Races For Dimension 46.73
Races For Dimension 46.73
Races For Dimension 46.73
73
During the Medieval roleplaying aspects of our realm; each player must play as a
character. You will choose what race you will play as. Depending on the race you choose will
determine many factors for your character. I have picked out 9 races with 5 subraces for you to
pick from Dungeons & Dragons. All the information provided is in the 5th edition or homebrew.
Each race will have traits for you to use during roleplaying events. You are expected to
use your character skin that is based on your race when roleplaying. Races will have specific
biomes that you will be able to live in. Races will have certain alignments that they are known
to portray as. Each race will be given a special enchanted iron item based on what that race is
known for. Each item will have mending, unbreakable (level 3). Each race has information for
their age and names as references.
Dragonborn
Dryad
Dwarves (hill, mountain)
Elf (high, wood, dark [drow])
Fairy
Halfling
Human
Leonin
Tritons (Merfolk)
Dragonborns
Born of dragons, as their name proclaims, the
dragonborn walk proudly through a world that
greets them with fearful incomprehension. Shaped
by draconic gods or the dragons themselves,
dragonborn originally hatched from dragon eggs as
a unique race, combining the best attributes of
dragons and humanoids. Some dragonborn are
faithful servants to true dragons, others form the
ranks of soldiers in great wars, and still others find
themselves adrift, with no clear calling in life.
Rarity: Uncommon
Item: Iron Sword- fire aspect 1, unbreakable 3,
mending 1
Biomes: Mesas, Mountains, Swamps
Alignment: Dragonborns tend to extremes,
making a conscious choice for one side or the other
in the cosmic war between good and evil. Most
dragonborn are good, though few have been
known to turn into terrible villains.
Age: Your dragonborn grow quickly. They walk
hours after hatching, attain the size and development of a 10-year-old human child by the age
of 3, and reach adulthood by 15. They live to be around 80.
Name: Dragonborn have personal names given at birth, but they put their clan names first as a
mark of honor. A childhood name or nickname is often used among clutchmates as a
descriptive term or a term of endearment. The name might recall an event or center on a habit.
Characteristics: To any dragonborn, the clan is more important than life itself. Dragonborn
owe their devotion and respect to their clean above all else, even the gods. Each dragonborn’s
conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in
expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and
honor demands maintaining the bounds of that position.
A continual drive for self-improvement reflects the self-sufficiency of the race as a
whole. Dragonborns value skill and excellence in all endeavors. They hate to fail, and they push
themselves to extreme efforts before they give up on something. A dragonborn holds mastery
of a particular skill as a lifetime goal. Members of other races who share the same commitment
find it easy to earn the respect of a dragonborn.
Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes
needed in difficult situation. But the best source for such help is the clan, and when needs help,
it turns to another dragonborn clan before seeking aid from others race or even from the
gods.
Dryads
As beautiful and welcoming as a sunlit glade in high
summer, as terrifying and deadly as a winter gale
sweeping through a barren forest- that’s a dryad.
Rarity: Rare
Item: Iron Pants- thorns 2, unbreakable 3,
mending 1
Biomes: Birch Forests, Enchanted Forests, Oak
Forests, Spruce Forests
Alignment: Dryads tend to be lawful and are
rarely evil, following and protecting the “law” of
the forest.
Age: You age just like a tree, very slowly, which
means you can live anywhere from a few hundred
years to a few thousand years.
Name: A dryad takes their names from something
in nature or a name that relates to their home
plants.
Characteristics: As dryads are bound to their
forests, they fear encroaching modernity from
civilization. Usually, they live in the forests their
whole lives, particularly for their tree’s sake. Within
these woods, they are usually frequented by
travelers and other interlopers within the natural world. Many dryads host parties with fey
entitles like fairies, leprechauns, and boisterous satyrs. They otherwise live very simple lives
merely subsisting off the nature around them. Even the dryads who adventure, having been
able to leave their forest, live sparsely. They feel uncomfortable in cities and will rarely indulge
in excess.
Dwarves
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and
a burning hatred of goblins and orcs-these common threads unite all dwarves.
Rarity: Common
Item: (Hill) Iron Pickaxe- silktouch, unbreakable 3, mending 1 (Mountain) Iron Pickaxe-
efficiency 3, unbreakable 3, mending 1
Biomes: (Hill) Hills with tips below 150, (Mountain) Mountains with a tip above 150.
Alignment: Most dwarves are lawful, believing firmly in the benefit of a well-ordered society.
They tend toward good as well, with a strong sense of fair play and a belief everyone deserves
to share in the benefits of a just order.
Age: Dwarves mature at the same rate as humans, but they’re considered young until they
reach the age of 50. On average, they live about 350 years.
Hill Dwarf Name: A dwarf’s name is granted by a clan elder, in
accordance with tradition. Every proper dwarven name
has been used and reused down through the
generations. A dwarf’s name belongs to the clan, not to
the individual. A dwarf who misuses or brings shame to
a clan name is stripped of the name and forbidden by
law to use any dwarven name in its place.
