment to any government or military body take on the role of hunters.
Many roads therefore have been cleared of many of the major threats that a person may face on a journey. Wild animals rarely attack people, and some of the less civilised races avoid major travel routes and have either taken on a more nomadic lifestyle, or set up their settlements far away from the capital city where they will not encounter any of the civilised races.
Small villages often need little protection from the threats of the wilds, and often have no problems with uncivilised races or monstrous creatures. Military bands often patrol routes that are travelled frequently, and have houses in most villages where their commanders stay as they travel through the area. If a specific problem arises, a military band often stops to clear things up before moving on. This mostly has the effect of monstrous creatures and uncivilised races staying far away from any of the civilised races settlements, villages, towns and cities.
The capital's expansion plan and bounty system has been key in this. Many generations ago Ere-Stade City's most enterprising king, The Second King of the Walled Dynasty, set about expanding the wall the previous king had directed be built around the city. Each year now, a festival is held to celebrate the expansion of the wall. In the process of expanding the land the wall surrounds, the land is first cleared of all monstrous inhabitants, and those that are not part of Ere-Stade's civilised alliance. The wall is then built to encompass the new area, the land cleared again, and then the previous wall is carefully taken down. This process usually results in the deaths of many strong monstrous creatures, while weaker ones flee the military unit dedicated to the expansion process.
The bounty system usually covers the rest of the land, where cities keep an office dedicated to the tracking of more fierce creatures. A military unit is dedicated to hunting these creatures, but more exist on the Island Realm of Ere-Stade than this unit can cover, so the offices also contain a Hunters Office, where bounties are posted and willing hunters can sign up to take on these more dangerous foes. Some cities also contain a hunters guild, which deals with most of the marks posted in the Hunters Offices. More elite marks are hunted by more specialised units within the military, and directed more specifically by the governments of the realm. Rarely, adventurers that have no alignment to any government or military body take on the role of hunters.
Many roads therefore have been cleared of many of the major threats that a person may face on a journey. Wild animals rarely attack people, and some of the less civilised races avoid major travel routes and have either taken on a more nomadic lifestyle, or set up their settlements far away from the capital city where they will not encounter any of the civilised races.
Small villages often need little protection from the threats of the wilds, and often have no problems with uncivilised races or monstrous creatures. Military bands often patrol routes that are travelled frequently, and have houses in most villages where their commanders stay as they travel through the area. If a specific problem arises, a military band often stops to clear things up before moving on. This mostly has the effect of monstrous creatures and uncivilised races staying far away from any of the civilised races settlements, villages, towns and cities.
The Villages near Fureck
Report of Guard Captain Patrin Rhogar:
24th year, sixth month, and thirteenth day of the Reign of the King of the Shining Sun.
Last week our runner to the village of Lasey had returned with terrible news of the village. His report stated that the entire occupants of the city have been slaughtered in their homes. Our investigation team has returned today and reported.
The village has been found devoid of any life, everything within a rather large circle centred in the village has died on the spot instantaneously, and the villagers have been found to be completely missing. The initial report from the runner suggested that the occupants of the village had been killed, but we do not know if this is the case. Our investigation team did discover the workings of a great magic, although they were unsure as to what kind of magic it was. It had a very clear effect of killing everything within the village, but we suspect the villagers have been removed from the villages after the magic was cast.
In the preceding couple of weeks, the village had reported a large number of organised Kobolds within the area. While I am sceptical that Kobolds could have inflicted this upon an entire village, it is the only thing that was out of the ordinary before the tragedy occurred. The Kobold Population of this area is especially low, thanks to the work of the Alilandra Mercenary Company.
Our company will seek to gather more information and move should the same circumstances arise again.
Report of Guard Captain Patrin Rhogar:
24th year, seventh month, and sixteenth day of the Reign of the King of the Shining Sun.
