I think I’ll try to stick to a format of first glance, second pass and final rendition when it comes to races and the like. Writing down a rough draft opens up so many new questions and details that I hadn’t considered, so I think the three step process will help me really solidify what I’m trying to get across.
It also leaves plenty of room for feedback and editing, so please feel free to reach out and let me know what you think!
Populating a broad swathe of mountainous territory that spans central Merathis and bisects the continent into its northern and southern half, the dwarvish races of Estyria are a proud and ancient people who accredit their creation to the primordials that shaped the earth long before the arrival of the gods. They consider themselves brothers and sisters to the natural phenomenon of the world and are often inclined toward nature revering paths and careers. They believe it is their natural destiny to excavate the earth in deep, winding tunnels, the paths of which are often determined by seers and sages listening to the voice of the Vaultfather -- a slumbering primordial who awaits their arrival at the center of the world.
The capital of dwarvish society lies beneath a massive, naturally occurring crystalline spire, the rocky formations at its base carved into caverns and passageways that descend deep into the earth below. Their ruling government is a traditional monarchy ruled over by a king and inherited by his descendants upon his death. There has not been a change in the ruling blood line for generations.
The dwarvish people are generally a very spiritual people, though they revere elementals and tangible forces of nature more than otherworldly, divine beings. It is customary to bring the deceased to the capital upon their death in a funeral march that includes family and close friends. These marches tend to be surprisingly celebratory, wishing the recently deceased good tidings as they return to the earth. Upon arrival at the capital, the march is received by a gathering of priests and the corpse is carried into a sacred unlit cavern where only the initiated are permitted to tread. Within three days, the deceased dwarf’s crystals will be returned to their family.
SUBRACE ONE:
The Spiregard Dwarves
The most common subrace of dwarves and by far the most populous, these dwarves are the ones most often involved in the affairs of other races. They are known for being a practical and hardy people with an unflappable stubborn streak.
Spiregard dwarves stand at roughly four feet in height and typically have stout, powerful bodies. Their hair tends to be coarse and thick and the men of the race boast huge, decorated beards. Crystals naturally sprout from a dwarf’s skin, commonly grown upon the brow, jaw, shoulders or spine. These crystals can be of any color and continue to grow throughout the dwarf’s life, sometimes sprouting additional clusters as they reach a venerable age.
The color of a dwarf’s crystal influences their skin tone, eye color and hair color, causing color variations in Spiregard dwarves to range across every imaginable hue. For example, an amethyst-touched Spiregard dwarf may have deep purple hair, stormy gray eyes and pale skin to compliment the violet crystal points growing from their skin.
These crystals are commonly retained after death and used to create beautiful memorials and arrangements honoring the deceased.
SUBRACE TWO:
Drakenforged Dwarves
The drakenforged dwarves came into existence after The Web Blight, a hundred year war that nearly exterminated the drow and permanently removed them from the Underdark. The Web Blight was incited by an unforeseen alliance between five dwarven houses and a collection of ancient purple dragons, both of which sought to remove the evils of the drow from the depths of the earth. Upon their victory, the dragons made good on the promise of wealth and power they had used to coerce the dwarves to march against the drow. They gifted each of the five dwarven houses with orbs (later dubbed the Dornari) that had been infused with a fragment of both their ancient magic and their spirit.
Touching a Dornari causes a dwarf to undergo a radical physical transformation and develop minor magical qualities. While political turmoil has caused each of the five houses to develop their own unique way of sharing this blessing, all transformed Drakenforged dwarves share the following attributes.
Drakenforged dwarves stand closer to five feet than their shorter Spiregard cousins and have leaner builds. Their eyes are a vivid blue with a thin slitted pupil. Purple scales are present upon their extremities (typically covering the back of the hands and feet at minimum), and across their backs and shoulders. Their hair may retain its original color, but it is often softer and tamer. They retain their crystals, but they do not grow and are not revered as highly as those of the Spiregard dwarves.
Drakenforged dwarves are known to be arrogant and judgmental even to their dwarvish cousins, seeing themselves as the premier race of dwarves. They are notably less spiritual and are known to be especially greedy and materialistic.
SUBRACE THREE:
Foraldros Dwarves
Foraldros translates to “orphan” in the dwarvish tongue and has been used as a namesake for the strange undead dwarves that occasionally appear just beyond the capital spire. These dwarves appear with no recollection of their life or how they came to be in the mountain range, depending on their living cousins to acclimate them to a society they know nothing about. Unfortunately, many of the Spiregard dwarves regard these undead as bad omens and outcasts, causing many unclaimed Foraldros to travel as homeless vagabonds and shunned outsiders. For this reason, Foraldros dwarves are commonly found as mercenaries and sellswords, traveling the world in search of purpose and meals to sate their unnatural thirst for blood.
