Races of Exandria

The world of Exandria are populated by people of many different races. Many of the races present in D&D lore have a home in Exandria. However, some of those races have cultures that differ from those of their kin elsewhere in the multiverse.

Dwarves

Dwarves’ long memories give them uncommon insight into the world of the past. However, this connection to the past can make their societies resistant to change, even when change is desperately needed.

Dwarves are few and far between in Xhorhas, and those few who are native are known as duergar, or “deep dwarves.” Though some duergar have joined with the Kryn Dynasty and dwell on the surface, most live in the ancient tunnels of the Underdark and harbor a deep-seated enmity for the drow.

Duergar insurgents, striking Kryn settlements or seeking hidden paths toward the surface from perhaps a dozen small outposts in the Underdark, are trying to carve out their own underground dominion. Kryn forces have been successful in holding onto their underground territories so far, but many generals fear that the war in the west is drawing more and more soldiers from their fortifications in the Underdark. If duergar aggression is left unchecked, territory might inevitably have to be ceded to the insurgents.

A duergar in comparison with a mountain dwarf and a hill dwarf

Elves

The largest elf-majority civilization is the Kryn Dynasty of Xhorhas, which is made up primarily of dark elves. The drow of Xhorhas are respectful toward people of all races—including other elves—as they believe that their holy cycle of rebirth allows them to be reborn into non-drow bodies. The empathy to be gained by experiencing life in another body is crucial to their religion and their culture.

Elves who live outside the Luxon’s cycle of rebirth are viewed with pity, for they have not yet seen the true path. Elves who dwell within the neighboring Dwendalian Empire are a notable exception, their imperial allegiance earning them only the cold bite of a blade.

Drow

The pallid elves emerged from the Pallid Grove in Eastern Wildemount this century and wander the world with childlike curiosity. They are a mystical and insightful people with skin as pale as the surface of Exandria’s largest moon and have innate magical spells thanks to a Blessing of the Moonweaver.
Pallid Elf

Halflings

Few Xhorhasians have ever seen a halfling except for the occasional halfling soldier in Dwendalian armor. Because of this, most Kryn citizens view halflings as icons of the empire and are quick to distrust them. Only the Lotusden halflings, a reclusive and insular clan native to the Lotusden Greenwood with a natural affinity for nature, call Xhorhas home.
Lotusden Halfling

Humans

Their unrelenting ambition creates societies that aggressively pursue productivity while valuing leisure, and their short life spans often lead humans to romanticize the ugly past and fear the unknown future.

Humans are rare in Xhorhas, and those found within that land typically belong to wandering clans or are soldiers of the Dwendalian Empire. Aside from such soldiers, humans are not viewed with inherent suspicion by most Xhorhasians, but the war between the Kryn Dynasty and the Dwendalian Empire has made Xhorhas an even more dangerous land for all human travelers. Dark elves and monsters that might treat a wandering human with caution elsewhere are likely to attack on sight in Xhorhas, because they know that an imperial human will do the same to them.

Aarakocra

Aarakocra are native to the mountains and jungles of western Wildemount, and have precious few settlements in the mountains surrounding Xhorhas. The average Kryn dark elf would react to the sight of an aarakocra with shock, for they have neither stories nor experience with such creatures.

Aasimar

The light of the gods still shines upon Exandria, even from behind the Divine Gate. Aasimar are the purest expression of that divine light as it burns within every mortal soul, for the souls of those blessed with an angelic ancestor blaze brighter than any other. Even rarer than the tieflings with whom they share a commonality of ancestry, aasimar are mortal, and yet are understood to be destined for a grander cosmic purpose than others around them. In every culture across the continent of Wildemount, the birth of an aasimar is seen as a blessing and a portent.

Aasimar who can bear the burden of their destiny become champions of noble causes, and encourage others to walk always in the light. More often than not, however, an aasimar saddled with a vague destiny and the grand aspirations of their clan ultimately falls from grace, their inner light succumbing to shadow.

