Races of Argus
An overview of the three categories of races, a description of them, and their place in Argus.
Humans
Still the most common race to this day, humans hit the sweet spot between length of life and mortality-driven ambition to change the world around them in major ways. From all ideologies and walks of life, they can be found almost anywhere for almost any reason.
Halflings
One can only imagine how halflings became a precursor race due to their relaxed and laid-back nature. However, it doesn't take much to realize living in a floating island paradise would have been rather enticing. They've been able to secure good relationships and find a place among most communities in Argus. While uncommon, halflings are no stranger to having greater ambitions in the world around them. Although it's most often done in the name of protecting what they hold dear to their existence. Their reputation supercedes feats of bravery and robustness in the face of impossible odds. The majority of their numbers are spread across the Weylon continent, and have a decent presence among the Fey in the Pauzola continent.
Dwarves
Hearty, communal, long-lived, and strong, dwarves fit well into not only precursor-based settlements, but among other races too. Their desire for glory and creation is only matched by the gnomes' wanderlust and inventiveness, making their cultures rather compatible. Of all precursor races, dwarves dislike humans and halflings the most, due to both short lives and irrational motivations. Hill dwarves are most often found in Gravid, working the chasm mines and building mechanical contraptions alongside the rock gnomes. Mountain dwarves are far more secluded isolationists, living in a grand cavern city they've carved out from the insides of the Loenwess mountains. Gray dwarves are said to have appeared with the rift; a strange, pale, evil-natured perversion of what a dwarf should be.
Giants
While it's known giants were of the precursor races, gleamed from the ancient structures and murals, they're the only race that seems to have not returned in mass after the Rift. While rumors of their skyland remains do exist, investigating these claims would be a dangerous task, due to the remote locations they're said to reside. Varieties of giant-kin can be seen in the world, but their appearance is often met with a sorrowful empathy for their lonely and endangered history.
Hill giants evolved as a native race, losing the intelligence that had allowed the giants to first take to the sky. Goliaths are supposed descendants of giants, and often respected in place of their ancestors, despite their native race status. Stone giants live in quiet, secluded places. They're well-revered, for both being the last noble giants and for their artistic mastery. Beyond the civilized world, it's said that fire giants inhabit the unnamed Northwest continent, and frost giants roam the frigid wastes capping both poles of the planet.
Dragonborn
Dragonborn are the strangest of the precursor races. They claim to be descended of ancient dragons having taken humanoid forms, their new bodies becoming permanent over millions of years spent in the sky. They are the only precursor race immune to the Aasimar curse. Society in dragonborn communities revolves around the interests of their draconic leader. Dragonborn see themselves akin to dragons as a caterpillar metamorphizes into a butterfly. They'll seek to prove themselves worthy enough to earn the ability to transform, however the longest lived of their species is commonly only between 80 to 90 years, unless they meditate for decades to control their metabolism for extended life. The arrival of a dragonborn is something to celebrate or fear, depending on the nature of their exploits. Natural leaders and extremely proud.
Orcs
Evolved from giants and humans, orcs were the most successful race before the rift. In large numbers with overwhelming strength, they conquered all Eastern continents. Once the precursors arrived, they were immediately at odds in a fight for control. The negative reputation orcs gained from this came quickly, leading many to see them as the natural-born enemy of the precursors. While they can get along under the right circumstances, and even breed with humans, orcs prefer to stick together. They'll look for any reason to justify attacking in self defense, and those that travel often obscure themselves else face harsh prejudice. They're reluctant to adopt technology, and see pure strength and feats as real accomplishments. Even before the reluctance to use technology, their consonance with nature lead to orcs being the first race to draw druidic magic from the world around them. This reflects culturally, with most communities sustainable living with the land and practicing environmental conservation.
Tabaxi
Said to have been former humans that adopted animal-like traits to live in the Pauzola jungles, Tabaxi are one of the primary races in the Western continent. Perfectly suited for forests and rough terrain, tabaxi were easily able to brave the harsh world before and after the Rift. They've collectively formed a fascination with the ancient world and its artifacts, having discovered distant precursor remnants and categorized all skyland wrecks found within their habitat. They've spread along the Southern island bridge and across the ocean before the Rift split the world, taking residence in the continental nation of Ceirin Icora, although a tabaxi can be found almost anywhere. Generally regarded well, they're fondly referred to as the "merchant cats".
Goliaths
Descendants of giants, goliaths retain a fraction of their former size, but developed a more close-knit society to compensate. If one cannot contribute to the tribe, they're shunned, leaving a number of goliaths to roam in search of purpose. While native to the Western continent, they reside in the coastal mountains rather than the deep forest. Like the tabaxi, they've long since crossed the land bridge into Ceirin Icora to settle the karsts and canyons of the region. A significant population has also been growing along the outskirts of the Northeast mountain ranges. While less creative than their giant ancestors, they've earned the respect of many nations' people.