Foraldros dwarves resemble the Spireforge dwarves in height, however their decayed bodies tend to appear slimmer and malnourished. The whites of their eyes have turned black and their iris tends to be red, white or gray. Their ears are large and pointed, closer to a goblin than a dwarf, and their noses are upturned like a bat’s. Small claws sprout in place of their fingernails and toenails. They do not have crystals growing on any part of their bodies.
Color variations in Foraldros dwarves are as varied as the Spireforge, however they are much more muted and desaturated. For example, a Foraldros who may have been touched by rubies in life would no longer have bright red hair but a dull maroon instead.
This blog is dedicated to a project that’s been years in the making. It’s been a massive undertaking and the black hole sitting at the edge of my creative drive, sucking up everything I can think of and impatiently waiting for more. With any luck, this wild recipe of outrageous characters, faraway landscapes and awesome magic will one day create a Dungeons and Dragons source book for people far and wide to enjoy.
That being said, there’s a few basic questions that I’d like to address regarding the information I’ll be posting here.
Can I use your races/locations/etc. in my own campaign?
Absolutely! I’m sharing these ideas with the world in hopes that they can inspire and spark storytelling for others the same way they do for me. The only thing I ask is that you credit back to my blog and, if you can, do something to support the continued growth of Estyria as its own grand project.
When will Estyria be complete?
That’s a loaded question. I’d like to have the majority of this project completed by the end of the year, but building a world is an intricate and time-consuming process that I try to work into an already busy schedule of housekeeping, animal tending and growing my own separate etsy business. For now, I can’t put a specific date on when I’ll be able to deem Estyria as truly complete.
Do you take critique?
I’m always open to constructive criticism. In the event that I’ve utterly missed the mark with something or you believe there’s a better way to balance the mechanical aspect of something, please feel free to reach out to me! I’ll never turn away feedback.
Can I contribute to Estyria?
Perhaps the best way to contribute to Estyria is to donate toward the expenses of illustrating and eventually publishing it as a fully fledged source book. And, on that note, I am always looking for artists who would like to contribute things such as concept art, landscapes and character portraits. If you’d like to be a part of Estyria, please contact me and let me know how you’d like to be a part of the team!
Will you help me with my homebrew/world building?
Always. ♥ Just shoot me a message on your platform of choice and I’d be happy to help bounce around ideas or lend my insight to whatever it is you’re working on.
How can I contact you?
Here are a few of the different ways you can reach me:
E-mail: [email protected]
Discord: Crowbait#2570
Tumblr: xcrowbait / estyrian
I’m going to make an attempt to flesh out all of the races of Estyria over the next few weeks. You may see some old unfinished posts disappear, or edits to the existing posts!
For reference and to give myself something to adhere to, the general plan going forward looks something like this:
** Update FAQ and disclaimers section. **
1.) Race descriptions and subrace diversity explored
2.) Eidolons described and possible pantheon building
3.) A timeline of Estyria’s history.
4.) MAPS. So many maps. If I’m feeling ambitious, I’ll try to determine things like trade routes, common travel routes and some rough idea of weather patterns.
5.) Politics and cultures in detail. At this point I’d like to be figuring out how the races interact and what tensions currently exist in a campaign-ready Estyria.
6.) A guide to alternate planes and their relationship to the material plane. Feywild, the Undertow (Estyria’s version of the Underdark) and any other planar things that seem relevant once I get here.
There may be more projects that get sandwiched in somewhere along the way, but it’s a rough idea of what to expect!
A race of synthetic humanoids crafted by genius scholars and mages in the image of themselves.
Streamlined Construction
Warforged have simplified humanoid features sculpted from a variety of metals and organic compounds. Their faces are often featureless and do not require any of the necessary organs to see, hear, smell or taste as a living creature does. Segments of the warforged’s body may feature a colorful glow, ranging through all hues. A “maker’s mark” is typically found somewhere upon their body. This brand does not act as a symbol of ownership, but rather the artistic signature of the warforged’s creator.
Warforged are typically sexless beings and use genderless pronouns to refer to themselves. Variants that mirror human dimorphism do exist, but are typically regarded as impractical and amateurish by most warforged and their creators.
Forming Family
Warforged cannot naturally reproduce. Instead, warforged bond to one another through a practice known as hull-bonding. During this rite, one warforged will donate a part of their body toward the construction of another. This permanent bond is considered as strong as family and is not easily swayed or broken.
Birth of a Machine
Warforged gain their sentience through a complex ritual practiced by only the most learned and skillful wizards. This ritual duplicates many of the caster’s personal traits and mannerisms, lending their individuality as a starting point for the freshly awoken warforged. Therefore, while warforged are in control of their own personalities and choices, they may experience certain predispositions to their creator’s opinions or behaviors. (For example, a good-aligned warforged crafted by an evil sorcerer may constantly feel at odds with their own natural compulsions.)
