Races And Classes

Here is where you can read about the different playable races and classes, and how they fit into the campaign world. Some of the races and classes are listed as being rare; feel free to play as a rare race or class- just keep in mind the fact that your character is probably viewed as dangerous or misunderstood when developing your backstory!



Dwarves have long ruled the northernmost part of the Eastern Continent. The country they rule, known to common speakers as Seven Hammers, is a cold, mountainous place full of monsters and creatures suited to the frozen climate. The dwarves have fought against the cold landscape by building their cities deep underground- most dwarven settlements are vertical, rather than horizontal, with the richer districts located down close to molten fissures deep in the depths. Uneducated visitors often encounter a small village on the surface, completely unaware that they are standing above a bustling metropolis far below.

Five hundred years ago, support from Seven Hammers was instrumental in allowing a group of exiled knights to overthrow an unjust king who had taken control of Eodon. The events that followed reshaped the structure of rulership of the country entirely, leading to an era of peace that has lasted centuries. Since then, at least one dwarf has sat on the Eodon ruling council ever since.


According to their lore, elves originally hail from another world known as Cale'ndor. Said to be a world of boundless beauty where nature and civilization lives in perfect harmony, Cale'ndor was ruled by the ancient elves and their powerful wizard ruler, Hoba'ila'di'in. A group of the elves, however, split off from the rest, and traveled through a magic portal to Palumar thousands of years ago. Those elves, over time, slowly adapted into the elves that we know today- the ones that remained in Cale'ndor have evolved as well, into a distinctly separate race known as Atya'drin.

Currently, the country south of Eodon, Coril, is ruled primarily by elves (though elves exist all over the world). This land (as well as that which comprises much of the southern portion of Eodon) originally belonged to the trystborn civilization that existed long ago. When the humans and trystborn warred for over a century, humans wrested this land from them, and gifted the land to the elven people who allied with them during the war. Elves typically maintain a stance of neutrality when it comes to warfare- they prefer to aid allies rather than get involved themselves. The trystborn people felt no shortness of ire towards the elves for loss of their homeland, but over the centuries trystborn-elven relations have cooled much like their relations with humans. Unlike humans, which enslaved and actively persecuted trystborn after the long war, elves treated them fairly, claiming a lack of responsibility due to their relatively neutral position in the war. The more racially-proud trystborn, however, still feel a strong sense of disrespect for the elves that aided their enemy and willingly adopted the trystborn homeland as their own.


Halflings, like gnomes, originated in the jungles of the Western Continent long ago. Originally very wild in nature, halflings have become much more civilized in the centuries since the introduction of Eastern Continent races- though a wild streak is not common in even the most lawful of them. They get along well with most races, and their settlements can be found all over- their highest concentration can be found dotting the western coast of the Eastern Continent.


Humans are by far the most numerous and the most varied race in Palumar. The mostly-human country of Eodon, taking up most of the Eastern Continent, has remained a political and military superpower for many centuries. Humans can fill virtually any role- they make up some of the strongest fighters, the most powerful clerics, and the wisest wizards in the world.


Draknor (Dragonborn in the PHB) are a race of scaled humanoids sharing many features with the dragons from which they are descended. They are extremely rare in Palumar, owing primarily to their race's low birth rate. Most draknor communities (especially those in larger settlements) form groups of similar colors, and when eggs are laid, they are all placed in the same nest and incubated by the community as a whole. Upon hatching, all draknor children of a particular color are considered to be part of the same family, with all of the parents treating each child as their own. (While they may choose a parent or small group of parents as their favorite, most draknor go their entire lives without knowing which parents are biologically theirs.)

Although their numbers are small, a strong community of draknor has existed on the far west side of the Southern Vale for several hundred years, just outside of a tiny human village called Bliton. There is also a large concentration of them in the Grey City of Eodon, though it is believed their ancestors first originated in the Western Continent, where true dragons either mated with humanoids over a long period of time, or simply an offshoot evolved into what we know now as Draknor.


Gnomes originated on the Western Continent of the world, and as such are less common in the east than the west. They are generally well-regarded by humans, dwarves, elves, and trystborn, and historically there has been no strife between them, owing partially to the gnomes' typical friendly behavior. They get along especially well with dwarves, and the largest gnome settlements are in the country of Seven Hammers.