Yuan-Ti
While varyingly humanoid in appearance, their bloodline seems quizzically distinct, leading many to believe they evolved from monstrous beasts in the absence of the precursors (a theory common to several native races). This change seems to have been brought about by influence of a serpent god they commonly worship. Yuan-ti originate from the deep jungles of the Pauzola continent. Their rapid civilization led to ancient cities of stone to be constructed, far more permanent than anything else created by the other native races. When the skylands fell upon Pauzola, the Yuan-Ti quickly took to finding homes within them. They've stayed fairly separate from the halflings, humans, and gnomes that arrived, finding more in common with the Fey creatures that appeared from the south.
Kobolds
Whether it was from dragonborn or dragons themselves, kobolds descend from a draconic origin, and worship it. Tribes often claim to be followers of a specific type of dragon and share similar color/luster. Kobolds are territorial, but generally non-confrontational. Being small and living by majority in mountainous areas, kobolds are picked on and hunted by other larger creatures. Kobolds have been known to follow Dragonborn and support their ideals. They can be found in most regions.
Lizardfolk
Similar in essence to the other draconic races, but equally beast-like, lizardfolk exist outside of most modern societies. They're most commonly found in the swamps of Gheddit, developing a more gator-like appearance, but are also found in Ceirin Icora and the Western continent with different appearances. Being more animalistic, they're focus is less on what is considered good or evil, and more what it takes to survive. While uncommon, lone lizardfolk do venture out into the greater world, their survivalist tendencies adapting to an economic struggle. One thing you can count on a lizardfolk for is that they always strive to come out on top, and are harshly competitive.
Ratfolk
Scurrying underfoot of mortals across all nations, ratfolk have proven to be one of the most successful races in terms of their adaptability to all environments. Their evolution from rodents is easily seen, with size and intelligence being the only significant distinctions. Different subraces exist in unique situations, but are self-sufficient scavengers in nearly all cases. Whether it be in fields, forest, tunnels, cities, or sewers, ratfolk have an uncanny ability to adapt. They put up with societal laws when necessary, being more chaotically driven.
Aarakocra/Owlin
Descendants from ancient intelligent birds of prey, the aarakocra and owlin are similar races of avian humanoids. Commonly taking roost in the jungles of Pauzola and the plains and mountains of Weylon, they are the apex hunters and explorers of their territories. They don't have large tribes, instead growing up family-oriented. When an aarokocra and owlin find mates, it's the cultural norm to find a new piece of territory to claim for raising a new family, each generation being largely independent. This is however, merely a courting tradition, and these races are known to make excellent adventurers, but tend to stick near their territorial region. It's not uncommon for stories of them hunting ratfolk to make rounds.
Kenku
Not too dissimilar to the aarakocra and owlin, kenku are avian humanoids, but have two distinct differences. The first is that the kenku are generally incapable of speaking common language except in short, raspy, well-practiced phrases. The second difference is that rather than sharing traits to raptors, they're either corvid or parrot-like in appearance and flightless. Brightly colored and fast, capable of replicating more speech passages, forest kenku are reminiscent of parrots. In the mountains and flatlands, rock kenku are dark and crafty, closer to crow and raven relatives. Kenku live in small communities, fairly isolated from other races and as far from danger as possible. Kenku are known to be extremely loyal to those they pack a bond with, and comfortable with travel (preferably in groups).
Tortles
Hailing from the coasts and swamps of the Weylon continent, tortles are perhaps one of the most eccentric of the native races. They're hardy and adept at survival from having been forced to defend themselves from birth. With no family or place to call home, tortles most often become curious wanderers once they reach young adulthood. They receive no cultural animosity, being one of the most favored races to be seen along travels. An unwise or evil tortle has been seemingly unheard of.
Elves
The most common of the planar races, elves of many varieties have appeared across Argus. Artistic and societally driven, elves took a quick liking to Argus and found common ground with most precursor races, despite some significant gaps in lifespan. Sea elves, wood elves, high elves, eldarin and drow have been thoroughly established in the realm in regions most comfortable to them, with rumors of some strange elves coming from areas under Shadowfell influence. Elves have been proven to have sexual compatibility with humans, creating a cross-breed with the unfortunate position of being neither precursor or planar.