With human sensations at their root, warforged experience a wide array of emotions and physical sensations -- up to and including pain. They may have difficulty communicating these emotions to others due to their restricted facial movements and therefore may accidentally come across as cold or detached. The glowing mechanisms across their bodies are known to flux with the intensity of their emotions.
Intrinsic Knowledge
Warforged are born as intelligent beings. While they require practical teaching to put this knowledge to use, it is typically easy for them to quickly recall information and skills they may have been unaware of before. This information is limited to the scope of their creator’s knowledge.
Energy Core
Warforged require an energy conduit in order to survive. This core is often built within the depths of their construction and is fueled by magic harvested from Kaladur’s leylines. Due to their fairly new creation, the lifespan of these conduits is currently unknown and many warforged dedicate their time to either philosophizing their own existence or actively researching a definite answer to its puzzling ambiguity.
Naming Conventions
Warforged choose their own name shortly after awakening. It may be suggested by their creator, or a name that occurs to them personally. Therefore, there is no standard naming convention for the race.
RACIAL TRAITS
Ability Score Increase: Your Constitution increases by 2.
Age:Â Warforged mentally mature within a month after awakening. They do not physically age.
Alignment: Any. Typically a warforged’s alignment echoes their creator, but it is not required to.
Size:Â Medium humanoid.
Speed:Â 30 feet.
Living Construct: You are considered a living creature despite being constructed. You are immune to disease and do not need to eat, breathe, or sleep. Instead of sleeping, you enter a stasis for four hours every day. During this stasis, you may experience “dreams” of your creator’s memories.
Magical Healing Limitations: Healing spells and effects only heal you for half of the normal amount due to your body not being flesh and blood. However, a successful Arcana check on the part of the healer (taken as a free action) will negate this effect.
Armaments: During a short rest, you may attach or detach a one-handed weapon, shield or magical focus on your body. Attached items cannot be removed from you unwillingly unless you cannot take actions. You may use a bonus action on your turn to draw or hide attached weaponry, or to draw or stow a small item from within your forearm components; eg: a potion, small tool or trinket.
Resilience: You have advantage on saving throws against poison and resistance to poison damage.
Composite Plating:Â You have a natural armor of 12 + your CON modifier so long as you are not wearing armor. You may use your natural armor as your AC is it grants a higher bonus than the armor you are wearing. Shield bonuses apply as normal.
Languages: You know Common and one other language of your choosing.
VARIANT MODELS
KNIGHTFORGED
Ability Score Increase:Â Your Strength score increases by 1.
Uncanny Awareness: You have an inhuman sense of approaching danger on the battlefield. During your turn, you gain +2 AC for any attacks made against you.
Epitome: Your model displays the might and power of a perfect warrior. You gain proficiency in Athletics.
Bulwark: You have a shield built into your arm. You gain proficiency with shields and, as a bonus action on your turn, you may deploy or retract your shield from its compartment. When deployed, the shield grants +2 AC and may be used to push your target 5 ft. away from you when you are missed by an attack.
FLEETFORGED
Ability Score Increase: Your Dexterity score increases by 1.
Quickness: Your speed increases to 40 feet.
Subterfuge: Your model bears the precision and finesse of the finest human assassins. You gain proficiency in Acrobatics, Sleight of Hand or Stealth.
Impossible Reflexes: You have advantage on all Dexterity based saving throws.
ZENFORGED
Ability Score Increase: Your Wisdom score increases by 1.
Aura of Light: You know the cantrip dancing lights or light. It does not count against the number of any other cantrips you may know. When casting, you use your Wisdom as spellcasting ability.
Introspective:Â Your model is graced with supernatural grace and tranquility. You gain proficiency in Animal Handling, Insight, Medicine or Perception.
Calming Presence: Once per day, you may allow yourself or a single party member to treat a short rest as if it were a long rest.
Highly spiritual tribespeople and renowned pathfinders of the north.
Of Flesh and Fur
Centaur are massive, hardy creatures that marry the physical attributes of both humans and horses. Their origin in the cold lands of Kaladur has made the centaur particularly resilient to harsh weather, with thick coats of fur not only upon their equine half but often found scattered across their human limbs or along their spines. The hair atop their heads is plentiful and often as coarse as their tails. However, despite their otherwise furry appearance, men do not typically grow facial hair.
Centaur coloration ranges through all natural equine hues, with shades of brown being most common. Their human flesh may mirror the markings found across their fur, including spots, dappling or any other variation. Their eyes are often deeply colored and their ears are longer and more pointed than a human’s.
Centaur builds are as diverse as there are horse breeds, from the stockiness of draft breeds to the slim elegance of thoroughbreds. Gender does not dictate physical size or build.