Half-elves are not uncommon in Palumar. Humans and elves have been on good terms for hundreds, if not thousands, of years- since the elves first arrived in the world. But while they as a whole live in a positive light, not everyone sees them as such. Trystborn, often disliking both humans and elves, may view them with disgust for such an unwanted pairing. Elves view them differently depending on their family line- some half-elf families are descended from half-elves that fought in the hundred-year war between the humans and trystborn (going against their race's vow of war neutrality) and as such have earned the long-felt ire of what was once their brethren. Other families have worked for centuries to ease relations between the races, and as such are given high standing among the elven courts of Coril. And other half-elves are simply single members of a large elven or human family, and are typically regarded as members of one race or the other (though members of a human clan, for example, may be apprehensive towards the half-elf in their extended family, and vice-versa).

Half-elves can show up anywhere in the Eastern Continent, though they are more common in Eodon than Coril.


Half-Orcs are incredibly rare in Eodon. Several centuries ago, the King of Eodon, Aldwyn Larethal III, after enduring his father's and grandfather's deaths at the hands of the orc race, set out to end the threat of the orc scourge once and for all. Using the entire might of the Eodon army, he and his men scoured the land, slaying every last orc male, female, and child. Peace reigned throughout the kingdom for many years, until one day, unexpectedly and without explanation, a rampaging horde of orcs was seen sweeping across the land, razing and pillaging every settlement it came across. A group of elite knights was dispatched and eventually fought off the encroaching evil, but the truth was unavoidable- orcs had somehow survived genocide, and they were as brutal and savage as ever.

Time has passed, and civilization has changed, but most people still view orcs as vermin that should be exterminated. If a half-orc exists, it may be because a human saw through the savage exterior and accepted an orc as a person, or it may simply be the unfortunate result of one of innumerable atrocities at the hands of the orc race. Whatever the case, most civilized folk will not know or care- they will likely condemn the offspring on sight. Such is their lot in life.


Trystborn (known in the PHB as Tieflings) experience almost as much prejudice as Half-Orcs, but for different reasons. Long ago, the Eastern Continent (now almost entirely comprised of the country of Eodon) was home to two warring kingdoms: The humans, and what are now known as trystborn (their original name being lost to memory). They fought bitterly for over a century, with the human kingdom as the victor. Upon their victory, the humans took their opponents' land, their wealth, and their status. The red-skinned, tailed, horned nation of proud men and women were reduced to slaves and prisoners in the human land for decades. Eventually, as the ruling class of humans eventually passed on, the slaves- now dubbed "trystborn" along with the public tales of how their skin color and inhuman features came from demonic parentage- eventually became accepted members of society, but that did little to quell the prejudices among the humans.

Today, trystborn have made leaps and bounds in status since the post-war days- there are plenty of trystborn noble houses, including House Galex, which has been one of the two families in charge of the Eodon military- but there are still people across the country that view them as little more than escaped slaves, or second-class citizens. Their relationship with elves- the race that now populates what was once their homeland- is a bit more complex. Elves claimed neutrality during the war (a stance they stand by despite the fact that they provided ample aid to their human allies, though no direct combat involvement) and kept no trystborn slaves of their own, and held no ill will towards the red-skinned race after their emancipation; however, they still accepted the trystborn homeland as their own and have made no reparations for it. Many of the more proud trystborn hold them just as responsible as their human allies.



Barbarians come in all shapes and sizes in Palumar- they might exist as dangerous wilderness-dwellers, protecting nature from evildoers (or as an evildoer, praying upon nature and its denizens). Or perhaps they live within a city, working as a mercenery or town guard, just itching for the opportunity to unleash their pent-up fury in battle. Your character might be a half-orc fighting off their primal urges, or a dwarven barbarian defending the lands against frost giants and dragons. You are a champion in battle; use it to your advantage.


Bards, though their reputation may say otherwise, are fairly rare. Sure, many people play music and tell stories- but being a bard is so much more than that. True bards feel a pull unlike anything else in the world- few know exactly where it's pulling them, and many ignore it, but it's there all the same. So whether your bard is playing in a tavern along the King's Road, or working as a jester in a duke's court or entertaining thrillseekers in the Grey City's colosseum, somewhere in the back of their head, the music is playing, telling them that there's adventure out there waiting to be discovered.


Clerics exist all over the world- some in churches, some following their own cause. Though most clerics follow a deity- from Detroia, goddess of civilization, to Mor'Eth, god of undeath- some worship (and gain power from) an ideal, like Life, War, or Tempest. Good-aligned deities are typically worshiped openly in every town- with each community have a particular patron deity- but while evil deities may not be paid tribute out in the open, they still have strong followings in the shadows. A cleric might work in his god's church, sent on a quest to retrieve a lost holy relic, or he might follow his own view of his god's desires and work alone. Then again, not all clerics worship a deity- some gain spells and power purely from their devotion to the brilliant power of Light, or the pursuit of Knowledge, or the beguiling power of Trickery. In the world of Palumar, it seems that divine power is measured by the cleric's devotion to their cause, not the power of the cause itself. This has led the occasional naysayer to doubt the existence of the gods themselves- a doubt that priests are quick to rebuff, however.


