The Shattered Lands
Despite the apocalyptic events that have shaped the Shattered Lands, there is still a plethora of races alive and participating in the political game that shape the Remnants. All of the standard races that appear in the Player’s Handbook, save the Halflings and all but one kind of gnome, exist in the Shattered Lands, as well as two new races. Some of the standard races, like the Tiefling, have different origins and thereby different powers which will appear below along with information on how each race fits into the Shattered Lands. I
The sound of horns calling to battle, swords clashing, shields crashing, and armor bashing. All bauchan crave these things. Descended from the three goblinoid races, the gobbling, hobgoblin, and bugbear, the bauchan are a warrior race who strive to find honor in battle and protect the Remnants from evil.
Castes and clans
The bauchan are divided into three castes, the duende, the hodekin, and the urisk. Each of these castes descend from a different goblinoid parent race, the duende from the hobgoblins, the hodekin from the goblins, and the urisk from the bugbears. The different castes perform different roles in the bauchan society.
The duende are the rulers due to their superior intelligence. Though they are smaller than the urisk, the duende are cunning and demonstrate solid leadership skills. Many of the higher class jobs are also filled by duende such as scribes, clerks, and merchants.
The hodekin are the working class, working farm and field, or toiling in city factories making armor and weapons. They sometimes chafe under the rule of the duende, but in general are treated well by the other bauchan.
The urisk also are the working class, though they do more grunt labor, moving heavy loads, building and dismantling buildings and mining. The urisk seem quite happy with their situation, again unlike their goblinoid ancestors, they are treated well.
Though many bauchan live and work peaceful lives, when the need arises all bauchan are capable of fighting in battle as all are trained in martial disciplines as they are trained in their craft or vocation.
Bauchan belong to clans which are both family and military units. A single clan can have several families from all three castes of the bauchan. Loyalty to clan is absolute. Bringing dishonor to the clan is grounds for death.
Bestial but noble
As descendants of the goblinoid races the bauchan retain much of the bestial looks of their brethren. Over time they have shifted in appearance and no longer fully resemble their goblinoid parents.
The duende have grayish skin that sometimes takes one a blueish tinge. They tend to stand a about the same height as humans. They have large ear flaps on the side of their head and small upper pointing tusks. Men do not grow hair on their heads, but can grow sideburns and beards while women have hair on their heads and sometimes grow a style their sideburns.
The hodekin as small, no taller than three and a half feet. They tend to have grayish green skin sometimes with mottling. They have large upright almost bat like ears which they often piece with multiple rings and small pointed upturned tusks. Males have no hair females have hair on their heads ranging from platinum blonde to black.
The urisk are somewhat bigger than humans topping out at 7 and a half feet tall. They have yellowing gray skin and smaller flap like ears. Both genders grow hair on their heads as well as beards (though no mustaches). Some females shave off the beards, while others style them. They are also the only bauchan to grow a soft fur over most of their bodies. Deadlocks and braids are common with both genders. The urisk have large sharp upturned tusks.
Despite their brutish appearance, the bauchan strive toward honor and nobility. It is written into the very fabric of their culture. A bauchan can hope for no better death than to die in defense of the clan, the bauchan, and the people of Kaltain.
Goblinoids no more
The bauchan were uplifted by the dragonborn during the days of the coalition against Gorboko. As such the bauchan revere the dragonborn, and continue to strive toward a better society than their goblinoid cousins. Being mistaken for a goblinoid is the worst offence a bauchan will endure. A number of small wars have been started by careless humans calling a duende a hobgoblin.
As can be expected the bauchan despise the golbinoids most of all, though they despise all the savage races, gnolls, orcs, minotaur, that chose to remain savage and cruel.
A bauchan’s given name is usually one associated with great deeds within the clan. This name is theirs to keep. They also take a clan name, which often translates to a deed that made the clan famous. The bauchan language is a dialect of goblin. A bauchan who has dishonored his clan often will be stripped of his clan name until honor is restored.
Male Names: Armen, Arshavir, Artaxiad, Avedis, Boghos, Eznik, Garabed, Ghoukas, Hagop, Hovan, Hovsep, Jirair, Karayan, Kevork,Kolb, Korian, Magar, Mesrop, Nishan, Parounag, Sahak, Vartan, Yervant, Zeroun.
Female Names: Anahid, Arax, Anoush, Gadara, Gayane, Lucine, Margar, Miram, nairi, Serpuhi, Shakeh, Siran, Sirvat, Talin, Takouhi, Vosgi, Voshkie, Yeva, Zabel, Zagir.
Clan Names: Artsruni, Bedrosian, Draskhankertsi, Haig, Hovhaness, Izmirlian, Karayan, Khodijian, Kooyumjian, Missirian, Nareskatsi, Ohanian, Sarafian, Tavitain, Zakaryan.
The dwarves of the Remnants are somewhat different from their brethren on other worlds. After the Shattering the dwarves of Kaltain were forced to deal with a lack of accessible mines. Each of the subraces chose a different path in which to deal with the Shattering.
Stone Dwarves: Though their mountain kingdom survived the Shattering, the supply of ore and gems available was limited. The stone dwarves took to being traders and merchants buying the ores and gems they love from others who mined them out of the remnants. Some hired themselves out as mine workers or smiths to other communities and houses. Over time this lead the stone dwarves to become more open and gregarious around members of other races. In general a stone dwarf stands less than four feet tall and has olive skin and red to black hair.