Those in the Kryn Dynasty who study dunamancy see aasimar as brimming with near-limitless potential. As such, aasimar are often sought out from birth to be trained as dunamancers and echo knights. The tribesfolk who wander Xhorhas see the birth of an aasimar as a message from the gods, and their shamans ascribe meaning to that birth by the conditions of the world. An aasimar born during a raging storm might be a word of warning from Kord the Storm Lord, whereas an aasimar whose mother gave birth in a field of flowers could be a vow of protection from Melora the Wild Mother.
Aasimar

Dragonborn

Wildemount was the cradle from which all dragonborn civilization grew. The city-state of Draconia rose in the Dreemoth Ravine along the southern edge of the continent, when foreign dragonkin fleeing the gods’ wrath during the Calamity forged an alliance with native dragonborn already dwelling there. The colonizing dragonborn, who called themselves draconbloods, worked with the native dragonborn, called ravenites, to build a society that could withstand the wandering monsters of Xhorhas. However, Draconia swiftly descended into corruption and bigotry, and the draconblood ruling class betrayed and enslaved their ravenite kin.

Twenty years ago, Draconia was destroyed, and the city-state’s ruins were occupied by an ancient white dragon named Vorugal. The chaos of the attack upended draconblood civilization, and the ravenite slaves rose up and drove their former masters from the Dreemoth Ravine. Now masters of their own fate, the ravenite dragonborn have rebuilt their home within the ravine and have begun to spread out across the world.

Countless draconbloods fled into the wastes of Xhorhas in search of asylum, and some even dared approach the intimidating walls of the Krynn capital of Rosohna. The dark elves of the Kryn Dynasty were eager to welcome these formerly isolated people into their ranks—though their reasons for doing so were less than altruistic. More dragonborn living within range of the Luxon’s beacons deepens the well of experiences that drow engaged in anamnesis can draw from, bringing their people closer to true enlightenment. The dark elves have no interest in the rift between the draconbloods and the ravenites, and treat both peoples as equals.

Draconblood Dragonite
Draconblood Dragonborn 

Ravenite Dragonborn

Firbolgs

Firbolgs are a forest-dwelling race native to the Greying Wildlands, particularly the mysterious Savalirwood. Their bodies are covered with thick fur ranging from tones of earthen brown and ruddy red to cool grays and blues, and even to wild hues of pink and green. Their bodies are bovine or camelid in appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects.

Most firbolgs live in extended family units, and it is unusual to find one living alone. However, they are introverted to the point where they seldom engage with other firbolgs outside the family unit, and firbolgs rarely form their own cities, villages, or even large tribes. Despite this, many firbolgs enjoy visiting other nations’ settlements for a short time for trade, sightseeing, and to visit friends.

Firbolgs who travel southeast from the Greying Wildlands and cross the Dunrock Mountains might find themselves wandering the wastes of Xhorhas. The territorial monsters that prowl the wastes show no pity to unprepared wanderers, and most firbolg families know better than to undertake such a dangerous journey.

With northern Xhorhas firmly under the control of the Kryn Dynasty, the dark elves have saved a number of firbolg travelers from monsters over the years. Enough of those have remained in the wastes for small firbolg communities to develop in Rosohna and other major Kryn cities.

Firbolg 

Genasi

Genasi are exceedingly rare on Exandria, as befits their unique origins. Most live among the elementally attuned Ashari tribes of Tal’Dorei or on the Elemental Planes. However, there are no major rifts to the Elemental Planes in Wildemount, and thus no Ashari to safeguard them. The few genasi who dwell on this continent are often created as the result of a powerful elemental influence at the moment of their birth. A baby born within the eye of a hurricane might become an air genasi, while a fire genasi might be born in the midst of a raging forest fire.

Some genasi are more attuned to their native element than others. A genasi with a powerful connection to elemental fire might have their head covered by crackling flames rather than hair. A genasi with a connection to elemental water might have blue-tinged skin and appear to sweat profusely at all times.

Powerful storms wrack the flat plains of Xhorhas, and many who live beyond the walls of the Kryn Dynasty’s cities pray to Kord the Storm Lord to win blessings and protection from his wrath. Air, fire, and water genasi are often born under Kord’s auspices, and many become shamans serving the folk of Xhorhas. Few earth genasi roam the wastes, though some are said to dwell within the Vermaloc Wildwood.

The Kryn know little about the genasi and are eager to rectify that.

Fire Genasi


Gnomes

Gnomes are not native to Wildemount, and are relatively uncommon even in an age of swift boats from Marquet and flying airships from Tal’Dorei. They hail from the distant continent of Issylra and were largely content to remain there after the Calamity. In lands inhabited by people taller and stronger than them, gnomes often resort to living exclusively among other gnomes for their own security. This attitude has kept the gnomes of Wildemount safe for generations, but it has also instilled many gnomish societies with a pernicious strain of xenophobia.

