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    • Omensworn >
      • Campaign Info
      • Setting Information
    • MORTIS >
      • Campaign Info >
        • Campaign Primer
        • Living Campaign
      • Mortis Setting >
        • World Lore
        • Timeline
        • Language & Names
        • Races of Mortis
      • Mortis Basic
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        • Mortis 5e
        • Mortis AGE
    • Infinite Darkness
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RACES OF OHR

TABLE OF CONTENTS

RACES OF MEN
RACES OF ELVES
RACES OF DWARVES
OTHER RACES OF OHR
PATRON ONLY RACES
NON-PLAYABLE RACES​

RACES OF MEN

Andminas, Foundry of Man:
The fate of man was shaped at the forging of Adamantine Mountain, where one of the greatest kingdoms of man, Andminas, was ruled over and brought together by the divine God-King Menos. For 300 years, Menos governed the people of the Four Kings until he was struck down by his closest allies and generals. The next few centuries would shake the foundation of Andminas and her people, as they struggled against the Long Dread and the eldritch horrors that came with it in the night. Kings would come and go, mobilizing the city towards a greater truth: steam technology. Currently the city is still in a state of expansion and prosperity, which allowed it to create the first steam and combustion engines in AF 1178, and unearthed the key to harnessing the unifying properties of the Aether in AF 1338. Despite all of their setbacks and heartaches, the Four Peoples of Menos, like their champion, are among the most resilient and powerful beings on Ohr. Their shining city and ability to harness steam mechanics are considered undeniable proof of this.   

Oronok - Men of the North

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 The Oronok favor the occupations of merchants and fisherman and are frequently found behind the wheel of cargo ships. They are a deeply spiritual people, offering up their prayers and incense to spirits of the frigid wilds before casting off. These spirits are often named Xiloth (Roc), Hopi (Jackalope), Hvati (Blue Tiger), and Eros (Kermode Bear). Golden skin, tanned from working long days beneath Aith-na, is engraved with tribal tattoos depicting the symbol of a spirit. Their tall height and muscular stature is often jokingly attributed to the giant’s blood that flows through their veins. When it comes to fashion, they favor dark blues and rustic browns in their clothing choices. When the furs are pulled back and thrown over chairs, decorated braids of burnt auburn and muddy brown fall to their polished belts, each adorned with wooden beads, feathers, or tokens of one of the great spirits that they follow. ​

Oronok Attributes:

Naming Conventions: Danish | Finnish | Old High German | Celtic: Manx | Norman
Bonus Equipment: A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, plus choose any of two: A pipe and abbai resin, a necklace passed down for generations made from orkon teeth, a bundle of travel cakes.

  • Ability Score Increase: +1 Strength, +1 Wisdom, +1 Constitution.
  • Adventuring Age: 18-125. (Live to be around 210 years of age.)
  • Size: Most Oronok stand well over 6 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • Human Versatility.  As a human you're well known for your ability to adapt to almost any situation, as a result of this you're able to choose a bonus Feat at character creation.
  • ​Rich Heritage - You have proficiency in the History skill.
  • Raised in the North - You have proficiency in the Survival skill.
  • Languages - You can speak common and Orn.

Thorimund - Men of the South

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​The Thorimund are known for their free-spirited personalities and love of the hunt. Fair-haired and stocky with rosy, freckled skin, Thorimund tend to dress in forest greens and browns to blend better into their forest environment. The Men of the South produce some of Andminas’ finest hunters and are known across Ohr for their impressive steeds and loyal animal companions. The Thorimund fittingly sport lean figures and are known more for their dexterity rather than brute strength. These lean figures are untouchable on horseback, whipping and turning about the battlefield all the while loosing dozens of arrows into their enemies. It is said that the Men of the South ride on the winds of Balaam himself, spurred on by the gentle whispers of Kyrenos.   

Thorimund Attributes:

Naming Conventions: Celtic: Gaul | Norwegian | Celtic: Welsh | Celtic: Manx
Bonus Equipment: A brightly colored travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, a wolf's head cloak, a thick blanket made from a bear.

  • Ability Score Increase: +1 Dexterity, +1 Intelligence.
  • Adventuring Age: 13-95. (Live to be around 180 years of age.)
  • Size: Most Thorimund are stocky and often stand 6 feet tall or more. Size is medium.
  • Speed - Your base walking speed is 30 feet.​
  • Human Versatility.  As a human you're well known for your ability to adapt to almost any situation, as a result of this you're able to choose a bonus Feat at character creation.
  • ​Intimidating - You have proficiency in the Intimidation skill.
  • Fearless - You have advantage on saving throws against being frightened.
  • Hunting Instinct - You have advantage on attack rolls during the first round of combat.
  • Languages - You can speak common.

Selha - Men of the East

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The Selha are easily identifiable by their short, lithe frames, dark hair, and wide, dark eyes. Their pale skin makes for a striking contrast against their straight, dark hair, and is seen as the pinnacle of beauty to many other cultures. Though they may be small in stature, many Selha have trained to use this to their advantage, favoring the occupations of thief, monk, acrobat, and archer. Many spies and diplomats have been raised from the Men of the East, quickly rising through the ranks of any organization they infiltrate. Their charisma and sharp wit have inspired many a bard’s tale; and their patience in the face of adversity has gone on to win them countless mental and physical battles for the sake of Andminas. Though never explicitly stated, the Selha are rather fond of the goddess Wenafar, the Two Faced Crone and were among the first necromancers of Andminas when the art was discovered.

Selha Attributes:

Naming Conventions: Tibetan | Mongolian | Sumerian
Bonus Equipment: Fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: A tent, extra blankets, rope, a figure in the shape of some god you worship, a silver comb, an amulet dedicated to a cultural figure, a fine bottle of wine.

  • Ability Score Increase: +1 Dexterity, +1 Wisdom.
  • Adventuring Age: 15-85. (Live to be around 160 years of age.)
  • Size: Most Selha stand between 5 and 6 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.​
  • Human Versatility.  As a human you're well known for your ability to adapt to almost any situation, as a result of this you're able to choose a bonus Feat at character creation.
  • ​Clear Mind - You have proficiency in the Insight skill.
  • Horsemen - You begin the game with a riding horse, and while in combat while on a horse you deal an additional 2 damage with all attacks.
  • Languages - You can speak common and Seles.

Hwn - Men of the West

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The enigmatic Hwn tower over most men with a strong physique seemingly chiseled out of stone. Broad noses sit atop sharp, tanned features, and perceptive, almond eyes waste no time in analyzing their prey. They are quiet, resourceful, and choose their words very carefully when speaking to others. Though their frames are quite large, there is a grace about them that allows these people to excel at most anything they put their minds to. Perhaps a sign of their decadent nature from King Sin-Nasir’s rule after Menos, the Hwn are rather fond of jewelry and lavish accessories, decorating their figures with a few piercings and ornate bracelets. The courts of Andminas are frequented by many Hwn nobles and significant cholars, never lacking for their opulence and poise. 

Hwn Attributes:

Naming Conventions: Ancient Egyptian | Sumerian | Assyrian
Bonus Equipment: A black travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots,  plus choose any two: a hunting horn, ink and parchment, a whetstone for sword-sharpening, a silver brooch depicting a god or figure from the distant past.

  • Ability Score Increase: +1 Charisma, +1 Intelligence, +1 Strength.
  • Adventuring Age: 16-70. (Live to be around 120 years of age.)
  • Size: Most Hwn stand between 5 and 6 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • Human Versatility.  As a human you're well known for your ability to adapt to almost any situation, as a result of this you're able to choose a bonus Feat at character creation.
  • ​Rich Heritage - You have proficiency in the History skill.
  • Eldritch Knowledge - You have proficiency in the Eldritch Lore skill.
  • Languages - You can speak common.

Thanasi - Men of the Horns

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The Men of the Horns tend to do as they please, wandering the inhospitable wasteland that is the Horns in small bands to take back resources and rebuild their once great city. Most, if not all of the Thansi have dark brown, or jet-black hair, with gray or blue eyes-a physical reminder of the once proud civilization they are descended from. Their women are fearsome battlemagi called the Roaring Spears, clad in loose, flowing garments and wield halberds, spears, and spiked bucklers in battle. The men choose to don heavy armor, wielding two-handed weapons and throwing themselves relentlessly into the fray, slashing without abandon and bathing in the blood of their enemies. More recently the Men of the Horns have banded together with the Trollkin, and Orkon to form the Mercenary Republic directly south of the Assai Empire. This union has caused a feeling of uneasiness in the Andminas Empire. The Men of the Horns have never explicitly shown themselves as conquerors, but banding together with two of the fiercest races on Ohrros makes them quite a formidable foe if they ever decided to push towards the western side of the continent. For now, they are met with welcome in the great cities, frequently hired on as mercenaries, guards, or laborers due to their sheer strength.   