Iron Dwarves: In contrast to their shorter brethren the iron dwarves’ mountain halls were destroyed. Those that remained of this race banded together and, with the help of some of the ferrous dragons, found a new home, The Rock. The iron dwarves hollowed out this solid stone Remnant to create a new kingdom, and in the process discovered many rich veins of ore and gems. They remain more stoic and reserved than the stone dwarves. They tend to be taller, the tallest reaching five feet, than stone dwarves. They have pale gray skin and iron colored hair.
The dragonborn of Kaltain were created by the Wyrm Gods to rally the humanoids of the planet against the invading fiends. After the Wyrm War the dragonborn were the first race to rule as the Dragon Emperor. The dragonborn continue to inspire and awe many other humanoid races due to their closeness with the Wyrm Lords and the Wyrm Gods. Some races, such as the orcs and the gnolls hate the dragonborn for their superiority, but are also secretly afraid of their power.
Unlike the dragonborn of other worlds, the dragonborn of the Remnants fall into five subraces depending on what draconic blood they have. The subraces can and do interbreed, but the children always favor one subrace.
The eternal elves had changed little since the Shattering, aside from the fact they must now rely on other races for certain goods and services. Each of the subraces dominates a house, though the house of the grey elves is a dead house. The subraces have never directly warred against each other, but they were all involved in the Arcane Wars and not all on the same side.
Proud and aloof, the high elves consider themselves the superior elven race, even among other elves. They cannot remain isolated as they would like due to the fact they rely on others for some of their needs, as to all the races of the Remnants. Most high elves have fair skin and pale hair ranging from white to a dusty blond. They tend to be tall and slender. High elves use the high elf subrace traits.
High elves see their woodland cousins as primitive distant relations. The wood elves themselves see the high elves as arrogant nobles who have trouble seeing the forest for the trees. Wood elves, despite their love of nature, are far more interested in the other people of Kaltain and are willing to work towards common goals, such as the defense of the wild spaces. Wood elves have darker skin than their high cousins and have hair that ranges from light red to brown to black. Wood elves use the wood elf subrace traits.
Grey elves are a result of the Shattering and the Coalition. They are Drow elves who were forced to settle on the surface. When the Coalition formed, they chose to stand with the dragonborn and in time came to accept a different way of life from their underground cousins. Grey elves tend to be moody and stoic, but they are not as prone to evil as their drow ancestors. Grey elves have grey skin with either darker or lighter grey hair. Only their eyes, ranging from vivid green to cobalt blue to a daring violet, show any real color.
The drow are the evil side to the high elf coin. They are just as proud and arrogant, but have a deep predilection toward cruelty and malice. Most drow follow the demon goddess Lolth, which alienates them from the rest of the Remnants who have deep reservations about demons, even those prone to evil. Drow are a matriarchal society that is highly ordered and family based.
A few drow overcome their evil nature and see another side to life. These drow become exiles, banished from their own people by their outlook. Exiles are the most common way for a drow to go adventuring. Drow use the drow subrace stats.
Gnomes and Halflings
The Fiend occupation and the Shattering were hard on the many races of Kaltain. Some did not survive. Among those that are gone are the halflings and the gnomes. It seems the demons made sport of the diminutive creatures, using them in cruel games that eventually left the population depleted or gone. It is possible that some may survive on an undiscovered Remnant like the Shazak Lizardfolk, but as yet no halfling has been found, and only one subrace of gnome survives.
The one surviving subrace of gnomes is a descendant of the Svirfneblin, or deep gnome, that Gorboko used to tunnel down to the World Stone. After the Shattering these deep gnomes were stranded on the World Stone. There the nature of the Stone, and exposure to the Maelstrom changed them into what are now called shard gnomes.
Short and Hearty
Like the deep gnomes of old, shard gnomes stand between 3 and 4 feet tall and weigh between 80 and 120 points. They hit maturity at 25 and can live to be around 250. They have stony skin that often takes on a purple hue as they age. Men grow white hair and beards. Shard gnome tradition is not to cut the beard, ever. The older the gnome the longer the beard. Women grow white and sometimes grey hair on their heads. Shard gnomes always have purple eyes that look like cut crystal. They will glow like a cat’s eye in light.
Dower but Bright
The Shard gnomes live a tough life mining the shards from the World Stone and dealing with the unique wildlife that inhabits the Stone. They tend to be brooding and dower due to this work. Still, they are inquisitive and bright and will seek out companionship if they believe it will bring new knowledge.
World Stone Inhabitants
Shard gnomes are immune to the draining effect of the World Stone. This makes them the only real candidates for shard mining. They also often are on board air ships handling the shards. Those that chose to adventure are looking for something besides mining and airship work.
Shard Gnome Names
Shard Gnomes do not have last names. Instead they indicate their family by saying “son of” or “daughter of” and naming whichever parent is better known.
Male Names. Belwar, Brocc, Eldon, Guliver, Orryn, Peck, Sidari, Warryn.
Female Names. Breena, Carlin, Donella, Ella, Lilli, Lorilla, Nissa, Nyx, Oda, Orla, Roswyn, Tana, Zanna.
Unlike half-elves on other worlds, in the Remnants half-elves have established themselves as a race with some clout. House Wexin is a house ruled by half-elves most of the time, and that has even ruled as Dragon Emperor. Still, they face a stigma from both elves and humans.
Most half-elves make their way to house Wexin, though some chose to join house Quade. Others remain members of their birth houses. A rare few seek out the adventuring life, becoming bounty-hunters, pirates, and even smugglers.
Because orcs are rare on the Remnants half-orcs are just as rare. Most Wexin half-orcs are the children of half-orc couples than true half-orcs. Their involvement with house Wexin means they have some status among the other races of the Remnants. This does not mean they are accepted when they are born into other houses.