In the aftermath of the horrific devastation in Lasey, we have noticed a similar course of events happening around the village of Worton Vale. As things were at the time, we do not have the resources to launch a investigation ourselves, but the petition came and we have dedicated some effort in employing some hardy adventurers to investigate and hopefully stop the same thing from happening again, if indeed the same thing is happening again. My request for more funding so we could hire the Alilandra Mercenary Company has been denied, despite my belief that they would be able to perform a more comprehensive investigation of this matter.
We have had to send out a couple of criminals we have caught, in order to get them out of the city, as commanded by the city council, and due to lack of interest within the city from adventurers. The Minotaur we captured has been dispatched, as has a petty thief, a Shifter, caught looking for things to steal from our hardworking citizens. If they prove themselves true to their task, we may have further work for them. From our search for adventurers, I have employed a Drow, Gnome and Human. (their details are recorded within the contract writ) They have set off today, and I expect they will arrive at Worton Vale tomorrow.
If we have all the facts, the group will not have long until the same thing happens to Worton Vale.
24th year, sixth month, and thirteenth day of the Reign of the King of the Shining Sun.
Last week our runner to the village of Lasey had returned with terrible news of the village. His report stated that the entire occupants of the city have been slaughtered in their homes. Our investigation team has returned today and reported.
The village has been found devoid of any life, everything within a rather large circle centred in the village has died on the spot instantaneously, and the villagers have been found to be completely missing. The initial report from the runner suggested that the occupants of the village had been killed, but we do not know if this is the case. Our investigation team did discover the workings of a great magic, although they were unsure as to what kind of magic it was. It had a very clear effect of killing everything within the village, but we suspect the villagers have been removed from the villages after the magic was cast.
In the preceding couple of weeks, the village had reported a large number of organised Kobolds within the area. While I am sceptical that Kobolds could have inflicted this upon an entire village, it is the only thing that was out of the ordinary before the tragedy occurred. The Kobold Population of this area is especially low, thanks to the work of the Alilandra Mercenary Company.
Our company will seek to gather more information and move should the same circumstances arise again.
Report of Guard Captain Patrin Rhogar:
24th year, seventh month, and sixteenth day of the Reign of the King of the Shining Sun.
In the aftermath of the horrific devastation in Lasey, we have noticed a similar course of events happening around the village of Worton Vale. As things were at the time, we do not have the resources to launch a investigation ourselves, but the petition came and we have dedicated some effort in employing some hardy adventurers to investigate and hopefully stop the same thing from happening again, if indeed the same thing is happening again. My request for more funding so we could hire the Alilandra Mercenary Company has been denied, despite my belief that they would be able to perform a more comprehensive investigation of this matter.
We have had to send out a couple of criminals we have caught, in order to get them out of the city, as commanded by the city council, and due to lack of interest within the city from adventurers. The Minotaur we captured has been dispatched, as has a petty thief, a Shifter, caught looking for things to steal from our hardworking citizens. If they prove themselves true to their task, we may have further work for them. From our search for adventurers, I have employed a Drow, Gnome and Human. (their details are recorded within the contract writ) They have set off today, and I expect they will arrive at Worton Vale tomorrow.
If we have all the facts, the group will not have long until the same thing happens to Worton Vale.
Player Class Backgrounds in Ere-Stade
from the Players Handbook
Cleric
Clerics are trained in Mount Har-Telle predominantly, although can be trained in most cities. They are also commonly trained in Ere-Stade City, and can also have been trained in Pariste, Lilerest, and Fureck. Clerics of Ioun and knowledge based deities can be trained in Teres.
Fighter
Pop up everywhere. Training camps exist in most major cities and towns, where a guard is required. A major mercenary training company exists in Brette which trains many highly skilled Fighters.
Paladin
Usually have the same origins as clerics.
Ranger
Mostly originate in small villages, the south-western plains, and the forests of the world.
Rogue
The bigger the city, the more likely there are rogues.
Warlock
Are more commonly from the city of Teres, but can strike their pacts in any places.
Warlord
Are rarely from smaller places, but are capable of learning their skills anywhere. A major mercenary training company exists in Brette which trains many highly skilled Warlords.
Wizard
Often from Teres, and most cities that have an arcane library.
