Races of Omeria (Playable)

These are the currently mentioned or outlined playable races of Omeria applicable for adventures set during the Age of Triumphs.

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Humans
The most dominant race in Omeria were humans. Humans represented a wide variety of ideals and skills in Omeria. From the coldest reaches of Northern Omeria, to the hottest dunes of the Desolation of Ditimaya, to the humid temperate jungles of the Dinzer Nations, humans proved adaptable and were found at nearly every corner of the land.

Among humans, there were four ethnic groups who called the long continent home:

Dinzer
The Dinzers were originally a tribe of magically sensitive warriors who lived south of the lands that were known as the Desolation of Ditimaya. The chief nation of the Dinzers, Odonburg, was the capital city of southern Omeria and home to thousands of magical scholars. For this reason, the Dinzers were the most technologically advanced people in Omeria.

Ditimayan
Ditimayans were the ancestors of the original tribe of humans that lived in the lands south of the Basilisk's Spine Mountains. Coastal Omerians such as Castlegraspians, the Naqqadi, and Arruquettans claimed Ditimayan heritage.

Knotsiders
Knotsider humans lived north of the Fairknot River where their villages, towns, and city-states were found from the Omerian Ocean to the Tide of Tilldale. Most Knotsiders traced their ancestry to the 'olde' kingdom of Presson's Enclave.

Rasgax
The Rasgax tribes lived in the highlands of Northern Omeria. They were a nomadic people and were sometimes forced to contend with other races of the north, such as orcs, frost giants, and c'nuim iteah. Setting them apart from other human peoples, Rasgax would often have deep scarlet or bright red eyes and the ability to see in the dark. They were known to cover their bodies and faces in ritualistic tattoos and wear animal hides with cloth kilts or flowing capes. Some Rasgax warriors would fight nude and smear their body in mud and animal feces as a deterrent, which may explain the legend that they were part animal.

Dwarves
The major sub-race of dwarves found in Omeria was the Von Dorals. The Von Dorals lived and toiled in the tunnels and great palaces below the legs of the Basilisk's Spine Mountains. Circa 990AT, they were driven from their lands by fiends—thanks to the machinations of the Gar Wabrizz goblinoids—and the Von Dorals were forced to live amongst humans. The diaspora was particularly prevalent along the western Omerian Coast. Most Von Dorals blamed humans for their misfortunes. And, naturally, they despised all goblinoids, going so far as to attack them on sight.

Vundahns
Not an actual sub-race, vundahns were Von Doral dwarves afflicted with a congenital condition of albinoism. This condition started to appear not long before the diaspora to the point where one out of ten dwarves were born with this condition. Along with the pigmentation effect, these dwarves struggled with strong light and demonstrated a small measure of innate magical ability.

Ong-Ongs
Ong-ongs were tough, wise dwarves that inhabited the forests of Northern Omeria. They were short, furry humanoids with large, flat heads and were commonly referred to as "forestfolk". They were slow and exceptionally stubborn examples of their race, though they were once thought to be an offshoot of the forest gnomes that inhabited the Wallingmiotta.

Elves and Half-Elves
The Age of Triumphs saw a great decline in the number of elves in Omeria. Following the eradication of the largest elven nation, Imfe Aiqua, many of the elves who were still present in the world were either of blended-heritage, descendants of the Anorian elves of northern Omeria, or the endangered elves of Olyothyr.

Aiquan/Kelrun
True Aiquan elves died out as the result of a plague (circa 800AT). Those that survived were of mixed-blood with humans. Like the conquered Anorians, Aiquan elves came to have no lands—their original home surrounding the great elven city of Imfe Aiquan decayed to ruins haunted by the revenants of the dead. Unlike the Anorians, however, Aiquan elves did not all stay north of the Spine with the descendants of Aiqua mostly choosing to travel the world. They were typically referred to as "wood elves".

Anorians
The original Anorians hailed from Imfe Mythse Anore, the ruins upon which the human city of Knotside was built. Conquered by the joint efforts of Aiquan elves and the humans of Presson's Enclave (the event which marks the beginning of the Age of Triumphs), the Anorians who weren't destroyed chose assimilation over eradication. They were sometimes referred to as "dark elves", though the Anorian elves and half-elves lacked any affinity for dark areas or aversion to strong light.

Olyothyrians
Although they possessed greater numbers than their Aiquan and Anorian kin, Olyothyrians were less commonly encountered by the other races of Omeria. They suffered from a strange curse that wouldn't allow them to travel more than a few hundred miles from Olyothyr. Olyothyrians were also stubbornly opposed to inter-racial breeding so Olyothyrian half-elves were even rarer. This aloofness, combined with their stature, led to the Olyothyrians typically being referred to as "high elves".

Halflings
Wanderer halflings were the most prolific sub-race of halflings. Their ancestors originally came from a distant land across the Omeria Ocean. While they had no nation of their own on the long continent, they did establish many villages and enclaves where they were able to work and live together. Wanderer seers were well known for their divination powers, which they employed as mages or fierce melee combatants.

Canids


Canids were dog-human hybrids that lived throughout much of Omeria. Created through magical means (circa 800AT), the original canids were developed to guard temples, keeps, and other places of import. However, the canids were smarter and wiser than their creators expected and established independence from their indentured existence. Many canids were wanderers and were well received throughout Omeria thanks to their friendly attitude and ability to survive in most conditions. A canid would often join a group of adventurers—bonding with them as a "newfound pack" and becoming fiercely loyal.