Thanasi Attributes:

Naming Conventions: Phoenician | Ancient Greek | Sumerian | Roman
Bonus Equipment: Dark coloured travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, comfortable boots,  plus choose any two: a chess set, a drinking horn, an ornate helmet, a decorative cloak-clasp of the Iron Circle, an iron arm-band.

  • Ability Score Increase: +2 Strength, +2 Charisma.
  • Adventuring Age: 13-80. (Live to be around 150 years of age.)
  • Size: Most men and women from the Horns are generally 5 to 6 feet. You are medium sized.
  • Speed - Your base walking speed is 30 feet.
  • ​Masters of War - You have proficiency in Long Swords, broadswords, short swords, and great bows.
  • Relentless - When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Languages - You can speak common.

Assai - Men of the Eternal Flame

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 Driven by their covenant with Uthra, the Mother of Swords, the Assai Empire has marched across the vast expanse of Ohrros with conquest and glory in their hearts. The Assai people travel in bands, clothed in rough linens and dark shawls that cover their head, face, and necks. A black mask is always worn, serving as protection from habitual sandstorms and exposing only their steel-gray eyes and the impression of narrow features. Led by a strong matriarchy, the Assai see their women as more than capable of holding their own and even go as far as to elect them to political and military positions. Many attribute their strong military force to be a direct result of this inclusion. The men and women of the Assai Empire are nearly indistinguishable when standing side by side. The same protective clothing is worn amongst all groups and with only their cold eyes visible to the onlooker, a difference in height would be the only immediate giveaway. Spears are thrust into an Assai’s hands as soon as they can stand upright, and countless wars have gone on to prove that from birth they are more than willing to lay their lives down for their people and the city of Anhki.   

Assai Attributes:

​(Naming Conventions: Sumerian | Assyrian)
Bonus Equipment: Fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: A tent, extra blankets, rope, a figure in the shape of some god you worship, a silver comb, an amulet dedicated to a cultural figure, a fine bottle of wine.

  • Ability Score Increase: +2 Constitution, +2 Strength.
  • Adventuring Age: 13-75. (Live to be around 120 years of age.)
  • Size: Most of the Assai stand between 5 and 6 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • ​Will of the Flame - You have advantage on saving throws against fear and charming effects.
  • Right of War - You begin play with a Long Sword and Corslet of Mail, in addition you have proficiency in Long Swords.
  • Languages - You can speak common.

Komuh - Tribesmen of Ohrros

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The Komuh are a tribe of lost men, discovered in the ruins of Magna Arum. They are considered to be openly hostile and savage and regularly raid the lands of the lands of the Assai. The Komuh have rich black skin with cool undertones, and either honey-gold or dark-hazel eyes with lean figures. The Komuh wield a traditional Ida, with a pouch of poison at their side named “Silver Tears”. In battle they are known to coat the sword with the poison, and the slightest cut from the blade is enough to induce a paralytic state. The battle for the area surrounding Lost Aurum and the Assai Empire is treated like a game to the Komuh. Their people are rather fond of decorative beadwork and typically wear a dark leather belt with a string of colorful beads along the belt panel. With every kill that glorifies their new city, another bead is added. For the sake of “the game”, hunting parties often trek through the dunes of the Assai Empire to catch stragglers and weaken some of their surrounding outposts. Recently another addition to the game in the form of the ancient Drakon has moved into the region, claiming a section of the ruined city of Ellivia in Lost Aurum, and contending with the people of Komuh for territory and resources.

Komuh Attributes:

​(Naming Conventions: Afrikaner | Oromo | Zulu)
Bonus Equipment: Travelling gear for the current season, spear, hide armor, plus choose any two: 50 feet of rope, a piece of stonework from Lost Aurum, tent, hunting horn, empty vial of poison.

  • Ability Score Increase: +2 Dexterity, +2 Intelligence.
  • Adventuring Age: 16-90. (Live to be around 160 years of age.)
  • Size: Most Komuh stand between 5'4 and 5'9 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • ​Silver Tears - You can use your knowledge of poisons to coat your melee weapons and arrows with Silver Tears poison, you can create enough of this poison to coat your blade or up to 3 arrows per long rest and the poison lasts 10 minutes. When a target is struck by a weapon coated in Silver Tears they take an additional 1D4 poison damage and must pass a DC 12 Constitution saving throw or become paralyzed for 1 minute. Large creatures reduce the DC to 10, and the poison is ineffective on creatures beyond large size. If the target makes a successful save against the poison they automatically succeed on all subsequent saves against silver tears.
  • Beads of Glory - With every kill you add a bead to your belt, when you deal damage to a target you gain a mark of glory. When you obtain 3 marks of glory the next successful attack deals an additional 1D6 damage.
  • Languages - You can speak common and Komuh.

Okma - The Forgotten People

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The Okma, an eastern people from the Forbidden lands have only recently been found living on an island off the coast of the western Andminas Empire. The Okma have remained isolated from the outside world for the last few centuries, purposefully shutting themselves off so that their people would know peace and prosperity for a time. During this time, the Okma experienced a resurgence in culture and the arts and honed the art of swordsmanship with a tachi sword. There are close to 100 notable families within their civilization, and each family has a blade that was forged at their clan’s conception. That blade has been passed down to family members ever since, and it is very rare to see any blades forged outside of that. Swordsmanship ties in directly to the mysticism and spirituality that defines their culture: Rawutism. In Rawutism, it is believed that there are spirits that live within everything; every waterfall, tree, bear, and even the wind itself possesses a unique spirit. The Okma believe that by exercising patience and listening intently, they can communicate with these spirits and eventually attain perfection. Each spirit possesses unique traits and abilities that the individual emulates in their quest for perfection, hoping that it will bring them closer to their chosen spirit.
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By incorporating swordsmanship into their spiritual practices, an Okma citizen practices patience and flawless strikes. They wait, listen, and strike when their opponent shows weakness at the most opportune time and not a moment before, ending combat before it even truly began. It is this deadly precision that worries the empires of Ohrros, and what they might be contending with should they journey farther to the east. The Okma have tawny beige skin, with straight raven or chestnut hair and wildly different personalities depending on their patron spirit. An Okma that favors the bear may have a larger figure than his kin, and exhibit traits of being protective, strict, and gruff.

Okma Attributes:

​(Naming Conventions: Endo Japanese| Ottoman)
Bonus Equipment: Ceremonial clothing, family heirloom depicting the spirit your family most identifies with,  family crested dagger.

  • Ability Score Increase: +2 Dexterity, +3 Intelligence.
  • Adventuring Age: 20-140. (Live to be around 200 years of age.)
  • Size: Most Okma stand between 5'5 and 6'2 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • ​Cultured Warrior - You have proficiency in the History skill.
  • Keen Senses - You have proficiency in the Perception skill.
  • Luck of the Blade - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. You can use this feature once per short or long rest.
  • Languages - You can speak common and Okm.

RACES OF ELVES

The Elves were met with immediate conflict when they first arrived on Ohrros. Assai warriors, carving their way across the heart of Ohrros, waved banners of the goddess Uthra while they drove the elves from Mt. Koli. Banished from the Forbidden East, and herded like cattle from the one blessed spot of reprieve after their long journey, the elves looked to their champion Silanest to save them. They boarded what was left of their ships and turned westward, battling unspeakable horrors from the deep, to finally settle upon a flat expanse of pure-white sand on the southern edge of the Walking Wilds. It is here, where they would build the glimmering city of Istani. After aiding and allying with the dwarves in the Great War, it was nothing short of harrowing when the Mad King Tholdun ambushed Istani during the Long Dread and murdered the Council of Three. If that wasn’t enough, soon after they lost their greatest champion, Silanesh, to the hand of the Slender Crown. It is said that it takes time for the Keeper to weave new threads once they have been clawed from the tapestry of life. The elves have nothing but time and an abundant source of energy to ruminate on their pain and misgivings.