Gnomes
Across Argus, gnomes come in several different flavors. Hardworking, curious, and ever-seeking the mastery of their craft. Gnomes of all flavors seem to be an evolution of halflings touched by different types of magical and environmental influences. Typical gnomes find their place as adventurers, explorers, or peak craftsmen and scholars. They populate most of the Weylon Continent. Rock gnomes have a more inventive itch, their presence most common in Gravid and Rhexilanus city, having a close relationship to dwarves despite their planar origins. In the Western continent, forest gnomes live amongst the jungle trees in either hidden communities or in mixed race settlements. Svirfneblin, deep gnomes, are said to live deep within the caverns of Tonorondo.
Goblins
Goblins and other goblinoids are most closely related to gnomes, having also appeared from similar circumstances after the Rift. Goblins are the most common, and crafty of the genus. They tend to live in tribal groups less focused on competition and more on their own wellbeing, though large conglomerates aren't all too rare. Their way of life is simple, do what the easiest option for survival is, which has only recently been seen to include agriculture, however more often than not their mischievous nature leads them to better themselves at the expense of other's work. Once a tribe falls into habit, they stick to it. They tend to orbit those who are biggest, most successful, most often hobgoblins and occasionally even bugbears. However, incidents of trolls killing off the leading parties and assuming control of goblin tribes by force are worryingly increasing in number. The goblins are then forced to act as an expendable army for the beast, else be its prey. This behavior is most often targeted at smaller, weak groups. Avoiding this, many goblins have been trying to find a place among the precursor races in the large, safe cities. Their habitual nature is often exploited for labor.
Brownies
There is a subsect of goblins different enough to be viewed as a separate race. Brownies share the stature and mischief of goblins, but lack the structure and underhanded violence common to their cousins. Instead, brownies are far more individualistic and choose to wander instead of staying in tribes, though small groups aren't uncommon. Skiddish and flighty, brownies are quick underfoot and often make themselves scarce at danger. They're known to be deeply curious and live strictly by obscure moral codes from upbringing. In many cases, a brownie will take interest in a residence or place of work, staying hidden to both observe and occasionally perform helpful tasks. They'll reward their unknowing patron for percieved good deeds and punish rude gestures, according their their personal beliefs. Learning a brownie's rules for what defines something good or bad is a challenge unique to each individual. In many cases, brownies make good adventurers, at the risk of pranking their companions for random offenses.
Bugbears
Even more rare than hobgoblins, bugbears are more individualistic and lax, though aggressively living up to the reputation for similarly savage tendencies. Often growing up outside of society leads many to lack empathy or a moral code. They're feared and looked down upon similarly to orcs, if not more. It's not uncommon for quests to appear offering reward for killing a bugbear, treated as monster instead of person. They seem to be closely related to goblins, but distinct enough o be considered a bespoke race.
Triton
Appearing from the Rift-torn portals of endless water, triton share the position of the only aquatic humanoids in Argus with the sea elves and get along swimmingly. Triton can be found in deep water, mostly in the protected Abverdan Sea. Uniquely, the triton have also settled the swamps of Gheddit, being the leading representation in its government.
Genasi
On the day of the Rift, it's said the first planes to breach the cosmic divide were the elemental planes. The shared residents of them, the genasi, are the earliest points of contact. Looking quite similar to both some precursors and natives alike albeit their uniquely hued complexion. Seemingly descendants from extraplanar precursor races and genies. While not in high numbers, the genasi have been able to settle in most regions of Argus. According to self-described legends, the genasi were the first to cross The Enventus and founded the city-state of Rhexilanus. Well liked, genasi rarely have trouble finding success in most communities.
Firbolg
Giants of the feywild, their connection with magic seems to have atrophied the need for the immense size of their ancestors. Known for a humble presence and pure lineage, firbolg are often regarded as a type of true giant over goliaths. Despite their oft-gentle demeanor, they are more than capable of ferocity and violence on equal or greater levels than even native races. Common to Pauzola, a firbolg venturing to the west is a rare but welcome sight to most. They tend to stick near regions of dense forestation.
Fairies
Small winged humanoids from the Feywild, fairies are mischevious in nature. They carry childlike sensibilities throughout adulthood, being ultimately lax in favor of living comfortably. Even more rarely than Firbolgs will they venture out into the greater world of Argus. They either continue to live within the Feywild, or almost entirely within the country of Tzakrin.
Centaur
Mainly sticking to nomadic communities, centaurs are survivalists, trekkers, and hunters. While creatures of fey origin, they are far less aloof and mischievous than other races but do have a fiercely competitive nature. They'll take most opportunities to prove themselves the better, be it sport or other tasks. Coming from Tzakrin, centaur tribes have also migrated to Ceiren Icora. Their population has an inverse relationship to the goliaths between the two continents (Pauzola and Ceiren Icora).