Devilkin (Tieflings)
In Omeria, tieflings were called devilkin. Most were born in slavery when the Obsidian Lords conquered and enslaved the southern Ditimayan nations. Once freed by the Central Castlegraspians, they discovered that their struggle was far from over. Viewed by most humanoids as no better than their forebearers, devilkin were almost always treated as a lower caste. To free themselves of their diabolical connections, devilkin would take names that represented the beauty and good of nature.

Dragonborn
(Details pending.)

Frost Giants (Jötunn)
In the Syrhros Peninsula, the frost giants—or jötunn as they referred to themselves—dominated the arctic wastes. These huge beings lived by the decree of "might makes right." Cold-hearted, both literally and figuratively, the frost giants of Omeria suffered no qualms in destroying and stealing from those weaker than themselves.

However, the frost giants of Omeria also represented balance. The cold, dark lands north of Rasgax were still tainted by the evil of Vapul, the demonic god of death and winter—from before the tyrant was defeated by the paladin Camor of Jost. Were it not for the jötunnl's ceaseless campaign against the undead who lurked in the lands of the Absent Sun, the Winds of Vapul could have once again descended on northern Omeria and the Kingdoms of Man.

Gnomes
Nearly all Omerian gnomes came from the forests of the Wallingmiotta where they thrived. A curious lot, the Wallingmiottan gnomes loved to travel, get into adventure, and assimilate into other cultures. No matter where they landed, these gnomes stayed sharp and agile, with an innate love for illusions and pranks.

Krigs
Krigs were spider-humanoids that originated from the Weysevain Maze and, by extension, the town of Orbea in Central Omeria. All krigs were asexual and shared the same parent, the deity-progenitor, the Matriarch. Intelligent and clever, the krigs positioned themselves as assets throughout most of the continent. Their overall numbers were much lower than the other major humanoid races of Omeria (estimated at between 7 to 10 thousand), and it was rare to find one more than 1,000 miles from the Maze at Orbea. All krigs were connected to the Matriarch (with a form of hivemind) and were loyal to her above all else.

Neushoorn
Neushoorn were rhinoceros humanoids native to the savannas of Boscos in Odonburg. As a rule, they were peaceful creatures who respected all life. Although they did not consider themselves citizens of Odonburg, the neushoorn cooperated with the Dinzers, serving on multiple counsels throughout the nation.

Orcs
The orcs of Omeria, though tribal, were not nearly as savage as one would believe, nor were they as evil. Certainly, orcs preferred chaos, but not for the sake of destruction. Instead, they despised the rigors of civilization and the fetters of routine. Most orcs hailed from cold lands, especially the lands of northern Omeria.

Sphinxkin
Sphinxkin were the humanoid descendants of the mystical sphinxes. It is unclear how sphinxkin came to existence as sphinxes were not known for interspecies mating and would not be expected to willingly create what they might have considered a "lesser version" of themselves. Sphinxkin genealogists suspected that the origin of sphinxkin involved rogue magic or a "cosmic accident". Regardless of their origin, sphinxkin were often exceptionally wise and intelligent like their sphinx forebears. They shared a connection to the past and were usually found in scholarly roles such as archaeologists, historians, and sages. Others turned their wits towards mercantile trades and businesses where their perfect memories and inscrutability set them apart from their competitors. Sphinxkin were also known for their obsessions—once a sphinxkin became interested in something, it could spend its whole life traveling and learning all it could about that subject.

Trapfoot
Trapfoots were white-haired rabbit-humanoid hybrids commonly found in arctic climates. They lived in small tribal groups called clusters. Viewed as "lesser" by many of the larger humanoid races and giants that lived near them, these clusters frequently found themselves under the rule of powerful, non-trapfoot creatures who bullied them into obeisance. Trapfoots who broke free of those tyrannical tethers often preferred to spend the remainder of their lives away from other humanoid cultures, fearful of renewed oppression. Because of this natural distrust of the other humanoid races, many accused trapfoots of being "antisocial" or even "evil."

Swords for Hire. Trapfoots who demonstrated a proclivity for cooperation with the other humanoid races sometimes offered their services as mercenaries, spies, or assassins. These sneaks used their awesome speed and reflexes to their advantage and were capable of neutralizing targets long before their allies realized what had happened.

Elemental Origins. Trapfoots traced their origin back to the elementals as one of the few humanoid races not created by the dulons or the dulons' creations. Pexian scholars theorized that this was the reason so many trapfoots were—erroneously—viewed as corruptible.

Vanliorn


An extremely rare and mysterious race. It was believed that they owed their origins to the latent transmutation energies that swirled through the endless black of The Other—a different plane of existence altogether to the one in which Omeria resides. Vanliorns were pale, intelligent reptilian humanoids known for their unbridled wickedness. Devoid of empathy, vanliorns viewed all lives other than their own as a wretched mistake deserving of erasure, manipulation, or extortion.

Waba-animoosh (Possomfolk)
Humanoid possums were known as possomfolk by the other races, however, they called themselves waba-animoosh. Possomfolk were rarely seen in major humanoid cities, preferring to live far from humans in areas such as the Wallingmiotta Wood. However, they did intermingle with gnomes, halflings, and wood elves, as well as more elusive fey. While many possomfolk lived in underground burrows, most were arboreal creatures, living high in trees away from dangerous predators. The more "civilized possomfolk" lived among wood elves as well, symbiotically making their homes within tree-borne wood elf communities. Possomfolk had the capacity to appear dead to ward off predators—projecting the sights and even smells of a corpse to defend themselves.