Most new half-orcs now happen due to a small number of orc raiders who drift in the Maelstrom waiting to attack passing vessels.
The half-tabaxi is the rarest of the half-breeds on the Remnants. Tabaxi/humanoids pairings do not often result in children. Still, once in a while it happens. Half-tabaxi can have either human or elf parents along with their tabaxi parent.
Alluring and Despised
Humans often find half-tabaxi strongly alluring. The addition of the feline blood seems to attract humans. Still, half-tabaxi have a hard time fitting in among humans no matter how attractive some might find them.
Elves tend to be indifferent to the half-tabaxi they create, just as they are to the half-elves. They do not openly despise their progeny, they simply show not deference to them.
Caste tabaxi like those of house Taguan despise half-tabaxi. They are considered undesirables and will only fill the meanest of positions in a caste tabaxi system. Non-caste tabaxi have less distain for half-tabaxi, but still tend to see the half-tabaxi as impure and sullied.
Rogues and vagabonds
Half-tabaxi tend to fill in the darker sides of a culture, engaging in thievery, assassination and other shady occupations. This is due to the fact they are considered second rate in just about every society. Only the Wexin and the Quade do not marginalize the half-tabaxi. Even so, unlike the half-orc and half-elf, the half-tabaxi are not accepted among the Remnants, yet.
Furry and Feline
Half-tabaxi usually look like a human or an elf with just a few feline features. Their noses are usually triangular and small compared to humans and elves. They have cat eyes and large ears on the top of their heads. They often have tales as well. Most half-tabaxi have hair like humans or elves. A few grow a short velvet like fur all over. Whether or not they have fur their skin will often show tabaxi markings. They always have claws on their hands and feet, and many have cat like legs.
Humans are one of the dominant races left on the Remnants. They are also one of the most adaptable surviving in a number of different climates. Humans have a number of ethnicities which are tied both to the climate they evolved in as well as the culture. These ethnicities tend to gravitate toward specific houses.
The Bojan usually have olive to deep brown skin with brown or black hair and brown or black eyes. They tend to have wavy or even curly hair and sharp features. They are a fast witted people with a gift for wit. They tend to dress fashionably, though in light colors.
Bojan names: (Male) Adan, Agusti, Calisto, Donatao, Joaquim, Lucas, Peru (Female) Adelina, Cintia, Elisabeth, Ida, Miren, Paca, Rayen, Tecla (Surnames) Acosta, Crespo, Fierro, Marti, Roldan
The current royal house, the Dunkarra are a tall and fair breed. They tend to have pale skin with blond hair and blue eyes. Women tend to wear their hair long, and men don short cuts often without facial hair. They tend to be practical, if a tad dour. They are usually up on court fashion, but like dark brooding colors.
Dunkarra names: (Male) Alder, Ecard, Elrad, Garren Geoff, Gregor, Jantis, Rikard (Female) Ada, Albine, Berta, Elena, Gisa, Jana, Karola, Lea, Mareike, Priska (Surnames) Abeln, Brune, Falkenrath, Hafner, Kohler, Penzig.
A tall and strong breed, the Kadmos have red to black hair and green to blue eyes. Both men and women tend to wear their hair long or in braids, men often have beards as it is a sign of masculinity to them. They are a jovial people who love to brink and sing, but are capable of astonishing acts of violence against those that harm loved ones. They tend not to follow the current style favoring practical clothing.
Kadmos names: (Male) Aidan, Carey, Donal, Rian, Rowan, Sean, Tiernan, Ultan (Female) Aine, Dierdre, Eilis, Eireen, Maeve, Riona, Shea, Treasa, Una (Surnames) Boyle, Carmody, Farrell, Hogan, Payne, Quinn, Walsh, Ward
The Kashan are a sun weathered people. They have deep brown skin with black hair and eyes. Women have long hair while men often have cropped hair but often long beards. As they have always lived in desert lands, they tend to dress for such an environment with loose light colored robes and head wraps.
Kashan names: (Male) Arash, Baraz, Firuz, Jahan, Navid, Roshan, Shapur (Female) Azar, Bahar, Esfir, Hester, Laleh, Mahin, Sanaz, Simin, Zhaleh (Surnames) Attar, Charmchi, Khoroushi, Rostami, Sherazi
The noble Kreon are of medium build with strong aquiline features, most notably the nose. They often have olive skin with dark hair and green, blue, of violet eyes. Women prefer long single braids while men have shorter cuts and beards. Their nobility is legendary, they are also known for being loyal to those who prove themselves trustworthy. They tend to have a militaristic look to their clothing, often utilitarian, though sporting the latest fashion at court.
Kreon names: (Male) Akilus, Atreus Kean, Leto, Miklos, Paulus, Vorian, Miles (Female) Alexis, Bonda, Chryssa, Cleo, Ghanima, Mariella, Medea, Siona, (Surnames) Atreides, Floros, Ioannidis, Katsaros, Metaxas, Sanna, Zabat
The Loroc descend from the Kadmos sharing many of their traits, though they show a propensity toward blond hair along with the other colors. They are devoted to magic so often wear robes and cloaks, though many also favor the stylish dress of the court.
Loroc names: (Male) Alwyn, Bryn, Dewydd, Gareth, Idwal, Marc, Rees (Female) Blodwen, Elain, Gwen, Meiriona, Sian, Winifred, Wynne (Surnames) Bowen, Cadwallder, Evans, Llywelyn, Morris
The Malos tend to have dark reddish skin with small black eyes and broad noses. They also have high cheekbones and square jaws. They usually have long strait black hair that both genders wear long or braided. They tend to favor simple clothing in earth tones.