From the Players Handbook 2
Avenger
Have similar origins to Clerics and Paladins, but can be chosen for their tasks regardless of location.
Barbarian
Can come from small villages, and the nomadic communities of the south-western and north-eastern plains.
Bard
Mostly learn their trade on the road, in most cities, towns, villages and in the wild. There are schools which also teach bardic skills in Teres, Brette, Estereste, Sonara and Rieta.
Druid
Have the same origins as Barbarians.
Invoker
Often receive their powers in places close to the Astral Sea, such as Mount Har-Telle, although they can be chosen regardless of their location.
Shaman
Have the same origins as Barbarians and Druids.
Sorcerer
Are more commonly from Liledurth Island, although their powers can manifest regardless of their location.
Warden
Have the same origins as Barbarians, Druids, and Shamans.
From the Players Handbook 3
Ardent
Like all Psionic Classes, they are uncommon, but are more common in places connected to the Far Realm in some way. The only known connection between Ere-Stade and the Far Realm is the Teres Ruins, which is what led to the city's destruction.
Battlemind
See Ardent.
Monk
There are many Monasteries where Monks can receive training, Vondal is the home of the Githzerai and main base of monastic traditions, other races receive their training in Kael in Githzerai traditions. Other martial arts hold monasteries and training camps in Albrette, Southhill, Lerissa and Kava. There are many places where one may have learned their arts however, including while travelling with a Monk Teacher.
Psion
See Ardent.
Runepriest
Where Clerics have received their training in larger cities and towns, Runepriests are usually from smaller towns and villages where runic traditions are common. Arranis is very strong in runic traditions, and there is a centre in Mount Har-Telle, where religious studies are extremely common.
Seeker
See Barbarian.
From other sourcebooks
Swordmage
An arcane tradition that originates in Teres, and has extended to most other cities, they are uncommon in other cities, and rare in towns, and very rarely find themselves in small towns and villages.
Cleric
Clerics are trained in Mount Har-Telle predominantly, although can be trained in most cities. They are also commonly trained in Ere-Stade City, and can also have been trained in Pariste, Lilerest, and Fureck. Clerics of Ioun and knowledge based deities can be trained in Teres.
Fighter
Pop up everywhere. Training camps exist in most major cities and towns, where a guard is required. A major mercenary training company exists in Brette which trains many highly skilled Fighters.
Paladin
Usually have the same origins as clerics.
Ranger
Mostly originate in small villages, the south-western plains, and the forests of the world.
Rogue
The bigger the city, the more likely there are rogues.
Warlock
Are more commonly from the city of Teres, but can strike their pacts in any places.
Warlord
Are rarely from smaller places, but are capable of learning their skills anywhere. A major mercenary training company exists in Brette which trains many highly skilled Warlords.
Wizard
Often from Teres, and most cities that have an arcane library.
From the Players Handbook 2
Avenger
Have similar origins to Clerics and Paladins, but can be chosen for their tasks regardless of location.
Barbarian
Can come from small villages, and the nomadic communities of the south-western and north-eastern plains.
Bard
Mostly learn their trade on the road, in most cities, towns, villages and in the wild. There are schools which also teach bardic skills in Teres, Brette, Estereste, Sonara and Rieta.
Druid
Have the same origins as Barbarians.
Invoker
Often receive their powers in places close to the Astral Sea, such as Mount Har-Telle, although they can be chosen regardless of their location.
Shaman
Have the same origins as Barbarians and Druids.
Sorcerer
Are more commonly from Liledurth Island, although their powers can manifest regardless of their location.
Warden
Have the same origins as Barbarians, Druids, and Shamans.
From the Players Handbook 3
Ardent
Like all Psionic Classes, they are uncommon, but are more common in places connected to the Far Realm in some way. The only known connection between Ere-Stade and the Far Realm is the Teres Ruins, which is what led to the city's destruction.
Battlemind
See Ardent.
Monk
There are many Monasteries where Monks can receive training, Vondal is the home of the Githzerai and main base of monastic traditions, other races receive their training in Kael in Githzerai traditions. Other martial arts hold monasteries and training camps in Albrette, Southhill, Lerissa and Kava. There are many places where one may have learned their arts however, including while travelling with a Monk Teacher.