Elves of the Todeswald

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 The life of a Woodland elf is generally dedicated to the protection of Istani, and the lands surrounding it. Day in and day out they traverse the forests along the borders, expending their strength to purge the atrocities that plague their homeland. Every morning, they must start anew. Many have speculated that when the elves first settled, they stumbled upon primordial technology, and that this may be the source of their Exodial magic. Their homes are made in the dark canopies of the forest, so they can keep an ever-watchful eye on the eldritch hoards that slither below as well as intruders that may have slipped past their protective wards. As far as appearances go, the Elves of Todeswald have pallid skin, due to the lack of sunlight in the forest, and stringy dark hair. Their eyes range in color from hazel, to yellow, to a muddy brown hue. Each Woodland Elf is given a special blade that they carry with them constantly. The blade is inscribed with an elvish phrase, “Ten’istani” that directly translates to “For Istani.” In the case that their bodies or minds have been compromised, a Woodland Elf will plunge the dagger into their abdomen, effectively ending any interrogation before it beings or the threat of bringing harm to their allies.

Todeswald Elf Attributes:

(Naming Conventions: Elven | Aasimar | Eladrin  )
Bonus Equipment: A grey or green travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, and choose any two: A grey blanket, a wineskin, a short bow and quiver of 20 arrows, a white jewel on a chain of silver, a hunting knife, a musical instrument, a short sword.

  • Ability Score Increase: +2 Wisdom, +1 Dexterity, +1 Intelligence.
  • Adventuring Age: 100-350. (Live to be around 2000 years of age.)
  • Size: Elves range from 5 to over 6 feet tall, with slender builds. Your size is medium.
  • Speed - Your base walking speed is 35 feet.
  • Keen Sight - You have proficiency in the Perception skill.
  • Defenders of Istani -You have proficiency in the Survival skill, you deal an additional 4D6 damage when attacking during a surprise round.
  • The Tools of War - You have proficiency with daggers, spears, broadswords, short swords, and short bows.
  • Languages - You can speak common and Elven.

Elves of Ishul Insel

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 The Bright Elves make up a vast majority of the elven population and reside primarily within the city walls of Istani. Once, they were great allies with the dwarves. This, however, was before Mad King Tholdun betrayed his closest allies by attacking Istani and murdering the Council of Three. Some would say the Bright Elves’ golden locks and sun-kissed skin lost its otherworldly luster that day. Bright Elves gravitate towards scholarly roles within elven society: studying Exodial magic, medicinal cures, and barrier magic to protect Istani from the hordes of ghouls that assault the region. A military sect of the Bright Elves, the Sunspears, train vigorously with weapons deemed “spinblades” (two ornate, identical blades, fastened at either end of a steel or wooden haft wrapped in leather), a left-over remnant of the once strong alliance with the dwarves. Though they have no quarrel with the men of Andminas, the Bright Elves keep their eyes trained south to the Assai Empire and wait with bated breath for the next blow that could finally bring their crumbling empire to its knees.  

Ishul Insel Elf Attributes:

(Naming Conventions: Ancient Egyptian | Sumerian | Assyrian)
Bonus Equipment: A light blue travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: Ink and parchment, a wineskin, a bottle of fine elven wine, a silver necklace depicting a god or figure in your culture, a silvered dagger.

  • Ability Score Increase: +2 Charisma, +2 Strength.
  • Adventuring Age: 150-500. (Live to be around 10,000 years of age.)
  • Size: Elves range from 5 to over 6 feet tall, with slender builds. Your size is medium.
  • Speed - Your base walking speed is 35 feet.
  • Keen Sight - You have proficiency in the Perception skill.​
  • Glamour - Once per long rest, you are able to conceal your true self from the world around you. The glamour you choose must be of a humanoid and it lasts for 1 hour. If at any time you take damage from any source the glamour dissipates.
  • Languages - You can speak common and Elven.

Sakin'iidhan Elves

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 The elves of Sakin’iidhan are masters at navigating through the bleached sands around Istani and the Assai Empire, cloaking themselves in its coarse embrace. By burying their bodies beneath the dunes, they are able to travel below the sandy waves undetected by mortal or horror by means of a thin reed that allows them to breathe freely. The Desert Elves regularly visit the deserts to the south, scouting the borders and keeping an eye on Assai activity. Their skin is tanned from the many years spent in the desert and creased a bit around their vibrant blue/gray eyes. They are fond of red and burnt orange fabrics and keep a scarf wrapped around their sandy, silvered tresses. The desert elves specialize in dual daggers, blinding poisons, and hand-to-hand combat, preferring to dance around their enemies and take advantage of their blind spots. Assai men that attempt to scale Death’s Plateau as another way to reach the Walking Wilds would unfortunately learn of this skill the hard way, and never return home to report on their findings. The Elves of Sakin’iidhan are not a bloodthirsty people, but they will certainly do what ever is needed to keep their home of Istani safe after the chaos of the Long Dread.

Sakin'iidhan Elf Attributes:

(Naming Conventions: Ancient Egyptian | Muslim)
Bonus Equipment: A light blue travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: Ink and parchment, a wineskin, a bottle of fine elven wine, a silver necklace depicting a god or figure in your culture, a silvered dagger.

  • Ability Score Increase: +2 Constitution, +1 Strength, +1 Dexterity.
  • Adventuring Age: 100-350. (Live to be around 1500 years of age.)
  • Size: Elves range from 5 to over 6 feet tall, with slender builds. Your size is medium.
  • Speed - Your base walking speed is 35 feet.
  • Keen Sight - You have proficiency in the Perception skill.​
  • Deadly Strike - When attacking an enemy you have advantage on, you can make one additional melee attack against that target. Once used, this feature cannot be used again until you take a short or long rest.
  • Languages - You can speak common and Elven.

RACES OF DWARVES

 The third race to set foot on Ohrros, the splintered clans of the dwarves were united once more under their King Tholdun. Molded by the hand of the King himself, they named their new city Nulbizar, and all dwelled together within it. As soon as his people were settled Tholdun withdrew deep within the earth, leaving no instructions of rule. Countless civil wars were held over the title, and when a sect of the human Andminas army marched on the dwarven lands, Silanest’s elves were there to protect Nulbizar’s King until he awoke. In the aftermath of the battle, the elven champion Silanest and dwarven King Tholden made a treaty so that their people would never take arms against each other. Pretty words on paper, stolen away by the madness that would come to haunt King Tholdun and cause his eventual betrayal and self-exile during the years of the Long Dread.

Empire Dwarves

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 The fair-haired and pale-skinned Empire Dwarves are the remnants of the armies and military power of the traitor princes, and their holdings are in part an extension of Andminas. Empire dwarves are called ‘mutts’ or ‘hounds’ by most humans for their “subdued” nature, as they are seen as “domesticated” dwarves. Though living in partial squalor, the Empire Dwarves are a proud people. Nearly decades after the attack on Nulbizar, and they still stubbornly stand by the decision that was made to aid Andminas in the attack of their own city as well as boast of the wisdom of their fallen princes. Having seen their fair share of war and the consequences of it, the Empire Dwarves contentedly await the beck and call of the lords of Andminas; peddling wares of fine craftsmanship, and tinkering with new weapons for the military. The Empire Dwarves are a resourceful group, and been called upon to impart their tactical wisdom upon the armies of Andminas more than once.     

Empire Dwarf Attributes:

(Naming Conventions: Icelandic | Dwarven | Faroese)
Bonus Equipment: A fur-lined traveling cloak, traveling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots, plus choose any two: a battle axe’, a musical instrument, a fine beard comb and mirror, a gold ring, a flask of dwarven spirits.

  • Ability Score Increase: +2 Strength, +1 Constitution, -2 Charisma.
  • Adventuring Age: 50-150. (Live to be around 280 years of age.)
  • Size: Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs. Your size is medium.
  • Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Low-Light Vision: You can see up to 60 feet in dim light.
  • Dwarven Combat Training - You have proficiency with battle axe, great axe, hand axe, warhammer, hammer.
  • Masters of Stonework - Whenever you make an Intelligence (History) ability check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency modifier bonus to the check.
  • Languages - You can speak common and Dwarven.​

Freemarch Dwarves

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 Once upon a time the cynical Hill Dwarves believed in their King and in the goodness of the mortal realm. War and eldritch horrors changed much of their sunny disposition. They now spend their days drinking, crafting, and strengthening what’s left of their small communities in hovels beneath the ground, shunning the otherworldly moonlight. Most Hill dwarves are easily distinguishable by their bright, auburn hair, but it is not unheard of to see some with blonde or brown hair as well. Black-haired Hill dwarves are almost never seen and are always judged as an omen of ill-will and bad luck; it is feared that this is a sign of being touched by a dark, eldritch being. Distinguishing features that set them apart in a skirmish, are their battle shouts and war-chants. The hill dwarves are used to adjusting to a variety of terrains, and delight in using intimidation tactics and guerilla warfare to demoralize and frighten their enemies.    