Malos names: (Male) Antina, Malik, Nahuel, Quanah, Shikoba, (Female) Ailen, Isi, Nita, Rayen, Saqui, Shikoba, Tamaya (Surnames) Aucaman, Citlali, Maquinna, Xochitle, Zyana
The Ocour take in many rogues and outcasts from other houses so there is no typical looking Ocour. Many still dress as their o0ld houses did. Those that were born Ocour tend to follow the paths of their parents on how they chose to dress.
Ocour Names: As the Ocour are made up of people from other houses they do not have a traditional name set.
The Perelle are broad and tall with yellowish skin, black hair and black eyes. They often have broad noses and high cheekbones. They favor colorful clothing that is in fashion, but will also wear utilitarian clothing in earth tones. Women and men both wear their hair long, men often do not grow beards.
Perelle names: (Male) Aalona, Aisi, Haych, Kahale, Kopaka, Mana, Napo (Female) Airini, Hana, Joena, Kalama, Meli, (Surnames) Alana, Hale, Iona, Kahue, Keahi, Palakiko
The Sindri are a dark ruddy skinned people with strait black hair and large bright eyes that range from hazel to black with a rare green or blue. The men tend to have square jaws while the women are more delicate looking. Men sometimes grow beards. They tend to wear colorful robes of their own design as well as jewelry in the ears and for some women in the nose.
Sindri names: (Male) Agni, Bipin, Chandra, Gopal, Lalit, Val, Vivek (Female) Amala, Esha, Gita, Lila, Pratima, Riya, Usha (Surnames) Bakshi, Chanda, Ghose, Kapoor, Mahajan, Pathak, Sem, Tiwari, Yogi
The Thebias are perhaps the most recognizable of the different human ethnicities. They have white skin, White or black hair, and either blue, white or red eyes. No one is quite sure why they look so different than other humans, but aside from their striking looks, they are normal humans. Men often have shoulder length hair while women either have long hair, or shave their heads. The Thebias tend to dress in outdated clothing as they are no longer a powerful house.
Thebias names: (Male) Adomas, Bronius, Darius, Matas, Petras, Vitalijus, Zydrunas (Female) Audra, Daiva, Geidre, Ilona, Laima, Milda, Rasa, Vilte, Vita (Surnames) Andrulis, Bartulis, Norkus, Pocius, Rimkus, Sabonis, Urbonas
The Vendel are a dower breed. They tend to have pale skin with red or brown hair and hazel or brown eyes. Men tend toward short hair sometimes shaving their heads and leaving a patch on top. Mustaches are common on younger men and full beards on older men. The women favor long hair in simple styles. The Vendel like red clothing that often sets trends in the court.
Vendel names: (Male) Andrei, Bohdan, Graham, Pavlo, Stepan, Vadim, Vulcan, Yuri (Female) Alyona, Anna, Dasha, Ilona, Katja, Vika, Yana, Zlata, (Surnames) Denisov, Platov, Grabbe, Ilovaiski, Kaledin, Varvakis
The Xerxes are tall brown to black skinned people with hazel to black eyes and black curly hair. They tend to have broad facial features, though there is a lot of variety. Both men and women often have small braids, plates, or dreadlocks. Men rarely grow beards. They dress in looser clothing often in light colors.
Xerxes names: Dejen, Filbert, Imamu, J elani, Mosi, Otieno, Tafari (Female) Akinyi, Desta, Hiwot, Iman, Nia, Sebele (Surnames) Chahine, Diallo, Jalloh, Mensah, Okafor, Toure
The Zukta are a small people with yellowish skin, almond shaped brown eyes and strait black hair. Some of the men can grow beards. Men tend to keep their hair short while women wear it long. They favor traditional dress from their pre-Shattering culture. As a people they are known for their honor and hospitality.
Zukta names: Akio, Daiki, Gorou, Hachirou, Kazuki, Ren, Ryo, Yoshi (Female) Asuka, Hina, Kaori, Masami, Rin, Shiori, Suzu, Yumi (Surnames) Fujimoto, Himura, Ito, Kagome, Moto, Othiro, Yamada
Most lizardfolk are little better than animals, believing in the survival of the fittest at all costs and caring nothing for good and evil, law and chaos. Small tribes of them live throughout the Remnants.
Not the Shazak. These Lizardfolk were trapped on a fragment that shifted climate from tropical to temperate. They were the only remaining intelligent species on the fragment. Overtime, in dealing with their new climate, the Shazak developed a sense of culture and history which also allows good and evil, law and chaos to become a part of the Shazak makeup.
Savage yet Sophisticated
Shazak lizardfolk look much like all lizardfolk. They tend to be between 6 and 7 feet tall with no hair. Their skin is covered in thick scales which can vary widely in color, though green and brown are the most common. They have lizard like heads with large yellow eyes and a mouth full of sharp teeth. They also have long tails to help with balance.
Despite the bestial appearance, the Shazak are remarkably cultured and refined. They pick up other languages and customs well and seem to want to be a part of the larger world, unlike their savage cousins.
Tribal but Learning
The Shazak gather in large family groups called tribes. Each tribe is headed by an Elder who in turn make up a counsel that acts as a council to a single elected leader. Though they have been alone for millennia, the Shazak are learning how to interact with other races both for the betterment of their kind, and sometimes a few learn how to manipulate others for selfish gain.
Adventurous and Protective
Lizardfolk make excellent traveling companions. Once their trust is earned they are loyal and protective. Lizardfolk see friends as members of the tribe, and as such are willing to die for anyone they accept as a friend. Though this behavior seems somewhat primitive, it has served the Shazak well, and Leader Ulrich sees it as an asset.