Satyrs
Hailing from the feywild, the satyrs are relatively unremarkable. Sticking closest to the security of life under the eladrin elves in Tzakrin, satyrs often live for a good time, but are also proud artisans and creatives. Their population distribution across Argus is similar to the firbolg, being widespread but not heavily plentiful outside of the Pauzola continent.
Half-Eves
Born from a parent of either origin, half-elves are neither the noble planar elves or proud precursor races. Not particularly plentiful, they can be found anywhere both humans and elves coexist. Most of the time, it's hard to adapt to either racial culture and half-elves find a place better suited for them among communities of mixed races. Else they wander, being seen most often as vagabond travelers or adventurers.
Half-Orcs
Even more complex in their relationship to other races are half-orcs, of similar circumstances to their half-elf cousins. Rarely do they venture beyond their birth community where orcs and precursors would share a culture. In rare occasions half-orcs are born from temporary affairs, most often leading to an unfortunate and detested upbringing. Despite this hardship, the orcish nature of them pushes them to survive no matter what, seeking meaning and acceptance.
Hobgoblins
Born as a cross-breed between humans (and other humaoids) and goblins, hobgoblins are more aggressive and code-driven than goblins, steadfast in their beliefs instilled through childhood. This often builds a cult of personality around them in goblin tribes, making them ideal for roles of leadership in circumstances where warlike tendencies are beneficiary. Hobgoblins have been able to find roles in national societies as well; protection of settlements and cities offering an avenue for their chaotic and often violent tendencies.
Aasimar
Since the Rift, celestial aligned Gods have taken greater notice of the world events of Argus and seek to enact greater influence over it. At random and greatly uncommon intervals, an unborn child will be touched by a celestial God, blind and pure, unable to comprehend the God's form and be destroyed by it. Upon such a blessing, the child is imparted with an insignificant portion of power and is born an aasimar. Within seemingly divine intervention, the reaction to this is that the child is of importance and destined to change the world. Any precursor race is capable of giving birth to an aasimar bearing their feature, except for dragonborn who are under the influence of other Gods.
Tieflings
Devils, created by the Gods, are mortal gods made to manage the planes. Those that reject this role and choose a path of chaos become demons. One of these rogue demons was in hatred of the celestial Gods to such a degree it sought to steal their power. Making deals with the Devils, this demon would swap the celestial blessing of an unborn aasimar with the Devil's traits and keep the Godly power for itself. These children, first aasimar then transformed, are born as tieflings. While not inherently evil in nature, they're often seen as terrible omens and have a destiny to bring a calamity with their life's journey, whether by their own will or not. This isn't the case everywhere, with tieflings able to find refuge in areas where the culture of one's race has no bearing.
Changelings
Even more rare than the occurrence of aasimar or tieflings, changelings are similarly created when an unborn child is touched by a chaotic, neutrally aligned influence. This can be a God, or pure chance from a connection to some cosmic power. These children are born featureless, their first form often being an imitation of one of their parents. The religious reason for why such a child would be born is debated at best. In some cultures, they're feared as dopplegangers, but worshipped as gods in others.
Warforged
Created based on the broken, ancient robots that appear to have once served the skylands, warforged were an attempt to create something similar through arcane means. Without the technological knowledge of the ancestral precursors, warforged lack complex mechanical bodies. However, when properly animated through trapping the cosmic energy of magic into the forged shell, the being created seemingly had a soul and will of its own. Despite this, the blank slate a newly created warforged has make them fairly easy to tailor into working servants. They can however, still have interests and desires that draw them towards exploration and discovery. It's ethically frowned upon in many nations to create warforged for them to die in war or other selfish means. While they do not age, they mentally progress to an adulthood equivalent within 6 years if taught effectively. Their bodies can still degrade, and require specific magic to replace parts of themselves. Warforged were first created roughly 2700 years ago.
Precursor Races
In the modern day, the people of Argus are divided into three main groups. Most prominent in power and distribution, are the precursor races. Their origins are unknown, but it can be assumed they were the original inhabitants of this planet. Each one had once lived amongst the various skylands that fell to earth after the Rift. Some stayed by the sites their former homes crashed, some migrated, some were wiped out to a fraction.Humans
Still the most common race to this day, humans hit the sweet spot between length of life and mortality-driven ambition to change the world around them in major ways. From all ideologies and walks of life, they can be found almost anywhere for almost any reason.
Halflings
One can only imagine how halflings became a precursor race due to their relaxed and laid-back nature. However, it doesn't take much to realize living in a floating island paradise would have been rather enticing. They've been able to secure good relationships and find a place among most communities in Argus. While uncommon, halflings are no stranger to having greater ambitions in the world around them. Although it's most often done in the name of protecting what they hold dear to their existence. Their reputation supercedes feats of bravery and robustness in the face of impossible odds. The majority of their numbers are spread across the Weylon continent, and have a decent presence among the Fey in the Pauzola continent.