Characteristics: Dwarves are solid and enduring like
the mountains they love, weathering the passage of
centuries with stoic endurance and little change. They
respect the traditions of their clans, tracing their
ancestry back to the founding of their most ancient
strongholds in the youth of the world, and don’t
abandon those traditions lightly. Part of those
traditions is devotion to the gods of the dwarves, who
uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their word and decisive in action,
sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they
are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to
the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-
blown clan feud.
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems
and precious metals and forge items of wonder. They love the beauty and artistry of precious
metals and fine jewelry, and in some they can’t find in their mountains, they gain through
trade. They dislike boats, so enterprising humans and halflings frequently handle trade in
dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf
settlements, though some areas are off limits even to them. The chief unit of dwarven society is
the clan, and dwarves highly value social standing. Even dwarves who live far from their own
kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke
their ancestor’s names in oaths and curses. To be clanless is the worst fate that can befall a
dwarf. Mountain Dwarf
Dwarves in other lands are typically artisans,
especially weaponsmiths, armorers, and jewelers.
Some become mercenaries or bodyguards, highly
sought after for their courage and loyalty.
Dwarves who take up the adventuring life
might be motivated by a desire for treasure for its
own sake, for a specific purpose, or even out of an
altruistic desire to help others. Other dwarves are
driven by the command or inspiration of a deity, a
direct calling or simply a desire to bring glory to one
of the dwarf gods. Clan and ancestry are also
important motivators. A dwarf might seek to restore
a clan’s lost honor, avenge an ancient wrong the
clan suffered, or earn a new place within the clan
after having been exiled. Or a dwarf might search
for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.
Fairies
The Feywild is home to many creatures influenced by its magical nature. Ephemeral spirits born
of the changing seasons. Beats turned into monsters by a powerful curse. Elves of old ruling the
Feywild courts. But no fey are quite as fantastical as the fabled fairy. Tiny yet powerful beings
born of Feywild magics, these creatures love to walk between the Feywild and the Material
Plane as daring explorers, hearty warriors or playful tricksters.
Rarity: Rare
Item: Elytra- unbreakable 3, mending 1
Biomes: Birch Forests, Enchanted Forests, Oak Forests
Alignment: Born of the ever-changing magic of the Feywild, almost all fairies embody an
innately chaotic nature. They love freedom and whimsy above all else, though some prefer
trickery and mischief.
Age: Fairies are products of Feywild magic, and can be as timeless or as ephemeral as nature
itself. Most fairies have no set lifespan, living only as long as there is magic to sustain them.
Though certain types of fairies live longer than others.
Name: A fairy’s name is often granted to them at the moment of creation by the archfey that
made them. Though sometimes an archfey sees fit to give a fairy a new name, sometimes as a
gift, and sometimes as a curse. For names have power over the fey, and can even change their
very nature. Fairies don’t have surnames but incorporate their place of fey origin, such as the
Summer Court or the Shadowfell, into their name.
Characteristics: Not all fey are the bright natured spirits of legend. Though many use that as a
guide to trick gullible humans. Fey are alien beings from another world, their perception of
reality different from those on
the Material Plane. They can be Fairy
timeless and ageless, aloof and
whimsical, or dangerous and
vengeful. Powerful fey can
weave space and time like one
might weave a tapestry,
twisting it to their whim. They
can bestow blessing or curses
with nothing but a well-spoken
rhyme.
Fey can be alien to the
world of mortals, and fairies
are no exception. Some Fairies
might perceive time differently.
Minutes might feel like days, or
days can pass like seconds.
Many fairies are not
accustomed to the wide range
of emotions that mortals feel.
Usually only passing between
disinterest and intense bursts
of one single emotion. Fairies
may have trouble
understanding concepts like mortality, violence, ownership, or honesty. Many fairies have
trouble understanding the potential consequences of a physical reality. A fact that can make
them playfully naïve, or exceptionally dangerous.
Halflings
The comforts of home are the goals of most halflings’ lives; a place to settle in peace and quiet,
far from marauding monsters and clashing armies; a blazing fire and a generous meals; fine
drink and fine conversation. Though some halflings live out their days in remote agricultural
communities, others form nomadic bands that travel constantly, lured by the open road and the
wide horizon to discover the wonders of new lands and peoples. But even these wanderers love
peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a
raft floating downriver.
Rarity: Common
Item: Hoe- fortune 3, unbreakable 3, mending 1
Biomes: Birch Forests, Hills, Oak Forests, Plains
Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to
see others in pain, and have no tolerance for oppression. They are also very orderly and
traditional, leaning heavily on the support of their community and the comfort of their old
ways.
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or
her second century.
Name: A halfling has a given name, a family name, and possibly a nickname. Family names are
often nicknames that stuck so tenaciously they have been passed down through the
generations.
Characteristics: Halflings are an affable and cheerful
Halfling people. They cherish the bonds of family and
friendship as well as the comforts of hearth and
home, harboring few dreams of gold or glory. Even
adventurers among them usually venture into the
world for reasons of community, friendship,
wanderlust, or curiosity. They love discovering new
things, even simple things, such as an exotic food or
an unfamiliar style of clothing.