Lizardfolk have two names, one their given name and the other their tribe name. Shazak often only use their tribe name with strangers, but will use their given name with friends.
Male Names: Arashk, Braza, Drazzat, Grauk, Guhet, Kaszuk, Kiuz, Rashaz, Traz, Varak, Yizzik.
Female Names. Crae, Drazda, Hara, Hesk, Jazaka, Kroga, Riza, Saraza, Saress, Zara, Yikuz.
Tribe Names: Bloodfin, Redfang, Blackclaw, Deepwater, Swifttail
The tabaxi (the “x” can either be pronounced as “ks” or as “sh.” Caste tabaxi favor the “sh’ where as the casteless favor the “ks.”) are a race of humanoid cats. They are fierce and powerful, but divided.
Predatory and Proud
Tabaxi have humanoid bodies with cat like heads, tails, and legs. They have retractable claws on their fingers and are covered in soft fur. In general they tend to wear only minimal clothing due to the fur. They carry themselves with an air of pride and nobility, even if they are but a homely farmer. Each breed has specific appearance characteristics discussed below.
A Race Divided
Due to the fact that each breed of tabaxi is different the tabaxi society evolved into a caste society before the Shattering. Each breed has a position in the tabaxi castes: the leonin are the rulers and administrators, the tigris the warriors, the pardus the priests and magi, the puma the artisans, tradesmen, and merchants and the acinony the farmers and laborers. The undesirables are those who have mixed caste, or are half-tabaxi in a tabaxi caste society. Castes must breed with each other only, no intermixing is allowed. Nor is a member of one caste allowed into another’s position. House Taguan follows the caste system.
After the Coalition some tabaxi broke away from this ridged caste structure to form more open societies where a tabaxi could aspire to do anything they wanted regardless of caste. Both houses Banther and Oncilla are casteless houses. This created a schism in the tabaxi race.
Regardless of the castes, the tabaxi are renowned for their martial arts, specifically a number of unique weapons they use like the moon blade. Adventuring Tabaxi often become monks or warriors to showcase their skills.
The casteless often seek adventure to satisfy their curiosity about the world. Only leonin and tigris caste tabaxi go adventuring, unless one of the other breeds is exiled.
Tabaxi have both a first name and a surname. Unlike other races, tabaxi surnames come from the mother’s side, not the father’s
Male Names. Caracal, Cinonyx, Courgarin, Dagu, Jubatus Kod, Leo, Lynxis, Pampus, Rundi
Female Names. Aicha, Felis, Iriomi, Leoprida, Margay, Ocela, Pallas, Serval
Surnames. Ciger, Gocelot, Jimakandi, Manul, Studeri, Trumani, Uma
The leonin are the proud leaders of the caste tabaxi. They stand between 6 and 6 and a half feet tall and have tawny fur. Males have a large made of brown, red, or black fur. All leonin have yellow or orange eyes.
Tigris are the warrior caste standing as tall as 7 feet. They usually have orange fur with black stripes, though some have white fur and a rare few have white fur and blue stripes. They often have blue or white eyes.
The priest and magi class, the pardus stand no taller than 6 feet. They commonly have yellow fur with black spots. The size and variation of the spots can vary. A few are solid black with noticeable darker spots around the chest. A rare few have grey fur with multicolored spots.
The tradesmen class, the puma are the most varied of the tabaxi breeds. They rarely stand taller than five and a half feet. They are lithe and nimble over powerful and strong. Their fur can range from a solid tawny to a gray to a deep black. They can also be yellow with spots or grey with spots. Often they have long tall ear tufts if they are spotted.
The acinony are the smallest of the tabaxi breeds rarely standing as tall as 5 and a half feet. They are thin and extremely quick. They are yellow to gold with black spots. Males have white ruffs running down the backs of their necks and their tails are the longest proportionally of any tabaxi.
The thing about the tabaxi breeds is one always breeds true. No matter what class the parents come from the children will always fall into one of the five breeds for physical abilities. The only thing that can change are colors. Casteless can have the colors of either parent, though the manes of the leonin only manifest in the leonin.
Reminders of the fiends that occupied Kaltain and shattered the world, tieflings often find themselves ostracized by the other races of the Remnants. Still, they have proven themselves to be a vital part of the world.
The tieflings of the Remnants are the result of over a century of occupation by the fiends. Demon, devil, and yugoloth all held portions of Kaltain at one point, and all of them sired tieflings. These fiends were not picky about who they impregnated, most tieflings come from human stock, but a few descend from elves. Over time some tieflings have breed with each other. Sometimes the fiendish blood lays dormant in a family until a child is suddenly born with a pair of horns or a tail.
Due to the variety of bloods that make up the tieflings there is a great variety in how they appear. Horns of all shapes and sizes are common, as are sharp teeth and strange eyes. Some have tails and a rare few have wings. A few tieflings look human, save for the glint of something unusual in their eyes.
Outside yet Involved
Tieflings remind others of the dark times that claimed the planet of Kaltain. This causes them to be excluded by many races. Still, tieflings are not ruled by their fiendish blood, only marked by it. They were a small minority always living on the outside, until house Quade formed.
The Quade house began small with a family of tieflings that wanted to find a way to better integrate to the cultures of the Remnants. The house soon gained minor house status and began to have a say in the political shaping of the Remnants. Though they have never progressed to being a major house, they continue to work with the other houses to make life for tieflings better.
Tieflings have no cultural naming conventions. Those born to other houses follow the conventions of their birth house. Those born to the Quade often stick to the naming conventions they know. A few opt for “Virtue” names that they hope will allow them to rise above their fiendish heritage.