Dwarves
Hearty, communal, long-lived, and strong, dwarves fit well into not only precursor-based settlements, but among other races too. Their desire for glory and creation is only matched by the gnomes' wanderlust and inventiveness, making their cultures rather compatible. Of all precursor races, dwarves dislike humans and halflings the most, due to both short lives and irrational motivations. Hill dwarves are most often found in Gravid, working the chasm mines and building mechanical contraptions alongside the rock gnomes. Mountain dwarves are far more secluded isolationists, living in a grand cavern city they've carved out from the insides of the Loenwess mountains. Gray dwarves are said to have appeared with the rift; a strange, pale, evil-natured perversion of what a dwarf should be.
Giants
While it's known giants were of the precursor races, gleamed from the ancient structures and murals, they're the only race that seems to have not returned in mass after the Rift. While rumors of their skyland remains do exist, investigating these claims would be a dangerous task, due to the remote locations they're said to reside. Varieties of giant-kin can be seen in the world, but their appearance is often met with a sorrowful empathy for their lonely and endangered history.
Hill giants evolved as a native race, losing the intelligence that had allowed the giants to first take to the sky. Goliaths are supposed descendants of giants, and often respected in place of their ancestors, despite their native race status. Stone giants live in quiet, secluded places. They're well-revered, for both being the last noble giants and for their artistic mastery. Beyond the civilized world, it's said that fire giants inhabit the unnamed Northwest continent, and frost giants roam the frigid wastes capping both poles of the planet.
Dragonborn
Dragonborn are the strangest of the precursor races. They claim to be descended of ancient dragons having taken humanoid forms, their new bodies becoming permanent over millions of years spent in the sky. They are the only precursor race immune to the Aasimar curse. Society in dragonborn communities revolves around the interests of their draconic leader. Dragonborn see themselves akin to dragons as a caterpillar metamorphizes into a butterfly. They'll seek to prove themselves worthy enough to earn the ability to transform, however the longest lived of their species is commonly only between 80 to 90 years, unless they meditate for decades to control their metabolism for extended life. The arrival of a dragonborn is something to celebrate or fear, depending on the nature of their exploits. Natural leaders and extremely proud.
Native Races
While the precursor races lived in the sky, either those left behind or the beasts left to roam slowly evolved into diverse, adaptive species equally capable of civilization and intelligence. Despite what their shrunken numbers would lead one to believe, it was them who had settled all of Argus long before even the Rift occurred. Once the precursors returned, there was an immediate clash of interests and millennia of conflict. Only recently has such prejudice been overcome in some areas, many look upon the native races as relatives of monsters.Orcs
Evolved from giants and humans, orcs were the most successful race before the rift. In large numbers with overwhelming strength, they conquered all Eastern continents. Once the precursors arrived, they were immediately at odds in a fight for control. The negative reputation orcs gained from this came quickly, leading many to see them as the natural-born enemy of the precursors. While they can get along under the right circumstances, and even breed with humans, orcs prefer to stick together. They'll look for any reason to justify attacking in self defense, and those that travel often obscure themselves else face harsh prejudice. They're reluctant to adopt technology, and see pure strength and feats as real accomplishments. Even before the reluctance to use technology, their consonance with nature lead to orcs being the first race to draw druidic magic from the world around them. This reflects culturally, with most communities sustainable living with the land and practicing environmental conservation.
Tabaxi
Said to have been former humans that adopted animal-like traits to live in the Pauzola jungles, Tabaxi are one of the primary races in the Western continent. Perfectly suited for forests and rough terrain, tabaxi were easily able to brave the harsh world before and after the Rift. They've collectively formed a fascination with the ancient world and its artifacts, having discovered distant precursor remnants and categorized all skyland wrecks found within their habitat. They've spread along the Southern island bridge and across the ocean before the Rift split the world, taking residence in the continental nation of Ceirin Icora, although a tabaxi can be found almost anywhere. Generally regarded well, they're fondly referred to as the "merchant cats".
Goliaths
Descendants of giants, goliaths retain a fraction of their former size, but developed a more close-knit society to compensate. If one cannot contribute to the tribe, they're shunned, leaving a number of goliaths to roam in search of purpose. While native to the Western continent, they reside in the coastal mountains rather than the deep forest. Like the tabaxi, they've long since crossed the land bridge into Ceirin Icora to settle the karsts and canyons of the region. A significant population has also been growing along the outskirts of the Northeast mountain ranges. While less creative than their giant ancestors, they've earned the respect of many nations' people.