Freemarch Dwarf Attributes:

(Naming Conventions: Scottish | Irish | Gaelic)
Bonus Equipment: A fur-lined traveling cloak, traveling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots, a large keg of dwarven spirits.

  • Ability Score Increase: +1 Constitution, +1 Strength, +1 Intelligence.
  • Adventuring Age: 50-150. (Live to be around 195 years of age.)
  • Size: Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs. Your size is medium.
  • Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Dwarven Toughness - Your hit point maximum increases by 2, and it increases by 1 every time you level.
  • Paranoia - You cannot be surprised during combat, in addition you have a +2 bonus to your initiative.
  • Languages - You can speak common and Dwarven.

Greywater Dwarves

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 With the Mad King withdrawing inwards and closing off the city, the Swamp Dwarves have since migrated from Nulbizar to the Greywater Morass. Here, the dwarves have learned to adapt to their surroundings, blending in to the mud and foliage and have mastered the art of trap-laying. The Morass is extremely dangerous to outsiders however, emitting noxious fumes and seizing those who enter its realm unprepared. When the dwarves first arrived in the Morass, they heard the call of one they named the “Earth Spirit”. Having received its blessing, they were safe to make this unwelcoming piece of earth their own. Beneath the layers of dirt and mud, are short, scraggly, black beards and thick mops of black or gray hair. They do not care much for hygiene, as they like to smell as natural and earthy as possible. One would argue that it "strengthens " their connection to the Earth Spirit and is in turn a spiritual act of cleansing.

Greywater Dwarf Attributes:

(Naming Conventions: Sammi | Finnish | Hungarian)
Bonus Equipment: A fur-lined traveling cloak, traveling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots, a large keg of dwarven spirits.

  • Ability Score Increase: +1 Dexterity, +2 Constitution.
  • Adventuring Age: 50-200. (Live to be around 250 years of age.)
  • Size: Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs. Your size is medium.
  • Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Dwarven Armor Training - You have proficiency with light and medium armor.
  • Nature's Embrace - You have proficiency in the Stealth, Survival and Perception skills.
  • Languages - You can speak common and Dwarven.

Tewa Dwarves

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 The Dwarves of Tewa live once more along the island chain of Opponui. They dress in loose-fitting, breathable garb that is usually undyed. Their skin is bronzed and rough, turned from years of fishing and navigating the open seas, and adorned with tattoos of sable, black, and indigo hues. Always looking for adventure, their eyes range from blue, to green, to gray, a stark reflection of the seas they spend their entire lives exploring. They build their homes into the side of the verdant mountain chain, desperate to find some relief from the blazing sun at the end of the day. These dwarves enjoy engaging in combat with each other, honing their skills with intricate, wooden paddles lined with shark teeth. Their beards are a source of pride for the Dwarves of Tewa, most being decorated with bone fish hooks and beads.

Tewa Dwarf Attributes:

(Naming Conventions: Samoan | Maori | Tahitian)
Bonus Equipment: A fur-lined traveling cloak, traveling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots,  a large keg of dwarven spirits.

  • Ability Score Increase: +1 Constitution, +1 Wisdom, +1 Strength.
  • Adventuring Age: 25-190. (Live to be around 400 years of age.)
  • Size: Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs. Your size is medium.
  • Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • War Tattoos - You have proficiency in the Intimidation skill.
  • Cultural Weapon - You begin play with a Tewa Paddle.
  • Languages - You can speak common and Dwarven.

OTHER RACES OF OHR


High Ogres - of Sky and Earth

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​Clad in thick leathery skin of green and brown hues and buffered with their intrinsic cloak of pride and honour. Most men of Ohrros might mistake the Mesadee for an Orkon if it were not for the large curved horns and other bony protrusions jutting out of their skulls, often decorated or carved to mark their clan or family lineage. The High Ogres, or the Mesadee, as the other races of Ohrros call them; are native to the northern reaches of Rhuneland, where mountains scrape the sky; sprouting from the glacial fields that reach out into the horizon until oblivion, a land they shared with the Centaur until recent. There are two types of beast lords in the land of Rhuneland; the Centaur who are one entity, and the Mesadee, who have mastered the dire wolf to the point where they can be considered one entity; with each young boy and girl being taught to ride and care for their mount as if family.

High Ogres are native to the cold lands of Rhuneland, living a nomadic life amid the rugged landscape, in tandem with the Dire Wolves that lie at the heart of nomadic life; towing what little equipment that the High Ogres need to survive off the crude but beautiful land and providing a mode of transport important to a nomadic life. During the Grey Times, the High Ogres were nothing but roving nomads, split into many factional clans called T’darktu, each T’darktu; headed by D’kari (respected members of each T’darktu, that decide on behalf of the clan) had their own allegiances to other clans in the area, allies today, enemies tomorrow would be a common observation among the clans of the High Ogres. Over time however, this system changed in a violent and sudden way; as the war between men threatened to overwhelm and engulf the primitive High Ogres, in reaction, the first Great Khan rose to power, uniting the numerous T’darktu. With unification comes progress, and united under the first Khan, the High Ogres flourished and became the proud people they are now. They say with each crisis, a new Khan will rise, guiding their people like a shepherd, to pastures bountiful and green, in a time of desolation. However the time of Khan’s seem like a fairy tale to many of the High Ogres as no Khan has surfaced in many ages, even when their race faced the atrocities of the mists and the long dread.

High Ogre Attributes:

(Naming Conventions: Nepalese | Tibetan | Mongolian | )
Bonus Equipment: Fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, plus choose any two: A tent, extra blankets, rope, a figure in the shape of the Sky Father or Earth Mother, a silver comb, an amulet dedicated to a the First Khan, an ancient coin from Rhuneland.

  • Ability Score Increase: +2 Dexterity, +1 Wisdom, +1 Strength.
  • Adventuring Age: 12-60. (Live to be around 90 years of age.)
  • Size: High Ogres stand between 5'5 and 6'3 feet tall. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • Promise to the Sky Father. Under the blue sky you live and die, you are a warrior at heart and have trained as such since you were young.  You gain an additional +1 to your intelligence or charisma modifier to represent your training in not only body but of mind as well.
  • Promise to the Earth Mother. The Sky Father guides you in battle, but the Earth Mother has given you the resources and tools that you need to survive.  Your people have always used wolves to their advantage in battle and you are no exception, having trained with the beasts since you were young.  While mounted in combat (on a dire wolf) you deal an additional 2 damage with all attacks and gain proficiency with the short bow, spear and javelin.
  • Promise to My Ancestors. The ancestral bond of your people is of great importance, you revere your greatest warriors and those that share the same blood who have come before you and either fallen in battle or died as honorable citizens of the Mesadee nation.  During times of need you're able to call on the knowledge and skill of your ancestor and they will guide you through almost any situation.  Once per long rest you can use an action to summon the spirit of a fallen Khan or family member, they can impart upon you one of four options.
    • 1.) For 1 minute you gain a +1 attack bonus and deal an additional 1d4 damage during combat.  You have called upon your ancestors to guide you through battle.
    • 2.) You instantly regain 2d4+1 health, speaking with your ancestors has renewed your drive to continue on with vigor and strength of mind.
    • 3.) Your ancestor can impart basic knowledge to you, knowledge that you might not otherwise have access to. (You gain advantage for one roll on one of the following:  Insight, History or Nature check.)
    • 4.) Your ancestors refuse to allow you to fail.  If you've been brought to zero HP and are making death saves you can use your Promise to My Ancestors feature in order to instantly pass one of the three required death saves.

Orkon - The Savages of the North

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 Onak led his Orkon tribes away from the Forgotten Lands, after he struck the first blow that started the Exodus. Though the meaning behind this is still heavily debated amongst scholars, is it highly speculated that this, combined with hieroglyphic evidence, puts the Orkon as the first of the exiled mortal races to head to the West. The divine champion Onak guides the chieftans that lead more than forty tribes of Orkon in the newly established lands of Morga on Ohrros. When the remaining divine champions fell into a deep sleep, Onak remained in direct contact with his clansmen, making appearances at clan gatherings to bestow upon them his wisdom and guidance. Though their tribes may be spread out, the bond of a ‘blood-brother’ is inseverable. The Orkon are undoubtedly fierce warriors, with massive, hulking forms that can wield greatswords easily in one hand if they so choose. Honor means everything to an Orkon, and they have been known to go to great extremes to preserve it and their way of life.    

Orkon of the Numb Attributes:

(Naming Conventions: Nepalese | Tibetan | Mongolian | )
Bonus Equipment: A travelling cloak, travelling gear for the current season, a belt dagger, plus choose any one: A hunting trap, a hand-carved gaming set, a decorative leather armband.