In general the savage races are simply that, savage, prone toward violence and evil, and make for poor player characters. If you want to play one of the following races you will need permission from your DM, and you will need to work with your DM to create a background that explains why you are working with the civilized races, unless your DM is running a savage races game. The descriptions of the races offer some ideas about why they might be separated from their people wondering the Remnants.
Gnolls were once infamous among races such as Humans and Elves for their brutality and demonic heritage. Many gnolls are indeed aggressive and many have a demonic side to their affairs. Typically they worship the demon lord Yeenoghu. They also tend to be rather aggressive and are still mistrusted and avoided.
Imposing and Feral
A lean, muscular 7 foot tall Gnoll can be an imposing sight. They have the heads of hyenas and have reflective eyes that are typically bright green or yellow. Despite their musculature they move rather quickly, easily outpacing most other races. Certain clans may possess a single-colored coat or a spotted or striped coat. Some Gnolls possess crest like manes of hair going from their head down their spine which rise up they become frightened or angry.
Before the Shattering gnolls lived in small packs and raided other races settlements for the things they needed or wanted. The Shattering changed this as gnolls could not easily move from fragment to fragment.
Over time the many scattered gnoll clans converged on the Ulen fragment and swarmed over the existing human settlements. Lead by a group of enterprising flinds, the gnolls established a house with which they could then have some power in the Remnants. Gnolls are still wild and fierce, but they have learned how to deal with the more civilized races in ways other than raiding.
Packs and Clans
Gnolls usually belong to a pack of some five to ten gnolls lead by an alpha female. Packs belong to clans, which in turn all follow the Aspet. Despite the clans and the Aspet, gnolls are most loyal to their packs. They will strive endlessly to ensure the pack all survive a battle.
Though they love the trill of the hunt, gnolls have come to realize that they must curb their wilder nature in order to deal with the civilized races. A few gnolls, who are often more intelligent than their peers, leave Ulen to learn more about the outside world. These gnolls are mistrusted by other gnolls almost as much as they are by other races. Still a rare few have made a name as adventurers.
Gnolls have a given name, a pack name, and a clan name. The brutality of Gnolls is reflected even in their names which tend to have many harsh consonants.
Male: Dagnyr, Dhyrn, Doryc, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Hyrn, Lhoryn, Lhyr, Mognyr, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych
Female: Dagnyra, Gnara, Gnora, Gnyrl, Hyra, Hyrgna, Lhyra, Lhyrl, Malgna, Myrl, Sargna, Shyrla, Tarnyra, Yrgna
Pack Names (translated): Rippers, Bloodfangs, Slashers, Redclaws, Evicerators, Biters
Clan Names (translated): Longclaws, Ridgebacks, Bloodtails, Blackmaws
The goblinoids are the original stock that the bauchan turned from. They are cruel, brutish, and savage. There are a number of goblinoid races, but only three are civil enough to form into social groups, the bugbear, the goblin, and the hobgoblin.
The largest of the three goblinoid races, the bugbears are cruel and cunning hunters who favor ambush tactics.
Huge and Hairy
Bugbears are big compared even to their hobgoblin cousins. They stand between seven and seven and a half feet tall and are broad chested weighing as much as 350 pounds. Unlike the other goblinoids bugbears are covered in short brown fur. They have bestial faces with large ears and wickedly sharp teeth.
Most bugbears wear only essential clothing due to their fur. Those that march into battle for the glory of the Jadod will often done armor. Bugbears care little for their appearance or hygiene and often have a smell about them that can be off-putting to other humanoids.
f bugbears have one trait as a race it is that they are lazy. They will do whatever they can to get what they want with the minimal of effort. This often leads them to bully goblins and sometimes even hobgoblins into doing work for them.
Though they are lazy, they prefer to ambush their prey on a hunt, or when combatting a foe. They have surprising patience when waiting on an ambush as well as a solid ability to track prey.
Bullies and Brutes
Bugbear society is nothing more than a few bugbears working together to ambush prey and dividing up the spoils. As a species they have no real culture. Often a few bugbears will run a den of goblins, bullying them into doing the work they are too lazy to do themselves.
As all bugbears live on The Maw, however, they are forced into the Jadod house structure where they become elite guards and soldiers due to their size. The hobgoblins often have to goad the bugbears into action, but when they fight they are brutal and efficient.
A rare few bugbears are born with a touch of curiosity about the world. They will sometimes leave The Maw as adventurers. Often they are only gone for a few years as their lazy nature makes them poor companions for others. They tend to bully any companions into doing the work they are too lazy to do.
Bugbear names are usually brutish and sound similar to effects one would cause in combat. Bugbear names are unisex.
Names: Ripnek, Cloberend, Throddle, Cresher, Bulbnak, Maul, Killig, Varag, Chewer
Hidden away in the corners of dark forests, scurrying down back alleys and occupying caves and tunnels they can, goblins are found on many Remnants. Though small and young, goblins are cruel and clever enough to find a way to survive.
Pint-Sized Wild men
The first two words that come to people’s minds when one imagines a goblin are probably short and ugly. They are a very small race, standing between 3 to 3 and a half feet tall, no larger than a child. However, they have small, powerful, athletic bodies like large monkeys, capable of surprising speed and agility. They weigh perhaps between 40 and 45 pounds with virtually no size difference between males and females.
They have any number of odd features. Most have very large and long pointed ears, sharp little teeth, long limbs and eyes that gleam in the dark. Their skin tone is often tinted yellow, green or gray, but others are possible. The hair they have is almost always jet black, but various other dark colors have been seen.