Yuan-Ti
While varyingly humanoid in appearance, their bloodline seems quizzically distinct, leading many to believe they evolved from monstrous beasts in the absence of the precursors (a theory common to several native races). This change seems to have been brought about by influence of a serpent god they commonly worship. Yuan-ti originate from the deep jungles of the Pauzola continent. Their rapid civilization led to ancient cities of stone to be constructed, far more permanent than anything else created by the other native races. When the skylands fell upon Pauzola, the Yuan-Ti quickly took to finding homes within them. They've stayed fairly separate from the halflings, humans, and gnomes that arrived, finding more in common with the Fey creatures that appeared from the south.
Kobolds
Whether it was from dragonborn or dragons themselves, kobolds descend from a draconic origin, and worship it. Tribes often claim to be followers of a specific type of dragon and share similar color/luster. Kobolds are territorial, but generally non-confrontational. Being small and living by majority in mountainous areas, kobolds are picked on and hunted by other larger creatures. Kobolds have been known to follow Dragonborn and support their ideals. They can be found in most regions.
Lizardfolk
Similar in essence to the other draconic races, but equally beast-like, lizardfolk exist outside of most modern societies. They're most commonly found in the swamps of Gheddit, developing a more gator-like appearance, but are also found in Ceirin Icora and the Western continent with different appearances. Being more animalistic, they're focus is less on what is considered good or evil, and more what it takes to survive. While uncommon, lone lizardfolk do venture out into the greater world, their survivalist tendencies adapting to an economic struggle. One thing you can count on a lizardfolk for is that they always strive to come out on top, and are harshly competitive.
Ratfolk
Scurrying underfoot of mortals across all nations, ratfolk have proven to be one of the most successful races in terms of their adaptability to all environments. Their evolution from rodents is easily seen, with size and intelligence being the only significant distinctions. Different subraces exist in unique situations, but are self-sufficient scavengers in nearly all cases. Whether it be in fields, forest, tunnels, cities, or sewers, ratfolk have an uncanny ability to adapt. They put up with societal laws when necessary, being more chaotically driven.
Aarakocra/Owlin
Descendants from ancient intelligent birds of prey, the aarakocra and owlin are similar races of avian humanoids. Commonly taking roost in the jungles of Pauzola and the plains and mountains of Weylon, they are the apex hunters and explorers of their territories. They don't have large tribes, instead growing up family-oriented. When an aarokocra and owlin find mates, it's the cultural norm to find a new piece of territory to claim for raising a new family, each generation being largely independent. This is however, merely a courting tradition, and these races are known to make excellent adventurers, but tend to stick near their territorial region. It's not uncommon for stories of them hunting ratfolk to make rounds.
Kenku
Not too dissimilar to the aarakocra and owlin, kenku are avian humanoids, but have two distinct differences. The first is that the kenku are generally incapable of speaking common language except in short, raspy, well-practiced phrases. The second difference is that rather than sharing traits to raptors, they're either corvid or parrot-like in appearance and flightless. Brightly colored and fast, capable of replicating more speech passages, forest kenku are reminiscent of parrots. In the mountains and flatlands, rock kenku are dark and crafty, closer to crow and raven relatives. Kenku live in small communities, fairly isolated from other races and as far from danger as possible. Kenku are known to be extremely loyal to those they pack a bond with, and comfortable with travel (preferably in groups).
Tortles
Hailing from the coasts and swamps of the Weylon continent, tortles are perhaps one of the most eccentric of the native races. They're hardy and adept at survival from having been forced to defend themselves from birth. With no family or place to call home, tortles most often become curious wanderers once they reach young adulthood. They receive no cultural animosity, being one of the most favored races to be seen along travels. An unwise or evil tortle has been seemingly unheard of.
Planar Races
When the material planes collided 3599 years ago, this event was known as the Rift. From this, the influence of the surrounding planes began to seep into Argus, changing the landscapes, introducing pure cosmic magic, and bringing extra-planar races into our own world. From the elemental planes to the Feywild, these often societal-driven mortals now make up a sizeable portion of Argus's populous. In many cases, their similarities to the precursor races has proven to lead to compatibility. It's theorized that the planar races were once precursors that evolved completely independently from Argus, having always been in the presence of magic. Due to this, they came from realms lacking in any significant technologies. Pointed ears, and the larger they are, are a common indicator of one's ancestors having been exposed to magic. "Knife ears" is common slang to describe a planar creature, and "antennae" is an oft-derogatory term for their ears used to compare a planar to an insect. Planar races usually have magical gifts and long lifespans.Elves
The most common of the planar races, elves of many varieties have appeared across Argus. Artistic and societally driven, elves took a quick liking to Argus and found common ground with most precursor races, despite some significant gaps in lifespan. Sea elves, wood elves, high elves, eldarin and drow have been thoroughly established in the realm in regions most comfortable to them, with rumors of some strange elves coming from areas under Shadowfell influence. Elves have been proven to have sexual compatibility with humans, creating a cross-breed with the unfortunate position of being neither precursor or planar.