Tribal Dressings
Centaur typically adorn themselves in a combination of natural accessories -- wooden beads, gemstones, bone -- and metal jewelry in bold geometric shapes. Leather and fur are used to ward off the cold, lending to modest wardrobes that leave very little flesh exposed to the elements. Beads and trinkets are often braided into ornate hairstyles and headpieces, the most complex of which are reserved for high priestesses and their ilk.
Ritualistic body modifications are incredibly common and encouraged as fashion statements among centaur. Modifications can include piercings, tattooing, gauging and collared neck elongation.
By the Wisdom of Starseers
Centaur reside in the sprawling temple-filled city of Arnada. The city, constructed largely of stone and geometrically crafted clay, is led by a trio of powerful priestesses known as Starseers. Embodying the maiden, mother and crone ideal, these female centaurs represent wise and prophetic figures that translate the whims of the cosmos to the rest of their people. The Starseers are only in the public eye once a year when they emerge to crown new and aspiring priestesses to their faith.
Family Traditions
Centaur live in large communal groups that typically center around a single primary unionship. With a central male and female figure, the rest of the herd includes close friends, secondary lovers and the children of any adults within the herd. These polyamorous herds are often incredibly tight-knit, and admission of newcomers, while ultimately determined by the alpha couple, is discussed diplomatically by all members.
Moving between herds is considered socially acceptable, unless it is done in excess.
In Respect of the Cosmos
Centaur find their spirituality in the study and reverence of the stars and planets above. Astrolabes are found in both temples and homes, and regular observance of cosmic motions occupy their nightly rituals. Centaur consider constellations to have deep and involved histories and legends, and turn to subtle motions and shifts in cosmic belts to deduce fate and tidings. Most magically inclined centaur claim to draw their power directly from the stars, completely in spite of the absence of the gods.
The stars are celebrated through song, dance and mask-making.
And Rejection of Technology
Centaur view technology with a skeptic’s eye, seeing it as largely unnecessary and often more trouble than it’s worth. They largely prefer nature and hard work to the convenience of machines, and claim their blessed lifestyle as proof that living naturally does not run the risk of offending any higher power.
Shun the Ursutani
Centaur hold a century-old grudge against the ursutani, who they claim are responsible for the desecration of their most holy temple in the north. They view the bearfolk as lazy, destructive and sacrilegious on the best of days.
RACIAL TRAITS
Ability Score Increase: Your Strength score increases by 2.
Age: Centaur mature rapidly, attaining adulthood at the age of 3. Their lifespan ranges between 60 and 70 years.
Alignment:Â Prone to maintaining ancient patterns and traditions while simultaneously defying formal societal order, centaurs tend toward neutrality in all regards.
Size: Most centaur stand close to eight feet in height at their human head. Their size is considered Large.
Speed:Â Your base speed is 40 feet.
Impressive Size: You must eat and drink four times as much, or four times as frequently, as a human to avoid fatigue. You cannot be grappled by normal means.
Pathfinder: Growing up as one with nature and frequently scouting the wilds, you gain proficiency with the Longbow. You also gain proficiency in Athletics, Perception, Nature, or Survival.
Trample: When you move 20 feet or more in a straight line on your turn and make a successful melee attack, your target must succeed on a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone and take an additional 1d6 damage from your hooves.
Hooves:Â You are never unarmed and are proficient in your hooves, which serve as a melee weapon that deals 1d6 damage.
Barding: You may only wear clothing or accessories on your upper half. Any other item, such as boots, must be serviced by a craftsperson or custom made to suit your unique body shape. Traditional equine barding fits you as it would a normal horse.
Languages: You can speak Common and one other language of your choice.
RACIAL VARIANTS
DRAFT
Ability Score Increase: Your Constitution score increases by 1.
Heavyweight Frame: Strength requirements for you to wear heavy armor are reduced by 2. Encumbrance brought by armor or carrying capacity is doubled before you suffer a penalty.
Bulky: Your hooves deal an additional 1d6 damage.
Physical Prowess: Your massive form and daunting musculature put you in a league well ahead of other warriors. You gain proficiency in Athletics.
CELESTIAL
Ability Score Increase: Your Wisdom score increases by 1.
One with Nature: Your dedication to the wilds and the sanctity of your people has imbued you with helpful insights. You gain proficiency in Insight, Nature, or Survival.
Cosmic Ally: Something has heard your prayers. You have four death saving throws instead of three.
Starspeak: Once per day during a short rest, you can commune with the cosmos granting you Lucky on one roll during your next encounter.
LYRIC
Ability Score Increase: Your Charisma score increases by 1.
Natural Performer: You have spent a majority of your life engaged in song, dance and the arts. You gain proficiency in Performance.
Charming Smile: Merchants and traders are wooed by your natural charm. You have advantage on rolls made to negotiate the cost of goods and services.
Nimble Hooves: When an opponent misses you with an attack, you may use a reaction to move 5 feet.