Goblins usually don’t spend much time caring for their appearance. Often they are filthy, rarely bathing and having terrible sanitary habits. They are often dressed the filthy and torn discarded garments of other races, though those that live in the wild may well skin the animals they kill and wear their hides doing little to treat or tan them properly causing them to rot upon their very bodies. Goblins always carry everything they own on their person, but they also tend to consider no boundary between their own goods and those of their tribe and happily turn over anything they aren’t using, expecting others to do the same.
You Only Live Once
The perspective of a goblin is one that is very difficult for one truly grasp. Goblins have brutally short lives. By ten years old they are fully mature adults and few goblins ever survive a fourth decade. Although goblins are often seen as unintelligent and immature, the truth is that they simply don’t mature emotionally or intellectually faster than anyone else despite maturing physically. This means that they are often left with a very childish perspective on the world.
Goblins live not only in the worst conditions of any race, but also usually live together with a few dozen other goblins. They live, eat, work and sleep with all their kin in communal dens, only the chieftain being separated from the others. To them there isn’t a real separating line between their own good and the good of the tribe. Goblin tribes don’t do much to keep their homes clean and it isn’t unusual for the stench to get so bad that other races can no longer stand within them without feeling ill. This stench often clings to goblins regardless of how often others try to clean them.
Goblins are often lead by goblin chiefs, or by hobgoblins or bugbears who can bully them into doing the dirty work. Goblins are the lowest of the goblinoids. The bulk of the goblins on the Remnants live in The Maw with the other goblinoid races where they are bullied and subjugated to do whatever the larger goblinoids want.
Goblin names are given at birth and, since Goblins are often born in litters of 3-5, all Goblins born together are usually given similar names. While Goblins try to put a creative flare on the names they give their children, there are so many Goblins born that it is inevitable that there are many with the same names.
Instead of having family names, Goblins are often named after their tribes. The tribe names are often long consisting of multiple Goblin words strung together, because of this goblins tend to only use their given name and then try to earn a title or nickname and start using it instead of their tribe name.
Male Names: Avcı, Azıdis , Bana, Buyuk, Drek, Geko, Gemble, Gizlilik, Guc, Hancer, Jazz, Kan, Kurnaz, Ledak, Mildo
Female Names: Asuk, Ayuh, Bahar, Bebek, Bizou, Buyu, Cicek, Civciv, Gercek, Gezgin, Gunduz, Huzur, Isık, Izzy, Kar
Tribe Names: Arankhuisoyeo, Bodintuner, Dogshinkhusuryn, Gashunzagas, Guivjdaivsan, Idegchnibiyema
Hobgoblins are a race of discipline, pride and dominance. Tall, physically domineering and coldly calculating, they seek to bring the world to order under them, strangling out that which they deem to be frivolous and soft. They are masters of the art of war.
Tall and Imposing
Hobgoblins have a dangerous look about them. Their features are often reminiscent of more primitive and threatening beasts, often compared to wolves, tigers or gorillas. They move with the deadly precision of an apex predator. With most standing anywhere between six to six and a half feet tall, they literally look down upon other races as weak and lacking. They are naturally quite athletic, though some are thin and wiry while others are large and powerful with an average weight around 225 pounds. Their society forges every member into their finest form, so there isn’t a large difference between the sizes of the male or female members.
Hobgoblins have universally jet black or dark reddish brown hair. They generally have thick hair both on their heads and their bodies, particularly in their youth. Their eye colors are often brown usually ranging from black to red to yellow. Their skin tones come in the usual human range, though they can also come in shades of red, orange, yellow or gray. They usually dress in a conservative manner and seem always ready for battle, often favoring simple black or other dark colors. They keep their armor and weapons clean, but not shined. Some add some small splashes of bright, vibrant color contrasting their dark clothing with blood red being a favorite. Tattoos and piercing are far from uncommon among them as many like to use them to display their tolerance for pain.
For Glory or Honor!
Hobgoblins can have an off-putting narrow and focused view upon the world. Though they age and mature at the same rate as humans, it is unusual for them to have anywhere near the breadth of experience nor the depth of knowledge nor the refinement of skills that humans have. Instead they focus themselves on being perfect physical specimens and carrying out their duties without flaw or failure. Even those who fulfill mainly non-combative roles in their societies carrying out the same combat drills and practices as the soldiers, everyone prepared to charge into battle and give their lives for the cause.
Hobgoblin society is far more mobile than it may appear to outsiders. Although being born to the elite within the society is a big advantage, a series of failures can cause any noble-born to find themselves tossed onto the frontline as expendable. Those who find success in battle, fulfill their role and serve the clan with the most success, honor and pride can find themselves quickly advancing through the ranks. Many hobgoblins engage in treacherous acts to advance through the ranks, though they fall within the rules.
For all their cold fierceness and brutality, they have many noble traits not found among other unenlightened races. They are good to their word, quick to confront others directly with sincerity and honesty. They do not give up in the face of impossible circumstances and are quick to discourage those who would. They are fiercely loyal, continuing to serve their mission even when all seems lost and their companions fallen. And despite their fearsome appearances, others are often taken aback by just how intelligent and well-spoken they can be once they choose to express themselves through words rather than action. All this makes them truly frightening opponents.
Hobgoblin clans are often not very large and often treat others as rivals, but once one has started to show real promise and success others often rally behind them. Hobgoblin society is heavily militarized. Every last one is considered to be part of the Chieftain’s army, even if one’s primary role is that of a fisherman or smith, they trained up as a soldier as part of their basic primary education. Even as children they know more about warfare and violence than most know all their lives.