Halflings are easily moved to pity and hate to see
any living thing suffer. They are generous, happily
sharing what they have even in lean times.
Halflings are adept at fitting into a community of
humans, dwarves, or elves, making themselves
valuable and welcome. The combination of their
inherent stealth and their unassuming nature helps
halflings to avoid unwanted attention.
Halflings work readily with others, and they are
loyal to their friends, whether halfling or otherwise.
They can display remarkable ferocity when their
friends, families, or communities are threatened.
Most halflings live in small, peaceful communities
with large farms and well-kept groves. They rarely
build kingdoms of their own or even hold much land
beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty,
instead looking to family elders to guide them. Families preserve their traditional ways despite
the rise and fall of empires.
Many halflings live among other races, where the halflings’ hard work and loyal outlook
offer them abundant rewards and creature comforts. Some halfling communities travel as a
way a life, driving wagons or guiding boats from place to place and maintaining no permanent
home.
Halflings usually set out on the adventurer’s path to defend their communities, support
their friends, or explore a wide and wonder filled world. For them, adventuring is less a
career than an opportunity or sometimes a necessity.
Humans
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive
on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is
because of their shorter lives that they strive to achieve as much as they can in the years they
are given. Or maybe they feel they have something to prove to the elder races, and that’s why
they build their mighty empires on the foundation of conquest and trade. Whatever drives
them, humans are the innovators, the achievers, and the pioneers of the worlds.
Rarity: Common
Human Item: Iron Axe- efficiency 3, unbreakable 3, mending 1
Biomes: Any biomes will do.
Alignment: Humans tend towards no particular
alignment. The best and the worst are found among
them.
Age: Humans reach adulthood in their late teens and
live less than a century.
Name: Having so much more variety than other
cultures, humans as a whole have no typical names.
Some human parents give their children names from
other languages.
Characteristics: Humans are the most adaptable and
ambitious people among the common races. They
have widely varying tastes, morals, and customs in the
many different lands where they have settled. When
they settle, though, they stay: they build cities to last
for the ages, and great kingdoms that can persist for
long centuries. An individual human might have a relatively short life span, but a human nation
or culture preserves traditions with origins far beyond the reach of any single human’s memory.
They live fully in the present making them well suited to the adventuring lifebut also plan
for the future, striving to leave a lasting legacy. Individually and as a group, humans are
adaptable opportunists, and they stay alert to changing political and social dynamics.
Where a single elf or dwarf might take on the responsibility of guarding a special
location or a powerful secret, humans found sacred orders and institutions for such purposes.
While Dwarf clans and halfling elders pass on the ancient traditions to each new generation,
human temples, governments, libraries, and codes of law fix their traditions in the bedrock of
history. Humans dream of immortality, but (except for those few who seek undeath or divine
ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered
when they are gone.
Although some humans can xenophobic, in general their societies are inclusive. Human
lands welcome large numbers of nonhumans compared to the proportion of humans who live
in nonhuman lands.
Humans who seek adventure are the most daring and ambitious members of daring and
ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth,
and fame. More than other people, humans champion causes rather than territories or groups.
Leonins
The leonin guard their shining lands, a golden plain where even the gods hardly trespass. Prides
of these nomadic, lion-like humanoids rarely interact with other people, having all they need in
their shimmering homeland and knowing the treachery of strangers. Still, some leonins wonder
what lies beyond their border mountains and seek to test themselves in a wider world.
Leonin
Rarity: Uncommon
Item: Shield- fire aspect 1, unbreakable 3,
mending 1
Biomes: Desert, Jungle, Plains, Savannah
Alignment: Leonin tend towards good
alignments. Leonin who are focused on the
pride lean toward lawful good.
Age: Leonin mature and age at about the
same rate as humans.
Name: Along with their personal names,
leonin identify themselves by their pride.
Characteristics: Leonin often act with
confidence, which can come off as
imperiousness. While this can reassure their
allies, it can also suggest defiance in the face of what they perceive as imposed authority or
unworthy experts.
Other people often perceive leonins as quick to take offense, intolerant of criticism, or
belligerent. The truth is that many leonine simply enjoy fighting, whether verbal or physical.
They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity
to exercise their minds and bodies.
It follows, too, that leonine aren’t inclined carry grudges. A warrior might react with
sudden violence to an insult, but when the fight is over (and the leonin’s superiority proven),
the insult is forgotten along with the vanquished foe.
Few leonins devote themselves to the services of the gods. Centuries ago, the leonine
worshiped the same gods that humans do, but after many of their prides suffered depravities,
most leonin rejected the gods. It’s not that they deny the existence of deities, they merely see
the gods as mercurial and ultimately unworthy of adoration.
Leonins rely on themselves and their prides. A pride is bound together by the
experience of a shared challenges and, in particular, the sacred act of the hunt.
Tritons
Tritons dwell throughout the seas, exploring a world of coral forests and secret mountains the
“dry-folk” of the surface world will never know. While most live their entire lives beneath the
sea, they’re not bound to the deep. Following their inherent curiosity, some tritons venture
beyond the waves, seeking to explore a whole world of wonders beyond their own.