  • Ability Score Increase: +2 Strength, +1 Constitution.
  • Adventuring Age: 15-85. (Live to be around 110 years of age.)
  • Size: Half-Orcs stand between 5 and 6 feet tall, with muscular builds. Your size is medium.
  • Speed - Your base walking speed is 30 feet.
  • Harsh Environment - You have proficiency in the Survival skill.
  • Orkon Rage - When an orc becomes blooded (half-health or lower), they deal +2 damage with every attack.
  • Orkon Resilience - You begin play with an additional 5 HP.
  • Languages - You can speak common and Orkon.


Drakon of Inox

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 The Drakon are fiercely tribal, arrogant, and perfectionists in every sense of the word. Once the remnant of a great civilization that flourished thousands of years ago next to the Mezoark empire, they were favored as demi-gods among scale kind and were often treated to positions of power. Often this status called for them to lead their kin into battle or culminated in advising the great lords of the Mezoark. At the beginning of the Exodus, the Drakon fully expected to remain in the Forbidden Lands and to possibly gain more land for their own growing empire with the absence of the many peoples. Aio’in, the Silver Watcher, cautioned his prideful children against this plan. If they stayed any longer in the Forbidden Lands, their greed would ultimately become their downfall, and they would fall prey to the sickness that plagued the minds of the Mezoark empire. Never one to shy away from a fight, the Drakon stayed and suffered massive casualties as the Mezoark empire erupted into civil war when the Naga staged a successful coup. With their numbers thinning and the end of the war nowhere in sight, the divine champion Bassrot the Vengeful finally convinced the Dragon to leave the ashes of their homeland for Ohrros, gazing wistfully into the fog as Aio’in kindled what remained of the Naga and their repulsive Varn effigies.
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The Drakon have only recently attempted to reintegrate themselves into modern society, hoping to reclaim at least a portion of the influence and recognition they once held over scale-kind. Most of these Drakon possess rustic red, black, golden, or silver scales. Silver and gold scales were seen as a status symbol within their society, but with no city or people to rule over it only serves as a vague reminder of their once great legacy. Rarely, there are some Drakon that display red-orange, green-yellow, or star-like blue-and black scales. Though it has not been decidedly proven, these Drakon have shown a great aptitude for magics but most refuse to take up a staff in favor of a sword. Drakon males and females are distinct. All have clawed hands and feet, with faces dominated by short snouts, and golden or black eyes. Beyond that, male Drakon are far larger, horned, and crested with considerably heavy frames. Their tails are often short and spiked. Female Drakon on the other hand are faster, smaller, and wiry, with longer lashing tails. Females also have been known to sport a frill or collar of contrasting color.


Drakon of Inox Attributes:

(Naming Conventions: Dragonkin)
Bonus Equipment: an old relic from the Mezoar empire, a silvered dagger, a heat resistant pipe and fine pipeweed.
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  • Ability Score Increase:  +1 Strength, +1 Wisdom, +2 Constitution.
  • Adventuring Age: 500-1000. (Live to be around 2000 years of age.)
  • Size: Drakon are massive creatures, standing 7'3 to 9'2 in height. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Fiery Breath - The Drakon are able to spew fire in a straight line up to 20 feet. The DC being 16. On a successful save, the enemy takes only half damage. Fiery Breath damage is 6D6 fire damage. This ability can only be used once per long rest.
  • Drakon Resistance - You have resistance to fire damage.
  • Languages - Common and Draken.

The Luminous - The Twin Peoples

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 The Long Dread lasted for nearly a century and some years. In this desperate time, the mortal races sent their strongest into the darkness to overcome the eldritch threat, hoping to secure just one more day for those cowering deep within the keep’s walls. A portion of Andminas’ army met the Slender Crown in the western mountain pass and held their ground, but it was a bloodbath. As the eldritch horrors and undead marched over their broken bodies, the goddess Nythura petitioned Wenafar to spare the souls that were refusing to leave the mortal realm, sensing that they still possessed the will to fight.
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Two sacred trees dwelled deep within the Gray Peaks, bearing luscious fruit that sparkled in the moonlight. Nythura quickly plucked the fruits from their boughs and fed them to the fallen warriors. Immediately the bodies stitched themselves together, burning with white light as their forms were reborn. With newfound strength and determination, the “Luminous,” as they would come to be called, launched themselves at the backs of the Slender Crown’s army, surprising them in an ambush, and drove them from Andminas territory back towards the Stone Confederacy. When they returned to the mountain, they fell upon the ground and wept at the goddess’s feet. It is from this place that they sent a message to the lords of Andminas re-articulating their loyalty to their nation and insisting upon holding their station in the western pass. The two trees had been drained of all their power to bring them back, and so they built two large temples of worship in their respective places. These temples would soon grow into moderately large cities: the Golden Citadel, and the Ivory Halls.

Two factions would come to arise out of these Luminous: the shining Astorans, and the luminous Pannovalians. As the years waned on, the people found themselves separated with how to best approach the defense of the Andminas Empire and looked to the heavenly bodies for wisdom. The Astorans took on the values and goals that they praised in the lessons of Aith’na: eradication of the unjust and unholy, purity in body and mind, and steadfastness in the face of adversity. The Pannovalians in turn looked to the three moons, the Thieves of Light, for their lessons: patience in the struggle, power in numbers, learning to accept things as they are, and adaptation to any given situation. With the goddess’s power flowing through their veins, their newly formed bodies started to undergo remarkable changes. The Astorans’ hair faded to warm, golden hues, and their olive skin shimmered with flecks of sunlight. The Pannovalians on the other hand wondered as their skin paled to dusky rose and lilac hues, with their hair gaining thick streaks of silver. Not long after, they began to feel the very essence of their goddess, running through their veins. This enabled them to connect even more intimately to Nythura than they had ever been able to before. Working together, these factions held a mutual respect and unbreakable bond that ensured their survival through the long nights.  

Luminous Attributes:

(Naming Conventions: Gaelic | Welsh | Danish | )
Bonus Equipment: A grey or black travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, and choose any two: A grey blanket, a wineskin, a short bow and quiver of 20 arrows, a white jewel on a chain of silver, a hunting knife, a musical instrument, a short sword.

  • Ability Score Increase: +2 Charisma.
  • Adventuring Age: 25-160. (Live to be around 215 years of age.)
  • Size: Luminous are similar to humans in terms of size and weight. With heights ranging anywhere from 5'4 to 6'2.
  • Speed - Your base walking speed is 30 feet.
  • Lineage - The Luminous are a branched race, and you are either Astoran or Pannovalian in ancestry; which the two branches do intermingle, in doing so they lose any distinctions between one another they may have had.
  • Languages - Common and either Panvaln or Astorian.

Astoran Ancestry:

  • Ability Score Increase: +1 Strength.
  • Light's Wrath - As a reaction to inflicting damage, if your target is in an area of bright light, you may channel the light within the area into their wounds and inflict an additional 1D6 radiant damage. You may do this a number of times equal to your Charisma modifier (minimum 1). You regain uses of this ability after a long rest.
  • Call the Sun - As a full action requiring concentration, you may stretch and spread any non-magical light through force of will. The light can only spread to areas you can actively see (thus it cannot go around corners or under doors), and will not penetrate magical darkness. Light moves at your base movement speed, and may stretch to a maximum of tripe its original size. (I.E. an Astoran may expand the natural 20' of bright light from a torch to a maximum of 60', increasing 30' per round.) The light returns to normal the moment you take any action other than moderately complex speech, including movement.

Pannovalian Ancestry:

  • Ability Score Increase: +1 Intelligence.
  • Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and 30 feet in darkness as if it were dim light. you can't discern color in darkness, only shades of grey.
  • Shadow's Embrace - As a reaction to being attacked, if you are in an area of dim light or less, you may briefly solidify the shadow around and interpose it between you and your attacker, forcing them to have disadvantage on their attack roll. You can use this feature once before needing to take a short or long rest.
  • Tenebrous Cloak - As a full action requiring concentration, you may stretch and spread any non-magical darkness through force of will. The darkness can only spread to areas you can actively see (thus it cannot go around corners or under doors, for example), and will not reach into areas of magical light. The darkness moves at your base movement speed, and my stretch to a maximum of tripe its original size (I.E. an Pannovalian may expand the 30'x10' shadow of a nearby pillar to a maximum of 90'x30', increasing 30' per round). The darkness returns to normal the moment you take any action other than moderately complex speech, including movement.
  • Languages - You can speak common and Orkon.