Psion
See Ardent.
Runepriest
Where Clerics have received their training in larger cities and towns, Runepriests are usually from smaller towns and villages where runic traditions are common. Arranis is very strong in runic traditions, and there is a centre in Mount Har-Telle, where religious studies are extremely common.
Seeker
See Barbarian.
From other sourcebooks
Swordmage
An arcane tradition that originates in Teres, and has extended to most other cities, they are uncommon in other cities, and rare in towns, and very rarely find themselves in small towns and villages.
Player Race Backgrounds in Ere-Stade
Player Race Backgrounds in Ere-Stade
Dragonborn
Dragonborn are found living in most large cities and towns, and occasionally in smaller towns and villages. They are mostly from the cities of Kalledurth and Kava on the Liledurth Island.
Dwarves
Almost always from the Shar-Chad Mountains, where the dwarven cities of Berend and Chad are. There are dwarven settlements in many places outside of the Shar-Chad mountain range.
Eladrin
The Eladrin are rare in the common lands, but usually come from the S'na Ta'el forest where the connection to the Feywild is stronger, and sometimes enter the world from the Feywild in other places too.
Elves
The S'na Ta'el forest is the home of most elves, although there are large settlements in the Flureck, Telle, Sonara and Lile forests too. They can be found almost anywhere within the Island.
Half-Elves
Are born and can be found anywhere. The only major Half-Elf settlement is the town of Forest's Edge, on the south-western edge of the S'na Ta'el Forest.
Halflings
Halflings live in most cities and towns, and they move around a lot. Most older Halflings have lived in almost all the towns and cities on Ere-Stade Island at one point or another. Some Halflings hold the number of cities they've been in with pride, and often use the number as part of their title.
Humans
Humans populate almost all of the major cities and towns, and are found almost everywhere. They stand out in some places, such as the major Dwarf and Elf cities. A few nomadic communities of humans also travel the lands.
Tieflings
Teres is the most common birthplace of Tieflings, and the city is made up of a large proportion of Tiefling residents. Most places have Tiefling visitors, and they are a common sight in a lot of larger cities.
From the Players Handbook 2
Devas
Often wander down from Mount Har-Telle, and appear in many places that have a strong connection to the Astral Sea. They are rare in most places.
Gnomes
Gnomes live mostly amongst the elves of the S'na Ta'el, Flureck, Telle, Sonara and Lile Forests similar to how halflings live amongst human societies, but comparatively rarer than halflings.
Goliaths
These are nomadic within the Shar-Chad mountain ranges, and tend to access the rest of the world through their dwarven connections. They extremely rarely come from cities.
Half-Orcs
Generally rare, but not unheard of. They are often from villages or small towns.
Shifters
Have several nomadic communities that roam the lands around Pariste and the north-east, some also come from the lands around Arranis.
From the Players Handbook 3
Githzerai
Githzerai have a monastery city in the Shar-Chad moutain range called Vondal, and also hold many monasteries around the island where they keep to themselves. In Kael, a Githzerai monastery exists where they often interact with other races, they are otherwise rare.
Minotaur
Especially rare, as viewed with much suspicion outside of their own communities, they generally have come from the labyrinthine Aila Island off the northern coast. Other labyrinth villages exist, but they are difficult to come across and then, once found, actually enter. There is a hidden labyrinth city in the Shar-Chad Mountains, which is mostly antagonistic to the surrounding races, which, every few generations, begins to rampage in the area, sometimes there are survivors that have children who live on to become adventurers without ever having set foot within the labyrinth cities.
Shardminds
Are extremely rare, but usually have very original and interesting origins depending on where the Shardmind awakened.
Wildens
Among the deepest and untouched parts of nature, Wilden live. They are common in places where there is a connection to the feywild, such as the S'na Ta'el forest, or the plains of the north-west.
