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.
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
![]() 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. |
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.
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Thorimund - Men of the South
![]() 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. |
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.
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Selha - Men of the East
![]() 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. |
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.
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Hwn - Men of the West
![]() 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. |
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.
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Thanasi - Men of the Horns
Assai - Men of the Eternal Flame
![]() 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. |
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.
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Komuh - Tribesmen of Ohrros
![]() 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. |
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.
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Okma - The Forgotten People
![]() 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. 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. |
Naming Conventions: Endo Japanese | Ottoman
Bonus Equipment: Ceremonial clothing, family heirloom depicting the spirit your family most identifies with, family crested dagger.
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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.
Woodland Elves - Elves of the Todeswald
Bright Elves - Elves of the Inshul Insel
Desert Elves - Sakin'iidhan Elves
Abyss Elves - Elves of the Great Deep
Perhaps the most mysterious of the race of elves that arrived on Ohrros after the Exodus, the Abyss Elves are largely in part responsible for ensuring the safety of elven kind as they traversed through the dark waters to their new home in the West. When the World Wound opened up Ohr to the influence of the Elder Spawn, unimaginable horrors surfaced from the Great Deep, assaulting the ships of those who fled the Forbidden Lands in search of sanctuary. Though many of the mortal races made it to Ohrros, it is unknown just how many ships were destroyed and how many people were lost in the pilgrimage. In an instant, entire civilizations were wiped out. Blessed by dark indigo and pitch skin, the Abyss Elves were able to move swiftly and silently through the dark waters, engaging in earnest combat with the horrors from the void, and eventually beating them back for a time. Their heroic deeds earned their clan leader, Isudre, a spot on the Council, but he ultimately declined. Isudre wished to establish the small city of Nalore on a nearby island, separate from the influence of the Council, but always remaining close allies.
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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
Freemarch Dwarves
Greywater Dwarves
Tewa Dwarves
OUTLYING RACES
Many of the mortal races live far outside of civilization, preferring the wilds or the blistering sands of the southlands.
High Ogres - of Sky and Earth
Orkon - The Savages of the North
Drakon of Inox
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.
The Luminous - The Twin Peoples
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
ASTORAN ANCESTRY:
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PANNOVALIAN ANCESTRY:
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Trollkin - Children of Noulbor
![]() 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. |
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.
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Harkon - People of Lost Aurum
Minotaur - The Trophy Hunters
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.
Naraken - The Primordial Behemoths
Half -Giant - Titans of Ohr
Rakashan
CHILDREN OF THE FOREST
The heathens took refuge in the forests of the old ones, hiding in the boughs of their cold embrace. Their enemies were met with no such kindness, and one by one fell to the Horned One’s devices. Usurpers of the natural order would not be tolerated in these sacred places, and so the forests became a haven for worshippers of the land and balance. Over time, they started to display strange physical characteristics similar to those whose company they kept.
The Satyrs
![]() The satyrs are the blessed of the Horned one, born from his union with a maiden fair that honored the Old ways. From their home in Blackbrooke forest, they guard the flora and fauna that are sacred to him, and often refer to the Horned One as “King” or “Father.” Satyrs are known to be charismatic creatures and show a fondness for humans. Because of this, they frequently take human mates. Satyrs born from this union are usually taken by the human parent, away from the forest, so as to not incur the wrath of the Horned One from their “unnatural” birth. Still, some remain in the forest, half-breeds that have inherited the favor of their parent or earned for themselves through some great heroic deed.
With black, curling horns that protrude form their temples, the satyrs pay homage to the creature that first gave its life for their mother’s sake. Elaborate, runic markings are carved deep into the bone, wards against any necrotic magic that would cause them harm. Long, muscular legs with usually dark, matted hair stretches up towards their navels, atop two sturdy cloven hooves. Though beautiful in face, they possess an intimidating strength in the form of their horns that could rival that of any man. |
Naming Conventions: Satyr & Faun Conventions
Bonus Equipment: A fur-lined traveling cloak, traveling gear for the current season, a bedroll, an ornamented walking stick inscribed with nature runes, a well-made leather backpack, one instrument of your choice, and a black warhorn.
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The Greenmen
![]() The Greenmen are the mischievous, deadly wardens of the Blackbrooke forest. These tiny creatures, with wisdom far beyond their years, share a tragic and confusing history with the races of Man. Unfortunately, neither side seems to recall the original events accurately.
The Greenmen will say that they merely wanted to assist mankind, and the humans claimed that they conjured unearthly horrors to do so. Be it dark magic, or a deep misunderstanding, it has been enough to drive a wedge between the two for the last thousand years. As a result, the Greenmen stick to their forests or mountains, and the races of men to their iron cities and tribes of war. Within their forests, the Greenman assist the satyrs in their constant vigil over the denizens of Blackbrooke. They are silent hunters, gifted with the stillness and patience of death when hunting down their foes. The Greenmen hide their mossy green faces behind either a wooden or leather mask, carved in the likeness of their patron animal spirit. These masks bring them closer to the spirits, and are responsible for the quirky animal-like traits some take on. Two rows of pointy teeth poke out from behind thin, green lips, while dark, stringy hair curls around their masks. |
Naming Conventions: Fairy Conventions
Bonus Equipment: A light traveling cloak, traveling gear for the current season, a bedroll, a backpack, a custom-fit short bow, pan flute, and a mask carved in the likeness of their patron animal spirit.
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The Oakborn
The Centaurs
Shifters - Men of the Claw
PATRON ONLY RACES
Many of the races on Ohrros are shrouded in mystery or have troubling pasts. The races below are exclusive to the Patrons of the World of Ohr.
Drakon of Uldanis
The Godtouched
- 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.
The Corvus
![]() 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. 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.
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The Witchborn

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.