The Trollkin - Children of Noulbor

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 The Western Bluffs of Ohr have always been shrouded in mystery; looked upon with trepidation and fear from stories passed down through the ages. Travelers and merchants frequently tell tales of stone men with rubies for eyes that ambush their caravans and pillage their wares. In the common tongue, they are referred to as Trollkin, and most consider them merely a myth. Bound to their creator, a dark champion calling himself Noulbor, the Trollkin were a fearsome army that could withstand any season and did not need to pause for rest as most other mortal races do. There sentience and resilience to the elements was largely in part due to the Eternal Flame that was housed within their bodies, stolen from the goddess Uthra to give them life. After Noulbor’s defeat at the siege of Vralt, he fell into a deep sleep with the remaining champions of Ohrros, and his hold over the Trollkin was broken. Maalik the Marked rose to power to gather what remained of their people together and left the forges of Nog’Darim to find a new home amongst the people of the Mercenary Republic. Still, being made of stone does not make them immortal, and they no longer had their dark champion to create more of their kind. As wars with their new allies came and went, so too did their numbers; and as the years flew by, so did their memories. The older they get, the dimmer the flame burns, until the final day when their bodies seize up and they can no longer move: statues of their former selves. They are nearly always met with immediate hostility from “outsiders,” fearful that one day, should he rise again, they may turn on their new allies and fall under Noulbor’s control.

Trollkin Attributes:

(Naming Conventions: Troll )
Bonus Equipment: A travelling cloak, travelling gear for the current season, a belt dagger, plus choose any one: A hunting trap, a hand-carved gaming set, a decorative leather armband.

  • Ability Score Increase: +2 Constitution, +1 Strength, +1 Dexterity.
  • Adventuring Age: 750-900. (Live to be around 1000 years of age.)
  • Size: Trollkin are on average 6'2 to 7'0 and weigh up to a 800 lbs. Your size is Medium.
  • Speed - Slow, because of your bulk your base walking speed is 20 feet.
  • Minor Regeneration - Whenever you're rolling hit die to regain health, you gain an additional 2 health points for every hit die spent. (Rally included.)
  • Blood for Blood - If you are within 10 feet of an ally who is brought to 0 HP, you enter into a rage and your next attack has advantage as long as you're attacking the target that brought your ally down to 0 hit points. In addition, if you successfully strike the enemy, you deal an additional 10 damage. You can use this feature once per long rest.
  • Fortitude of Stone - Trollkin do not need to eat or drink, in addition they are immune to diseases.
  • Stonetusk - You can make a bite attack as an action for 1D4 points of damage, plus your Strength modifier. You're considered proficient with this attack.
  • SNAP OUT OF IT! - You can deal damage to your ally in order to assist them in breaking out of mind-altering spells or abilities that would otherwise render them stunned or unconscious. As a bonus action you can make an attack against an ally, if your attack is a success you deal normal weapon damage and the ally in question can make a save with advantage at the moment of impact. 
  • Languages - You can speak Common and Troll.

The Harkon - People of Lost Aurum

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 One of the last of the mortal races to arrive on Ohrros, the Harkon have faced prejudice since the divine champion Modestus set foot on the shores of Aurum. Here they founded the City of Ellivia and thrived for close to 300 years under the leadership of their champion. Having locked themselves away from all other cultures, they experienced an extraordinary resurgence of the arts. The Harkon threw themselves into the study of literary works, creating hundreds of their own, painted breathtaking portraits of the coast, and studied the path of the astral bodies which led to further development of arithmetic. This golden age was not to last. The greed in the hearts of the Assai pushed the warriors of Uthra to wash over the city like a plague and destroyed all of the Harkon work in a fortnight. Once more, they were an orphaned people, and with broken spirits spread across Ohrros seeking refuge and stability wherever it could be found. The champion Modestus exiled himself to Death’s Plateau, hanging his head in shame.
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The Harkon are generally greeted with some degree of mistrust amongst the other races on Ohrros because of their physical appearance. Their skin colors range from rustic reds to rich browns, with horns protruding from their temples, and pointed ears. Golden eyes rest above high cheekbones and add an otherworldly touch to finish off the appearance of the denizens of the lost city. Still yet, many Harkon have found their home in human courts, hold esteemed positions of office, or toll as anglers off the Riva Della Morte.  

Harkon Attributes:

(Naming Conventions: Latin | Spanish | Italian | French)
Bonus Equipment: A travelling cloak, travelling gear for the current season, a belt dagger, plus choose any one: A hunting trap, an old coin from Lost Aurum.

  • Ability Score Increase: +1 Charisma, +2 Dexterity, +1 Strength.
  • ​Adventuring Age: 25-100. (Live to be around 140 years of age.)
  • Size: Harkon are similar in size to humans, standing on average from 5'6 to 6'1.
  • Speed: Your base walking speed is 30 feet.
  • Fearmonger: As a bonus action when striking an enemy with a critical melee attack, the Harkon can attempt to strike fear into the hearts of their opponents within ten feet of him, three enemies  must make a willpower saving throw with a DC equal to 8+Harkons Charisma+Proficiency Modifier or it will become fearful and retreat from the Harkon until the end of its next turn.  1/Short or Long Rest.
  • Blood of Fire: The Harkon have natural resistance to fire damage and cannot suffer the effects of exhaustion brought about by desert conditions.
  • Natural Proficiency: Scimitar, Light Armor, Daggers.

Minotaur - The Trophy Hunters

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Minotaurs live in great clans, comprised of several tribes. The fighters of the clan, and the chiefs of every tribe, swear vows of allegiance to the Tyrant of Horns, who leads the clan by merit of his power and heroism in battle. All who follow the Tyrant of Horns do so willingly - Minotaurs hate nothing more than servitude or subjugation, and every Minotaur would sooner perish than declare to be any individual’s slave. Every Minotaur is able to leave their tribe as they please, and they make it exceedingly evident that they do not serve their chiefs, but only follow them. Minotaur Chiefs, lacking any institutionalized authority, must walk a delicate line, vigorously maintaining their position through force. Bloody duels over tribal policy are an everyday occurrence, and the moment a Chief shows instability, one or more of his followers invariably engage him in a duel to the death. Where once death ended all disputes, in the days since the Dread the Minotaurs have become even more callous. When a Warrior challenges the Chief, the loser of the duel is mutilated and abjectly humiliated, so that when he is ultimately allowed to perish (after a term of days), no other minotaur would indeed consider supporting the next traitor. Losers of Tribal duels often escape the tribe to follow a different Chief, and a few even journey to the baffling lands of the “Weak Hearts” (the Minotaur term for the human race) to find their fortunes there. Minotaur warriors can earn even higher wages in a Lord’s entourage or a mercenary company than a Half-Giant, although employing one can be just as risky.

While more and more Minotaurs seems to be setting aside their distaste of humans and leading their lives among them, most communities still only know of the terrible beasts through their bloody onslaughts. The Minotaur have little time for tactics or subterfuges, relying instead on brute force and their toughness to carry the day. One universally reviled Minotaur custom is their ancient practice of trophy taking - Minotaurs will butcher the carcasses of their fallen foes, carrying away heads (usually with the jawbone torn away), ears, hands, feet, and even grislier trophies to embellish the walls of their strongholds. Every Chief’s hall is decorated with his tribe’s trophies, and Minotaurs are always hungry to bolster their collections.

Minotaur Attributes:

(Naming Conventions: Minotaur | Greek | Roman )
Bonus Equipment: Six previous hunting trophies, a net, bear trap, spear.

  • Ability Score Increase: +3 Strength, +1 Wisdom
  • ​Adventuring Age: 15-120. (Live to be around 180 years of age.)
  • Size: Minotaur are slightly larger than humans, standing on average 6'6 to 6'10.
  • Speed: Your base walking speed is 30 feet.
  • Labyrinthine Recall: You have advantage when making Intelligence checks to recall any path you have traveled.
  • Reckless: At the start of your turn, you gain advantage on all melee weapon attacks you make during that turn, but attack rolls against you have advantage until the start of your next turn. You must take a long rest before you can use this feature again.
  • Gore: You have a set of horns that can be used as a weapon that you are proficient with. Your horns deal 1D6 damage.
  • Goring Charge: If you move at least 10 feet straight forward toward a target and hit with your gore attack on the same turn, the target takes an extra 1D6 damage. If the target is a creature, it must succeed on a Strength saving throw DC 13 or be pushed up to 10 feet away from you and be knocked prone.
  • Tireless: You don't suffer the effects of exhaustion while you only have one level of it. Exhaustion affects you normally while you have two or more levels of exhaustion.
  • Languages: Common.