Hobgoblins only live in large numbers in The Maw. There they rule over the other goblinoids as the masters of house Jadod. Sometimes hobgoblins will leave The Maw in search of adventure mostly because they do not quite fit into the Jadod society. They invariably take up jobs that involve enacting violence, whether as mercenaries, bounty hunters, body guards, bouncers or enforcers, they are valued for their unique blend of being both loyal and honorable while being cruel and efficient.
Hobgoblins who take up the life of adventuring are virtually never in it to help anyone. They are often hardly interested in the gold except perhaps as a means for how it could help them expand their power and influence in the world. Instead, they are often seeking to challenge themselves, to accomplish great feats to expand their prestige or perhaps simply to have a purpose, a mission to accomplish. They often have the long-term goal of creating their own clan or to earn an invitation to a place of prestige within a powerful one. Although a hobgoblin adventure may seek to dominate, control and discipline his companions, they often have little inspiration to seek out an adventure on their own and instead usually sign on to an inspired person’s mission as a mercenary.
Hobgoblin personal names usually consist of two or three Goblin words, although they often go by nicknames as their names tend to be very long and very difficult for any other race to pronounce. One of these words is always taken from one of their parents’ names. Hobgoblins also use the name of the band they were born into rather than a family name, even if that band has been disbanded or destroyed. This means that parent and child don’t always have the same family names and Hobgoblins born outside of a band have no family name.
Male Names: Bolddengkara, Chaotetsu, Daeweimichi, Etsuqingou, Hanfutetsu, Haruhanxiong, Haruilfuu, Heeyamachuu, Hyokshiroumu, Jargaalshunwa, Jinyeontae, Juanchengken, Kiyoazu, Kongkyunghide, Monkhbakuizu
Female Names: Amineryoon, Arihuang, Benihina, Benizhaoko, Caimineno, Chengayuye, Chirisong, Erdenerie, Etsuichi, Hemamiran, Houhyebo, Jingoyuunran
Clan Names: Barynchi, Chonojougi, Gangjianhe, Hadzukichumo, Hwajaeyalach, Kyoren, Luukiba, Sekiuzmerch, Shanmongsangga, Ukeldun, Xiannuanchin, Yemusatsu
The minotaur are an old race created by a forgotten demon lord. They are monstrous humanoids who can sometimes fight their demonic heritage.
A minotaur combines the features of a human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull’s head. Fur covers a minotaur’s upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur’s waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaur take pride in their horns, the sharpness, size, and color of which are related to an individual’s place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaur’s have red or brown fur and hair.
Before the Shattering, the minotaur’s were a race bound to a long forgotten demon lord who created them through a mystery cult. When the Wyrm Gods sealed the portals to the outer planes the minotaur were cut off from the direct influence of their demonic master. They now embody the tension between civilization and savagery, discipline and madness, for they stand in two worlds. Tugged towards violence but bound by a growing conscience, numerous minotaur are driven to rise above their dark impulses.
Presently house Turok is considered one of the savage houses as the minotaur find battle and carnage to be a part of their life. Of the savage races they are perhaps the most civilized as they work to push against their demonic nature and find a solid identity. A few minotaur push far enough to want to seek out adventure and even help others. They leave the Turok house and cast their lots in the Remnants.
Symbol of the Labyrinth
Labyrinthine patterns are important to minotaur, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and the pattern’s size and complexity help minotaur identify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan members’ deeds and a clan’s history.
Minotaur primarily use either Giant or Abyssal dialect and thus minotaur names have evolved from these scripts.
Male: Asteron, Bjorkus, Codrus, Foostus, Goeban, Jak, Minron, Noostoron, Podrus, Terios
Female: Duula, Esteru, Hester, Kuonu, Loodra, Oestra, Raastred, Seestra, Uovana, Weoren
The classic bull minotaur, aurochs are the most common subrace living on the vast plains of the Korski fragment.
The yikara are a relatively new subrace of the minotaur who evolved in the tall harsh mountains of the Korski fragment. They resemble humanoid yaks instead of humanoid bulls. They tend to be a bit shorter than aurochs, but no less fierce in battle.
The epitome of strength and aggression, orcs are a race that exemplifies the idea of a savage species.
Brutal and Powerful
Orcs stand just a bit taller than humans, but are much broader weighing on average 50 points more than a human of the same height. The have large broad faces with small upturned noses and large upturned tusks. Their skin is grey to green colored and they have black hair.
Orcs are overly brutal in combat, choosing weapons that deal the most violent of damage and always ensuring a foe is dead. They often smear themselves with the blood of their slain enemies.
Tribal and scattered.
Though once the orcs ruled a house with power enough to claim the Dragon Throne, they are now a collection of scattered tribes on Orcholm. A few tribes have made it to other fragments where they carve out a home in some remote location. There is also a small orc pirate band drifting in the Maelstrom.
On Orcholm the biggest orc rules the tribe, and the biggest tribe rules all orcs, or so it is supposed to be. Though Kor claims to rule over all the Urghash orcs of Orcholm, a good number of the tribes dispute his claim. This keeps the house of Urghash from being able to solidify power again.
Like all races a few orcs do not fit the mold. These orcs are the ones who are prone to leaving Orcholm to discover something about the remnants. They sometimes become adventurers. Even though these orcs are not as cruel as others, they still tend to be bullies when working in groups. Questioning an orcs orders in a group is often a challenge of authority and leads to a fight.
Orcs have only one name. Tribes do not have unique names but instead are labeled with the tribal leader’s name.
Male Names: Deneh, Feng, Gell, Henk, Holg, Imsh, Kelh, Krusk, Mhurren, Ront. Shump. Thokk
Female Names: Baggi, Emen, Engong. Kansif. Myev. Neega. Ovak, Ownka, Shaulha, Sulha. Vola, Volen, Yevelda