From Other Sourcebooks
Drow
The Drow have their cities below the surface of the forests of Ere-Stade, they are not antagonistic with the other races of the world, and are not viewed with suspicion. They are uncommon around most of the world, but where they do intersect with other races they are often present as merchants or traders.
Genasi
Watersouls have an underwater city called Emere-Kyri, Earthsouls usually reside in Jerra-Sal, and there are other cities such as Nari-Khan and Sha-Alandra which have more mixed populations, including other races.
Dragonborn
Dragonborn are found living in most large cities and towns, and occasionally in smaller towns and villages. They are mostly from the cities of Kalledurth and Kava on the Liledurth Island.
Dwarves
Almost always from the Shar-Chad Mountains, where the dwarven cities of Berend and Chad are. There are dwarven settlements in many places outside of the Shar-Chad mountain range.
Eladrin
The Eladrin are rare in the common lands, but usually come from the S'na Ta'el forest where the connection to the Feywild is stronger, and sometimes enter the world from the Feywild in other places too.
Elves
The S'na Ta'el forest is the home of most elves, although there are large settlements in the Flureck, Telle, Sonara and Lile forests too. They can be found almost anywhere within the Island.
Half-Elves
Are born and can be found anywhere. The only major Half-Elf settlement is the town of Forest's Edge, on the south-western edge of the S'na Ta'el Forest.
Halflings
Halflings live in most cities and towns, and they move around a lot. Most older Halflings have lived in almost all the towns and cities on Ere-Stade Island at one point or another. Some Halflings hold the number of cities they've been in with pride, and often use the number as part of their title.
Humans
Humans populate almost all of the major cities and towns, and are found almost everywhere. They stand out in some places, such as the major Dwarf and Elf cities. A few nomadic communities of humans also travel the lands.
Tieflings
Teres is the most common birthplace of Tieflings, and the city is made up of a large proportion of Tiefling residents. Most places have Tiefling visitors, and they are a common sight in a lot of larger cities.
From the Players Handbook 2
Devas
Often wander down from Mount Har-Telle, and appear in many places that have a strong connection to the Astral Sea. They are rare in most places.
Gnomes
Gnomes live mostly amongst the elves of the S'na Ta'el, Flureck, Telle, Sonara and Lile Forests similar to how halflings live amongst human societies, but comparatively rarer than halflings.
Goliaths
These are nomadic within the Shar-Chad mountain ranges, and tend to access the rest of the world through their dwarven connections. They extremely rarely come from cities.
Half-Orcs
Generally rare, but not unheard of. They are often from villages or small towns.
Shifters
Have several nomadic communities that roam the lands around Pariste and the north-east, some also come from the lands around Arranis.
From the Players Handbook 3
Githzerai
Githzerai have a monastery city in the Shar-Chad moutain range called Vondal, and also hold many monasteries around the island where they keep to themselves. In Kael, a Githzerai monastery exists where they often interact with other races, they are otherwise rare.
Minotaur
Especially rare, as viewed with much suspicion outside of their own communities, they generally have come from the labyrinthine Aila Island off the northern coast. Other labyrinth villages exist, but they are difficult to come across and then, once found, actually enter. There is a hidden labyrinth city in the Shar-Chad Mountains, which is mostly antagonistic to the surrounding races, which, every few generations, begins to rampage in the area, sometimes there are survivors that have children who live on to become adventurers without ever having set foot within the labyrinth cities.
Shardminds
Are extremely rare, but usually have very original and interesting origins depending on where the Shardmind awakened.
Wildens
Among the deepest and untouched parts of nature, Wilden live. They are common in places where there is a connection to the feywild, such as the S'na Ta'el forest, or the plains of the north-west.
From Other Sourcebooks
Drow
The Drow have their cities below the surface of the forests of Ere-Stade, they are not antagonistic with the other races of the world, and are not viewed with suspicion. They are uncommon around most of the world, but where they do intersect with other races they are often present as merchants or traders.
Genasi
Watersouls have an underwater city called Emere-Kyri, Earthsouls usually reside in Jerra-Sal, and there are other cities such as Nari-Khan and Sha-Alandra which have more mixed populations, including other races.
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