Gnomes
Across Argus, gnomes come in several different flavors. Hardworking, curious, and ever-seeking the mastery of their craft. Gnomes of all flavors seem to be an evolution of halflings touched by different types of magical and environmental influences. Typical gnomes find their place as adventurers, explorers, or peak craftsmen and scholars. They populate most of the Weylon Continent. Rock gnomes have a more inventive itch, their presence most common in Gravid and Rhexilanus city, having a close relationship to dwarves despite their planar origins. In the Western continent, forest gnomes live amongst the jungle trees in either hidden communities or in mixed race settlements. Svirfneblin, deep gnomes, are said to live deep within the caverns of Tonorondo.
Goblins
Goblins and other goblinoids are most closely related to gnomes, having also appeared from similar circumstances after the Rift. Goblins are the most common, and crafty of the genus. They tend to live in tribal groups less focused on competition and more on their own wellbeing, though large conglomerates aren't all too rare. Their way of life is simple, do what the easiest option for survival is, which has only recently been seen to include agriculture, however more often than not their mischievous nature leads them to better themselves at the expense of other's work. Once a tribe falls into habit, they stick to it. They tend to orbit those who are biggest, most successful, most often hobgoblins and occasionally even bugbears. However, incidents of trolls killing off the leading parties and assuming control of goblin tribes by force are worryingly increasing in number. The goblins are then forced to act as an expendable army for the beast, else be its prey. This behavior is most often targeted at smaller, weak groups. Avoiding this, many goblins have been trying to find a place among the precursor races in the large, safe cities. Their habitual nature is often exploited for labor.
Brownies
There is a subsect of goblins different enough to be viewed as a separate race. Brownies share the stature and mischief of goblins, but lack the structure and underhanded violence common to their cousins. Instead, brownies are far more individualistic and choose to wander instead of staying in tribes, though small groups aren't uncommon. Skiddish and flighty, brownies are quick underfoot and often make themselves scarce at danger. They're known to be deeply curious and live strictly by obscure moral codes from upbringing. In many cases, a brownie will take interest in a residence or place of work, staying hidden to both observe and occasionally perform helpful tasks. They'll reward their unknowing patron for percieved good deeds and punish rude gestures, according their their personal beliefs. Learning a brownie's rules for what defines something good or bad is a challenge unique to each individual. In many cases, brownies make good adventurers, at the risk of pranking their companions for random offenses.
Bugbears
Even more rare than hobgoblins, bugbears are more individualistic and lax, though aggressively living up to the reputation for similarly savage tendencies. Often growing up outside of society leads many to lack empathy or a moral code. They're feared and looked down upon similarly to orcs, if not more. It's not uncommon for quests to appear offering reward for killing a bugbear, treated as monster instead of person. They seem to be closely related to goblins, but distinct enough o be considered a bespoke race.
Triton
Appearing from the Rift-torn portals of endless water, triton share the position of the only aquatic humanoids in Argus with the sea elves and get along swimmingly. Triton can be found in deep water, mostly in the protected Abverdan Sea. Uniquely, the triton have also settled the swamps of Gheddit, being the leading representation in its government.
Genasi
On the day of the Rift, it's said the first planes to breach the cosmic divide were the elemental planes. The shared residents of them, the genasi, are the earliest points of contact. Looking quite similar to both some precursors and natives alike albeit their uniquely hued complexion. Seemingly descendants from extraplanar precursor races and genies. While not in high numbers, the genasi have been able to settle in most regions of Argus. According to self-described legends, the genasi were the first to cross The Enventus and founded the city-state of Rhexilanus. Well liked, genasi rarely have trouble finding success in most communities.
Firbolg
Giants of the feywild, their connection with magic seems to have atrophied the need for the immense size of their ancestors. Known for a humble presence and pure lineage, firbolg are often regarded as a type of true giant over goliaths. Despite their oft-gentle demeanor, they are more than capable of ferocity and violence on equal or greater levels than even native races. Common to Pauzola, a firbolg venturing to the west is a rare but welcome sight to most. They tend to stick near regions of dense forestation.