Naraken - The Primordial Behemoths

Naraken Attributes:

​The Naraken are the oldest race to inhabit the World of Ohr, perhaps even predating the giants themselves. When the world was young and being formed by the gods, some of Kor’nu’s essence fell to the planet and breathed life into the core of the earth, unearthing the primordial beings. It is thought that the Naraken was one of the first of these to awaken, and perhaps the only ones to survive from that time. Due to having been born from the earth, the Naraken bear a deep connection to it. Despite their terrifying appearances they are in fact natural creatures of Ohr.

​Standing from 9’5-12’0 feet tall, and weighing 500-1000lbs, these saurians tower over most other modern races on Ohrros and have the fighting power and temperament to back up their intimidating stature. Their backs, shoulders, and tails are lined with curving spines that can grow to be 8-14 inches in length, with shoulder spikes that reach upwards of 24 inches. Massive arms carry yellowed claws that can also grow to be anywhere from 8-14 inches. The Naraken also possess giant maws like that of a shark, filled to the brim with razor-sharp teeth. These spines, claws, and teeth “shed” and are replaced constantly.
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Once, the Naraken were a solitary, proud, noble people with no specific home city to call their own. Hundreds, if not thousands of years enduring the shifting moods of Ohrros and her naive children had taught them that it was best to pass through their seemingly endless lifetime as wanderers. Much of their established way of life changed, however, with the resurgence of magic in the world. The Naraken are completely and utterly averse to magic. When it is used around them, they become enraged because it physically harms them and threatens to undo their very being. As a result of this, many Naraken have then chosen to migrate to the Empire of Swords because of their stances on magic.
(Naming Conventions: Kaiju)
Bonus Equipment: None
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  • Ability Score Increases: +2 Strength, +1 Wisdom, +1 Constitution.
  • Adventuring Age: Naraken reach adulthood around age 250 and can live to be around 1,200 years old.
  • Size: Naraken stand between 9'5 and 12'5 feet tall and average about 1,000 pounds. Your size is large.
  • Speed: Your base walking speed is 30 feet.
  • Natural Armor - Your tough hide and scales provide you with a natural +1 bonus to armor.
  • Monstrous Form - Naraken are massive beasts, spines line their backs and they're balanced by huge, spiked tails that can hit like a sledge hammer. They were never meant to wear armor or normal clothing and most don't. Any armor purchased by a Naraken costs x4 the amount it would otherwise. In addition Naraken cannot wield simple or martial weapons.
  • All Claws - A Naraken's claws are stronger and sharper than iron, dealing 1D6+Strength damage. This increases to 1D8 at 5th level, 1D10 at 9th level, and 2D6 at 14th level. Naraken can have specialized claw coverings forged by expert smiths that can offer keyword bonuses and other powerful features.
  • Murmurs of the Earth - You gain a limited form of tremor sense. As a move action, you become aware of all creatures within 30 feet that are in contact with the ground at that moment. You can't tell what they are, but you know how many there are.
  • Class Limited - A Naraken can only be the following classes: Fighter, Reaver, Rogue, Sage, Leader. Any class or archetype that can cast cantrips or spells of any level are not allowed. Naraken in addition, cannot take feats that would allow them to cast spells.
  • Favored Class - Fighter, Brute Archetype. Sage, Academic. A favored class gains +1 HP every level after 3. In addition anytime they gain experience on an adventure they gain an additional 5% experience points.

Half-Giant - Titans of Ohr

The Half-Giants are estimated to be scions from the titans of old, a time when men did not walk on Ohr’s surface world. Titans are some of the most ancient and mighty beings to still live in modern times. Thought to have been weapons of war shaped by the gods intending to fight back against the advances of Shaldrot’s elder spawn, the titans themselves are frightful and dangerous adversaries because of that legacy. Most titans claim the realm of Rhuneland home, and that is where a bulk of the Half-Giant population lives.​
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Half-Giants gain acceptance by accomplishing heroic deeds. Half-giants who are raised among the half-giant culture will attempt to gain acceptance by honing their combat skills to perfection. Adventuring typically allows them to hone their combat skills and accomplish heroic deeds at the same time, so most Half-Giants who get the chance to will gladly join an adventuring party. Half-Giants, are not brought into the world by a union between a giant and a human or vice-versa.

Half-Giant Attributes:

(Naming Conventions: )
Bonus Equipment: ​None
  • Ability Score Increases: +2 Constitution, +1 Strength, +1 Intelligence.
  • Adventuring Age: Half-giants reach adulthood at 80 years old and live to be around 350 years old.
  • Size: Half-Giants are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is medium.
  • Speed: Your base walking speed is 30 feet.
  • Giant's Strength - You have proficiency in the Athletics skill, in addition you can carry an additional 50 lbs of equipment.
  • Cold Heart - Half-Giants are powerful and dangerous foes, living in the harsh northlands of Rhuneland they survive by being as brutal and relentless as the environs they hail from. When a Half-Giant lands a critical strike (natural 20), their critical attacks roll with a +10 modifier on the critical hit table.
  • Survivalist - You are well-equipped to deal with anything this world throws at you. You can find food in the harshest of environments, skin exotic animals and can use the elements to track your prey. Gain proficiency in the survival skill.
  • Underwater Breathing - Half-Giants are well known for their swimming ability, diving into the freezing waters of Rhuneland and hunting dangerous creatures beneath the depths. You can hold your breath for 10 minutes while under water and you gain a swim speed of 40 feet.
  • Favored Class - Fighter, Brute Archetype. Barbarian, Berserker Archetype. A favored class gains +1 HP every level after 3. In addition anytime they gain experience on an adventure they gain an additional 5% experience points.

RARE RACES OF OHRROS


The Drakon of Uldanis

Drakon of Uldanis Attributes:

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The Drakon of Uldanis are a branch of the the Drakon of Inox that broke off upon landing on Ohrros. They are certainly driven by greed and arrogance, clearly having learned nothing from the plight of their homeland. These Drakon are especially powerful scaled humanoids, having acted as mercenaries and guardsmen for the lords that ruled them in the Forbidden East. They are battle-hardened, with short tempers and an insatiable penchant for treasure. As most Drakon, they seek to restore their former wealth and power through more aggressive means. Most of these Drakon possess gray, brown, tan, or black scales. Silver and gold scales were thought to have indicated a higher status, so few scattered throughout their armada hold positions of power. Rarely, there are some Drakon that display red-orange, green-yellow, or star-like blue-and black scales. Though it has not been decidedly proven, these Drakon have shown a great aptitude for magics but most refuse to take up a staff in favor of a sword. Drakon males and females are distinct. All have clawed hands and feet, with faces dominated by short snouts, and golden or black eyes. Beyond that, male Drakon are far larger, horned, and crested with considerably heavy frames. Their tails are often short and spiked. Female Drakon on the other hand are faster, smaller, and wiry, with longer lashing tails. Females also have been known to sport a frill or collar of contrasting color.

(Naming Conventions: Basilisk | Dragonkin | Kaiju )
Bonus Equipment: A suit of scale mail, a spear.

  • Ability Score Increase: +2 Strength, +2 Charisma.
  • Adventuring Age: 200-800. (Live to be around 3000 years of age.)
  • Size: Drakon of Uldanis are large creatures, towering well over humans at almost 8 to 10 feet tall, with the females being just a foot shorter. Your size is Medium.
  • Speed - Slow; Drakon of Uldanis are massive creatures and have a base speed of 20 feet.
  • Breath Weapon - As an action the Drakon can use their natural breath weapon against one enemy who is within 20 feet of them. The opponent must make a Dexterity saving throw equal to 8 + Charisma Modifier + Proficiency or take 1D8 damage of the element chosen for your elemental resistance. At 8th level this damage increases to 2D8 and at 16th level it increases to 3D8.
  • Powerful Flight​ - Capable of taking to the skies, but because of their bulk can only fly for one minute continuously. Anytime a Drakon uses this feature they gain one level of exhaustion.
  • Elemental Resistance - A Drakon of Uldanis must choose between Acid, Cold, Fire, or Lighting. They gain resistance to that damage type.
  • Languages - You can speak Common and Draken.

