A dark fantasy world overrun with mysterious magic.
Humans were once numerous in Tiranog, but took the greatest losses in the years after the Confusion. They also commanded the greatest forces during the Confusion War, and suffered the most infighting in the coming months. Because of this, most are wary when humans group en masse, and consider human racial pride to be a thing of scorn. Still, humans showed great adaptability in years to come, and are an integral component to the nation of Illucia.
Humans breed most easily among the mortal races, but do not breed true. A child born of a human and a dwarf, elf, Halfling, orc, or gnome is always born into its nonhuman parentage. Unions of humans and outsiders are not uncommon, and result in Aasimar, Tieflings, and Genasi. Because of this, jokes about humans being loose are not uncommon.
Dwarves in Tiranog are creatures of water. Though they settle on shores, they are more comfortable with their hairy feet in the sand or on a deck of a ship. They have very strong family ties, and a deep running knack for mercantilism.
These dwarves are comfortable on the decks of large ships, and yearn for the adventure of the open ocean. By trade, they usually operate waterborne caravans or take up diving for treasure. Dwarven pirates are not uncommon.
Dwarves that live along riverbanks. Ages past they panned for gold, but as that dried up they shifted towards transport and trade along the rivers. Their children still gold pan, as well as learn to pole river rafts.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: brewer’s supplies, carpenter’s tools, or cartography tools. Take this proficiency instead of the tool proficiency in the PHB.
Seafaring. You gain proficiency with navigator’s tools and vehicles (water). Take this trait instead of Stonecunning from the PHB.
Subrace. Sea dwarves replace hill dwarves, and river dwarves replace mountain dwarves. The traits are the same.
Elves are a magical race descended from the Fey. They are a very diverse race.
High Elves, or City Elves
High elves pride themselves on intelligence and their magical abilities. Despite their fey lineage, they shy away from woodlands, and keep to the cities. A high elf feels much more comfortable, and safer, surrounded by walls then by trees. Called city elves by most, “high elf” is considered a pretentious term used only by the wealthy and powerful elves.
Desert elves share the dendrophobia of city elves, but choose to keep to arid climates. They rely on rivers for agriculture and trade. Thus, they share a close relationship with river dwarves.
Drow, or Dark Elves
Due to an ancient curse, Drow do not thrive in sunlight. This curse has driven them deep underground, where their eyes are a blessing. Because of the dangers presented by the Unseelie Fey, aberrations, and duergar, the Drow tend toward nomadism. They consider the dragonborn good friends, and thrive in their trade with their mountain strongholds. (Drow are not demon worshippers in this world. While a rare sight on the surface, they are not met with the hatred they would be in most worlds.)
Eladrin are a species of elves that hails directly from the Feywild. Unlike other elves, the eladrin are not considered a mortal race. Eladrin minds are alien, and they almost exclusively live with the other Fey. Because of this, they are considered untrustworthy, and are shunned by mortal races.
Eladrin have been known to attain great power through the joining of a Court, but such an occurrence is rare. Without joining a Court, eladrin are free to lie and enter a home uninvited, but are still affected by cold iron.
Fey Magic. You gain the minor illusion cantrip.
Feyborn. Your Fey blood gives you special abilities that manifest in unusual and unpredictable ways. These abilities can manifest in places of wild magic, or in Fey Mists. You won’t know what they are until they appear, and they rarely manifest in the same ways.
Ironbane. You cannot willingly touch cold iron. When bound by cold iron, you suffer the poisoned condition.
A friendly race, halfings thrive most anywhere in the land. Many are farmers, but take well to being minstrels and travelers.
Half elves are a curiosity. The tale goes that a human wizard was ashamed of his elven prodigy, and used transformative magics on himself to “strengthen his seed.” It worked, in a sense. Overjoyed by his discovery, the wizard spread the knowledge far and wide. Instead of the praise and recognition he craved, he was met by dismissals of the spells being “gross” and “creepy.” Still, his work was well publicized, and occasionally a human mage will bear a half elf. The technique has been tried with other races, but has never been known to succeed.
In society, half elves are rare. They adapt to their mutant status in different ways, but most grow up feeling excluded from their family and friends, and take to wandering.
Half-orcs do not exist, players may take orc as a race. Orcs are a nomadic people. Long ago, their human ancestors made an attempt tame the powers of a demon in order to protect themselves from the Fey. The protective magics they used failed, and the people were forever marked by a demon and cursed to hear his dark urges whispering into their thoughts. In the years that followed, the orcs embraced their spirituality to combat their inner rage. Many orcs live as wandering monks, while others take to worship of the gods.
Dragonborn are mountain dwellers. As they share the same love of gold as their draconic kin, they have a penchant for gold mining. They also run a thriving trade for ore and minerals, as well as gems. They maintain a close relationship with drow, whose ability to farm fungus in the Underdark provides a major food resource for the dragonborn.
At the Confusion, gnomes awoke certain that the Fey were trusted friends. The betrayal they faced left a deep scar in their racial memory, and gnomes are isolated by nature. Gnomes are rarely seen in cities, and are never seen in the country unless they want to be. Unlike most communities that accept other races freely, gnomes seclude themselves with their own kind. This isolation has led to wild rumors and speculation about where exactly it is that gnomes dwell, which the gnomes are perfectly happy with.
Goliaths are high mountain dwellers, and the legends say that they are born when fierce winds carve them out of mountain peaks. They are competitive and driven to accomplishment, and often venture from their mountaintops to find adventure.
Birdfolk who come from the Elemental Plane of Air. They are few in number and do not dwell far from the entrances to their plane, which are relatively easy to access. Aarakocra who find themselves on the Material Plane see themselves as guardians of their home plane, and seldom venture out.
Beings born of a human and an outsider. These are children that humans have the most influence over, as the children take mortal form.
Beings with celestial heritage. Most aasimar children take great pride in their heritage, and dedicate themselves to paths they believe fitting. They are not universally good however, and occasionally take advantage of the goodwill and faith placed in them.
Beings with fiendish heritage. While some act on their fiendish origins, many seek to redeem themselves and the choice of their human parent, and will take a Virtue name to represent this.
Curiously, when tieflings come of age, they are drawn by a whispering call to a far off land. Some return heavily tattooed, and bearing vows of silence. Rumors persist of a mysterious city where dark rituals are conducted, but most people give up on questioning soon after their tiefling friends return.
Beings with genie heritage. Genasi don’t face the societal opinions that other planetouched do, but emotionally their parentage runs strong. Fire genasi are heavily favored by the Order of the Guiding Flame for their innate abilities.
Minotaurs are seldom seem in Illucia. They make their home in the jungles to the south. In addition to fighting the landscape, they are at most risk from Fey attacks. This has made them cautious and hardy. They are also master herbalists, relying on the remedies of the landscape to heal them and cure poisons of natural and Fey origin.
Herbalism. You gain proficiency with an herbalism kit. Take this trait instead of Sea Reaver.
The children of humans and dopplegangers. As dopplegangles are shapechangers, their human mates are rarely aware of anything suspicious. Changelings are typically born into doppleganger communities, but often choose to live in heavily populated areas. This allows them to take advantage of their natural shapechanging abilities.
Warforged are products of the Forgotten Age. Many years after the Confusion, they began to activate and step out of confinement in ancient human cities. Many of the warforged awoke in the Lands of the Dead, and thus seek refuge in other lands.
Shifters are a product of Fey experimentation with lycanthropes, and many experienced life under the thrall of the Fey. Because of this, shifters hold a hatred for Fey stronger than most. However, because of their innate abilities, they fare better in the borderlands than others, and are especially fierce in protecting their lands from Fey incursion.