Most Xhorhasians’ only contact with gnomes is a brief glimpse of a deep gnome scurrying about the Underdark carrying armfuls of gems. The deep gnomes have little interest in surface politics, and even try to stay neutral in the underground war between the Kryn Dynasty and the duergar rebels. For the most part, the deep gnomes and their settlements are small enough to remain unnoticed by larger folk.


Deep Gnome

Goblinkin

The civilized people of the world consider goblins to be nothing more than monsters—and in many ways, they’re right. Goblins and their cousins, the hobgoblins and bugbears, were first created by Bane, the Strife Emperor, as foot soldiers for his unholy army. Eons ago, when the flames of the Calamity burned across Exandria, the Betrayer Gods gathered in the realm that would eventually become Xhorhas. There, they found a people known as the dranassar. An ancestor race to the goblinoids, the dranassar were tall and beautiful, strong of body and mind, and fleet of foot. Their hair was thick and black, and their skin gleamed like gold. Most of the dranassar willingly served the divine beings that descended upon their land, but a few fought back against the Betrayer Gods’ rule.

Bane, a cruel tyrant even among the Betrayer Gods, smote the rebellious dranassar and twisted them into the goblinkin. When the armies of the Betrayer Gods wanted for skirmishers, Bane twisted the dranassar into goblins. When he was in need of loyal soldiers, he made them into hobgoblins. And when brute force was required, he sculpted them into bugbears. As the war of gods and mortals raged on, Bane corrupted even those dranassar who remained loyal to him.

The Betrayer Gods are long since defeated, but the goblinkin survived—leaderless, lost, and fallen into chaos. It is said that the voice of Bane still whispers into the minds of the goblinkin, goading them to commit senseless acts of cruelty against all they see.

Few goblins can steel their will against Bane’s foul whispers, but those who do live peaceful lives free of the god’s influence. Likewise, people who are transfigured into goblins or reborn as goblins do not hear the voice of Bane, and are free from his curse of strife.

Goblins, hobgoblins, and bugbears are a common sight in Xhorhas, especially around Rosohna—for it was here that Bane first created the goblinkin from the noble dranassar. The people of the Kryn Dynasty have made efforts to forge close ties with the goblinkin who have made their home in the region, and have even managed to subvert the curse of strife by the power of the Luxon. Any creature reborn into a goblinkin body is born without the curse, and any natural-born goblin born within one hundred miles of a Luxon beacon is likewise shielded from Bane’s seed of corruption.
Hobogoblin, Bugbear, and Goblin

Goliaths

The goliaths of Exandria are a mighty people with stone giant blood running in their veins. Most stand well over seven feet tall and are blessed with a naturally powerful physique. Like their stone giant progenitors, goliaths are a rare sight in Wildemount. Most live on isolated peaks in the Cyrios Mountains, the Penumbra Range, and on the isolated land of Eiselcross. Those few goliaths who are exiled from their herds and wander into more densely peopled lands are uniformly greeted with fear and confusion.

Goliaths have a compulsion to compete and keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. Above all else, they are driven to outdo their past efforts. Few goliaths reach old age, as most die attempting to surpass their past achievements.

Among goliaths, any adult who can’t or won’t contribute to the herd is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.

Goliath


Half-elves

Half-elves occupy all lands where humans and elves gather. In ancient times, the appearance of half-elves was a cause for alarm in elven society, for prejudiced elves saw the union between elves and humans as a symptom of impurity in their blood and culture. Such attitudes have cooled across the continent in recent centuries, and most elven societies now feature a diverse array of people—notably the pluralistic union of dwarves and elves in the city-state of Uthodurn and the diverse peoples of the Kryn Dynasty.

Half-elves of all different ancestries dwell within the lands of the Kryn, with most having one dark elf parent. The idea of elves forming relationships and even having children with people of other humanoid races has long since been accepted throughout Kryn lands—so much so that it seems somewhat unnatural when people outside the culture express surprise at half-elves with small, minotaur-like horns, or with the tufted ears and yellow eyes of a bugbear.

Orcs and Half-Orcs

The first half-orcs in Wildemount were born of a union between human warriors and orc traitors in the final days of the Calamity. Orcs are one of Exandria’s youngest races, and are said to have been born from elves seared by the blood of Gruumsh, the Ruiner, when Corellon pierced the orc god’s eye on the field of battle. For long years, orcs were feared as mindless abominations, drawn to slaughter like moths to flame.