Fairies
Small winged humanoids from the Feywild, fairies are mischevious in nature. They carry childlike sensibilities throughout adulthood, being ultimately lax in favor of living comfortably. Even more rarely than Firbolgs will they venture out into the greater world of Argus. They either continue to live within the Feywild, or almost entirely within the country of Tzakrin.
Centaur
Mainly sticking to nomadic communities, centaurs are survivalists, trekkers, and hunters. While creatures of fey origin, they are far less aloof and mischievous than other races but do have a fiercely competitive nature. They'll take most opportunities to prove themselves the better, be it sport or other tasks. Coming from Tzakrin, centaur tribes have also migrated to Ceiren Icora. Their population has an inverse relationship to the goliaths between the two continents (Pauzola and Ceiren Icora).
Satyrs
Hailing from the feywild, the satyrs are relatively unremarkable. Sticking closest to the security of life under the eladrin elves in Tzakrin, satyrs often live for a good time, but are also proud artisans and creatives. Their population distribution across Argus is similar to the firbolg, being widespread but not heavily plentiful outside of the Pauzola continent.
Outsider Races
There exists a category of mortals that both falls under all others, and none all the same. They include cross-breeds, those touched by gods, and corrupted by demons alike. The common trait of them is that they did not exist before the Rift brought everything together.Half-Eves
Born from a parent of either origin, half-elves are neither the noble planar elves or proud precursor races. Not particularly plentiful, they can be found anywhere both humans and elves coexist. Most of the time, it's hard to adapt to either racial culture and half-elves find a place better suited for them among communities of mixed races. Else they wander, being seen most often as vagabond travelers or adventurers.
Half-Orcs
Even more complex in their relationship to other races are half-orcs, of similar circumstances to their half-elf cousins. Rarely do they venture beyond their birth community where orcs and precursors would share a culture. In rare occasions half-orcs are born from temporary affairs, most often leading to an unfortunate and detested upbringing. Despite this hardship, the orcish nature of them pushes them to survive no matter what, seeking meaning and acceptance.
Hobgoblins
Born as a cross-breed between humans (and other humaoids) and goblins, hobgoblins are more aggressive and code-driven than goblins, steadfast in their beliefs instilled through childhood. This often builds a cult of personality around them in goblin tribes, making them ideal for roles of leadership in circumstances where warlike tendencies are beneficiary. Hobgoblins have been able to find roles in national societies as well; protection of settlements and cities offering an avenue for their chaotic and often violent tendencies.
Aasimar
Since the Rift, celestial aligned Gods have taken greater notice of the world events of Argus and seek to enact greater influence over it. At random and greatly uncommon intervals, an unborn child will be touched by a celestial God, blind and pure, unable to comprehend the God's form and be destroyed by it. Upon such a blessing, the child is imparted with an insignificant portion of power and is born an aasimar. Within seemingly divine intervention, the reaction to this is that the child is of importance and destined to change the world. Any precursor race is capable of giving birth to an aasimar bearing their feature, except for dragonborn who are under the influence of other Gods.
Tieflings
Devils, created by the Gods, are mortal gods made to manage the planes. Those that reject this role and choose a path of chaos become demons. One of these rogue demons was in hatred of the celestial Gods to such a degree it sought to steal their power. Making deals with the Devils, this demon would swap the celestial blessing of an unborn aasimar with the Devil's traits and keep the Godly power for itself. These children, first aasimar then transformed, are born as tieflings. While not inherently evil in nature, they're often seen as terrible omens and have a destiny to bring a calamity with their life's journey, whether by their own will or not. This isn't the case everywhere, with tieflings able to find refuge in areas where the culture of one's race has no bearing.
Changelings
Even more rare than the occurrence of aasimar or tieflings, changelings are similarly created when an unborn child is touched by a chaotic, neutrally aligned influence. This can be a God, or pure chance from a connection to some cosmic power. These children are born featureless, their first form often being an imitation of one of their parents. The religious reason for why such a child would be born is debated at best. In some cultures, they're feared as dopplegangers, but worshipped as gods in others.
Warforged
Created based on the broken, ancient robots that appear to have once served the skylands, warforged were an attempt to create something similar through arcane means. Without the technological knowledge of the ancestral precursors, warforged lack complex mechanical bodies. However, when properly animated through trapping the cosmic energy of magic into the forged shell, the being created seemingly had a soul and will of its own. Despite this, the blank slate a newly created warforged has make them fairly easy to tailor into working servants. They can however, still have interests and desires that draw them towards exploration and discovery. It's ethically frowned upon in many nations to create warforged for them to die in war or other selfish means. While they do not age, they mentally progress to an adulthood equivalent within 6 years if taught effectively. Their bodies can still degrade, and require specific magic to replace parts of themselves. Warforged were first created roughly 2700 years ago.
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