The Godtouched

Godtouched Attributes:

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With the Long Dread having come to an end, descriptions of newborn children with bizarre markings and traits cropped up all over Ohrros. Some children appeared more frightful than others with large horns protruding from their temples or green scales lining their arms and legs. Many had mysterious glowing eyes that seemed to know far more than they should. This baffling coincidence earned these children the name “Godtouched”. Whether they had been influenced by light or dark gods is always assumed by their characteristics. Those with horns or dark purple skin are usually frowned upon, immediately becoming suspect of having eldritch influence in their blood. Those however with pleasant features, almost resembling light demi-gods themselves are either fawned over or feared. People shy away from things they do not understand, and that fact remains true for all the Godtouched, no matter what their characteristics might be. No one truly knows or understands why they look the way they do, and no one stays around long enough to find out. For the last decade scholars have continued to speculate and study the Godtouched to no avail. Their birth is still shrouded in mystery to this day.  

(Naming Conventions: Human Naming Conventions )
Bonus Equipment: A locket with a picture inside, a strange stone you found in the wilds, and a club.
  • Ability Score Increase: +1 to Constitution.
  • Adventuring Age: 10-75. (Live to be around 110 years of age.)
  • Size: Godtouched are on average 5'6 to 6'2 and weigh as much as humans.
  • Speed - Your base walking speed is 30 feet and you have a swim speed of 50 feet.
  • Path of the Gods - Choose a path to walk, gaining additional attributes and abilities.
    • Path of Kythra: +2 Charisma, You become proficient in either the Insight or Persuasion skill. In addition when you attack a creature that is blinded, charmed by you, or frightened of you, you have a +2 bonus to the damage and attack rolls.
    • Path of Kyrenos: +2 Dexterity. You are proficient with short bows, if you would otherwise gain proficiency with these weapons again, you instead gain a +3 bonus to damage rolls with short bows.
    • Path of Uthra: +2 Strength. You are proficient with battleaxes, long swords, and warhammers. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
    • Path of Nythura: +2 Dexterity. You learn the Light cantrip, and can see in dim light as if it were bright light. Starting at 3rd level, you can choose between Lesser Restoration or Moonbeam and can cast it once. You regain the ability to cast this spell with this feature after you finish a long rest.
    • Path of Wenafar: +2 Wisdom. Starting at 3rd level, you can cast alter self once, and regain the ability to do when you finish a long rest. Starting at 5th level, you can use this feature to cast alter self twice before you need to finish a long rest. You have resistance to necrotic damage.
    • Path of Gaelyn: +2 Wisdom. When you use your action to help another creature and grant it advantage on its attack roll, the creature gains an additional +1 bonus on that attack roll. You are proficient with clubs and quarterstaves, in addition you add your proficiency bonus to damage rolls using these weapons. You are proficient in the Survival skill.
    • Path of Balaam: +2 Intelligence. You are proficient in the Arcana skill. You know one cantrip of your choice from chill touch, mage hand, or poison spray. Intelligence is your casting modifier ability for this spell. The first time you make a saving throw against a spell or magic effect, you must do so with advantage, but cannot do so again with this feature until you finish a long rest.
    • Path of Aio'in: +1 to Strength and Charisma. You have resistance to lightning damage. You can cast the spell command once, and regain the capability to do so after you finish a long rest. Starting at 3rd level, you can cast the spell levitate once, and regain the ability to do so after you finish a long rest. Starting at 5th level, you can cast the spell lightning bolt once, and regain the ability to do so after you finish a long rest.
  • Languages - You can speak Common.

The Corvus - The Withered People

Corvus Attributes:

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The Corvus once served an Ancient and Powerful feathered dragon known as Corvaxus. Created through powerful magics as servants to Corvaxus, they served as scouts and explorers, stealing into ancient kingdoms and pilfering gold and other valuables to further build Corvaxus horde. The name of the ancient Corvus Empire is long lost to history, but it's mark upon Ohr is clear, ancient temples, buildings, and cities built high into the sides of mountains and cliff faces, decorated with sparkling jewels and precious metals. According to legend, the Corvus grew greedy, coveting the possessions of their creator, and betrayed Corvaxus. Unable to resist the lure of beautiful, sparkling treasure, the Corvus descended upon the great dragon in droves during an elaborate ceremony they'd planned as a 'celebration'. Diving down upon Corvaxus, each Corvus buried a blade into the Grand Dragons flesh, opening a thousand cuts that, according to the tale, bled for a thousand days after the death of Corvaxus.
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Unfortunately for the Corvus, their Master survived just long enough to call upon the ancient magics of the land, and curse his creations for their betrayal. First, the Corvus' beloved wings withered and fell away from their bodies, leaving them bound to the earth. Corvaxus had given the Corvus flight to serve him, and so he took it away. Second, because their ingenuity and skill had turned towards a traitorous scheme against their patron, the spark of creativity was torn from their souls, no longer would they be allowed to create the beautiful wonders that Corvaxus taught them. Finally, to ensure that the Corvus could never again divulge the great secrets that Corvaxus taught them, he took away their voices. Since then, the Corvus have wandered the world, a broken and scattered people. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.

(Naming Conventions: Aviansie)
Bonus Equipment: A locket with a picture inside, a strange stone you found in the wilds, and a club.
  • Ability Score Increase: +3 Dexterity, +1 Wisdom.
  • Adventuring Age: 10-45. (Live to be around 60 years of age.)
  • Size: Corvus are on average 4'6 to 5'2 and weigh as much as humans.
  • Speed - Your base walking speed is 40 feet.
  • Sharp Eyes - You are proficient in the Perception skill and gain advantage when using Perception for sight based checks.
  • Light Bones - You are resistant to fall damage if the fall is less than 60 feet.
  • Talons - Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1D4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Fleet of Foot - Your base walking speed increases by 10 feet from 30 to 40.
  • Natural Acrobat - You are proficient in the Acrobatics skill.
  • Languages - Corvus are unable to speak.

NON-PLAYABLE RACES


The Witchborn - The Lost Souls of Ohr

The Witchborn origins being shrouded completely in mystery. They began to appear a few short years after the Silence occured, and have since been met with interrogation and suspicion. An unknown, black brand marks the right palm of each Witchborn. Some speculate that it is the sign of their pact with the dark powers lingering in the Great Dark. Others like to think that the Witchborn are the reincarnations of ancient, dead gods, sent to Ohr to rectify the sins of mankind and save them from impending doom. Survivors of the continent of Ainerth wonder if the Witchborn are their fallen allies, who somehow managed to sway death into offering them a second chance.  Whatever the case, the Witchborn have claimed no knowledge of it. They do not know why they are here, or even possess the knowledge of what they inherently -are-. What is known, is that the Witchborn hold a strange connection to the now fraying nature of magic in the world. Even as the veil ripples and tears, they hold an ever-present connection to it. The Witchborn appear similarly to humans, with strange varying differences to their appearance. The Black Brand, is one of the defining features of a Witchborn. So far, there have been four recorded brands, each that sits in the same place on the right palm. The Witchborn possess vibrant, unnaturally-colored hair, and skin that also sets them apart from normal humans. Throughout the Known World, they seem to know their own shared language, and have proven readily capable of learning the common tongue of the realm. Currently, they live among most humanoids - though they may still be greeted with disdain and suspicion.

The Half-Giants of Ohr

The Half-Giants are estimated to be scions from the titans of old, a time when men did not walk on Ohr’s surface world. Titans are some of the most ancient and mighty beings to still live in modern times. Thought to have been weapons of war shaped by the gods intending to fight back against the advances of Shaldrot’s elder spawn, the titans themselves are frightful and dangerous adversaries because of that legacy. Most titans claim the realm of Rhuneland home, and that is where a bulk of the Half-Giant population lives.​

Half-Giants of the Dying Kingdom

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The giants of the Dying Kingdom share their barren homeland with the Men of the Horns. These half-giants are between 7 and 8 feet tall, weigh between 280 and 340 pounds, and have dark, leathery skin of reddish and brown tints that match the unforgiving environment of the Horns. The Half-Giants tend to live together in clusters of smaller clans, and don’t take kindly to strangers. Though they are not immediately hostile to the Iron Circle, they are not considered to be on friendly terms either. The two races tolerate each other, acknowledging that they have bigger issues to face in their day to day lives-mainly that of survival.
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Half-Giants of the Greater Depths

The half-giants of the greater depths are a rare sight, but a welcome one among sailors and fishermen. Legend has it that these half-giants are descended from Atlanteans who were trapped under the sinking debris in the destruction of their city. With their last, dying breaths, they reached out to their god, and were granted the ability to survive and traverse the heated waters around the Horns. Their skin ranges from translucent grays, soft blues, to sea-greens. Their stringy locks have only been recorded as pitch-black, or having a sickly, emerald green shade. Unlike their cousins on land, these half-giants prefer to live together in a commune underneath the waters that surrounds the Horns. Living beneath the waves presents its own set of problems and aquatic monsters to deal with, but these half-giants stand resolute in the defense of their new home.
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