Stories tell of how the blood of the Ruiner flows in the veins of all orcs, driving them to commit acts of terrible violence and anger. Orcs call this fury hgar’Gruum, or the curse of ruin, and use it to refer to everything from battle rage to a bad temper. Half-orcs are said to have inherited the blood of the Ruiner, and to carry the same bloodlust and fury that orcs do.

Orcs and half-orcs do feel a certain pull toward violence and anger. But the simple truth is that there is no curse of ruin. No supernatural power drives orcs to kill. Rather, they are simply victims of the same selfish, violent impulses that corrupt all mortal beings.

The orcs of Xhorhas are a predominantly nomadic people, living in mixed clans of orcs, humans, and bugbears. They wander the wastes, taming the indigenous beasts and trading with Kryn settlements. The relationship between the orcs and the Kryn is relatively peaceful, though many nomadic orcs are angered when Kryn souls are reborn in orc bodies. These orcs nonetheless readily accept Kryn into their roving clans, seeing it as a point of pride that a city dweller has been drawn to a more exciting life in the chaos of the wastes.

Most half-orcs in Xhorhas have human or drow blood. In the culture of the Xhorhasian nomads, the union of orcs and goblinkin is strictly taboo, for the clans’ elders fear the uncontrolled madness of a soul afflicted by both Gruumsh’s curse of ruin and Bane’s curse of strife.

Orc

Tabaxi

The catlike tabaxi are an agile, witty, and playful folk who have long lived among the indigenous Ki’Nau people of the Menagerie Coast and in the cold northern forests of the Greying Wildlands. Said to have been born from the dreams of Melora within the jungles of Wildemount’s more temperate regions, they are natural hunters with keen senses and predatory instincts. The tabaxi of Exandria are also well known for their social guile. Many are taken with a love of wordplay and debate, often engaging travelers in philosophical conversations meant to challenge the intellect and to subtly gauge the disposition of strangers.

Tabaxi can be found in small numbers throughout Wildemount and are generally well thought of. Some make up small clans in the wilderness beyond the boundaries of Wildemount’s major societies. Others are content to stand out among the other folk of those larger nations. Deft at crafts, hunting, and commercial enterprises, many tabaxi find themselves drawn toward an entrepreneurial existence, while some fall naturally into the more dangerous pursuits of an adventurer’s lifestyle.


Tabaxi


Tieflings

Centuries have passed since the tieflings first faced persecution for their fiendish heritage. Although a certain mystique still surrounds their kind, most people in Exadnrai grew up alongside tieflings, and the tides of war have brought tiefling soldiers, merchants, and entertainers into even the most rural and isolated regions of the continent. For the most part, only overzealously devout paladins and folk raised on the dark tales of an ancient age might actively wish harm on tieflings.

Exandrian tieflings have a wide array of skin tones, all of them vibrant and colorful. The most common hue is a deep crimson, but shades of purple, blue, green, and even yellow and pink have been seen throughout the world. It’s not known what causes these variations, as even tiefling parents with the same skin tone can have children of wildly different colors.

Some legends talk of how the first tieflings were born in the Xhorhas.  Asmodeus, Lord of the Nine Hells, is said to have tempted a number of original inhabitants into tying their bloodlines to his own infernal power in exchange for magical knowledge. Though the truth of the tale is impossible to confirm, the Krynn capital of Rosohna maintains a significant tiefling population, and tieflings are a common sight in Kryn society.

Tiefling


Hollow Ones

The eastern coast of Xhorhas, known to the Kryn as Blightshore, is a land scarred by evil magic. Among the creations of that foul place are the Hollow Ones, beings whose souls have left for the afterlife, yet whose bodies still retain a fragment of their former selves.

HOLLOW ONE

The magic that sustains Hollow Ones is a mystery. Most Hollow Ones are reborn after dying in Blightshore, suggesting that the spell-scarred nature of the land brought them back for an unknown purpose. Yet some beings find that, days after they died, they awaken, clutching to life, with only a terrible emptiness inside to remind them of their death.

In Blightshore, Hollow Ones are seen as a people like any other. They seem strange, but the adventurous and hardy folk of Blightshore are used to making allies with strange creatures. Elsewhere, Hollow Ones are indistinguishable from living creatures, save for the faint stench of necromancy that lingers about them.

The transition from life to becoming a Hollow One affects different people to different degrees. Some let their anger and regret consume them. Others use their second chance to become a brighter force in the world. However, all Hollow Ones are marked by their new existence: feelings of unease, dread or sadness cling to them like tattered rags of their past life.


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