Druids, like Clerics, gain magic from their devotion to a divine source- in this case, the ever-present power of nature. While clerics worshiping gods have existed as long as the gods themselves, druids as they are currently known are fairly recent. One of the first "modern druids" came about around five hundred years ago- a Paladin of Detroia, disillusioned with his faith, turned his life over to the worship of nature itself, establishing an order of druids in a location now known in legend as "Dragon's Grove". His works have inspired many druids across all the lands, and many eventually spend years searching for Dragon's Grove to pay tribute to the one who started their movement.


Fighters follow all walks of life in Palumar- they might be members of Archdale's city guard, mercenaries escorting travelers along the dangerous stretches of the King's Road, or fighting as a gladiator in the yearly Champion's Games in the Grey City of Eodon. They may have learned to fight while living on the streets, or they might have been trained as a member of the royal guard.


Monks are not common as adventurers- it's not that few of them exist, but rather than few of them choose to be adventurers. Most monks live quiet lives in remote monasteries, following the disciplines of the god Harryp, training their bodies to be perfect exemplars of their racial form- it would take something extreme to upset the balance of their daily lives. An adventurer might be a disciple sent on a quest by their martial arts master, in order to prove themselves in accordance with an ancient tradition- or they might be an exile, cast out of their monastery for disobeying a command. Or, a monk might simply be an ordinary person, on a personal quest for enlightenment.


Although not spelled out in the PHB, Paladins in 5e are not restricted by alignment. Paladins exist for all faiths and walks of life- some devoting themselves to serving the motives of their god, and some devoting themselves to a cause and using their efforts to aid followers of that cause (for good or for evil). While not wholly common, Paladins are not unheard of, and are more common in communities with strong religious ties. Some of the most well-known Paladins worship Deluz (whose worshipers build strong followings in areas of poverty and crime, such as the coastal city of Serasham, in order to guide the poor towards pious lives instead of criminal ones), but Paladins of Harryp often live beside Monks, training their bodies as well as their spirits; Paladins of Molog travel the world spreading their god's love for the earth, and may luck be on your side if you ever run across a Paladin of Sumpr on your travels.


The wilds of Palumar are a dangerous place, and it never hurts to bring along a guide. Rangers might be wild people, living in the woods their entire lives, or they may be normal people who make a living by knowing the area and the local dangers better than anyone else. A ranger might work for the crown, patrolling the King's Road and keeping it safe for travelers- or he might work against it, keeping an eye on the darker valleys waiting for passersby on which to prey.


Rogues can be found pretty much everywhere in the world, either following a life of crime or passing their days putting their skills to lawful use. The seaport city of Serasham, to the west, is rife with rogues and cutpurses; conversely, even the city guards are skilled in thievery, so as to know the tricks of their opponents.


Sorcerers, known more commonly as "Sangcasters", are so rare that many consider them to be mere legend. The few that have made themselves known throughout history wielded magical power beyond comparison, yet their downfall came about because of their inability to control their power as finely as the more common wizards. Many charlatans and confidence artists over the years have managed to pass themselves off as Sangcasters long enough to cheat a noble or even a king out of their fortune, only to disappear in the night.


Not many people set out to be a warlock; most often, a person will be in dire need, and something- a voice, a dream, a vision- offers them a deal: power for service. People who develop magical power in exchange for pledging themselves to an otherworldly being are not unheard of, but are typically the stuff of myth and legend. Many scholars claim that so-called "warlocks" gain power from within, similar to the Sangcasters of lore, while others say that their power comes from a lesser-known deity rather than a demon or fey creature. Warlocks in this world are more likely to hide their skill, or mask it as something else (like wizardry or divine magic) than be outright with it.


Wizard schools can be found all over the world, and the country of Eodon is no exception. While most likely to be found in larger towns and cities, it is not unheard of for a particular sect to seclude themselves- and their signature spells- off in a hidden location off in the mountains, or wherever their magic allows. The starting city, Archdale, was founded by a leader with strong respect for magic, and so the city is home to a well-known wizard school known as the Ruby Library that specializes in teaching low-level wizards. Once a member of a wizarding school, you can expect to be treated well by people all over, and you will always have a contact wherever you go.

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