Player's Handbook
Player Races
The following are races that may be played by characters in the Otan setting.
Ælf
Legend has it that Ælfes (🔊 Alfs) were put on Otan by Woden himself when the world began. Since then the Elves have divided themselves into three major factions, the Wodælfes, Dunælfes, and Friggælfes. Their differences surround that which they believe to be the true aesthetic. Players wishing to create an Ælf character may choose from one of the following six variants.
The Brimælfes (🔊 Brim-alf) live undersea, primarily off the coast of Ælfgarad. They prefer to stay beneath the waves and as a result, have little to do with their Ælfen siblings ashore. | The Dunælf (🔊 Dunn-alf) grew distant from their Ælfen cousins again because of an aesthetic preference. The Dunælf preferred darker features in skin tone and over many years, bred accordingly. | The Friggælf (🔊 Frig-alf) is the predominant race and culture in the country of Ælfgarad. They were once intermixed with their Wodælf and Dunælf cousins until rifts in their sense of the artistic aesthetic came to the forefront of their culture and politics. | The Wodælf (🔊 Woah-dalf) are, not surprisingly, the preeminent race and culture found in Ælfwode. They were, most believe, the only variety of Ælf to exist. Their love for Woden and his creation extended to the forests and nature in which they lived. | The Wyrmælf (🔊 Verm-alf) are distant relatives of the Aydahar and by extension, dragons. The Ælfen predilection toward the aesthetic, however, caused them to carefully manage their genetic lines. | The Half-Ælf are half human and Ælf. It is possible on Otan for a Half-Ælf to possess a bloodline which does not have a human half, but this variety of hybrid should be discussed with the DM before creation. |
Aydahar
The Aydahar are a race of draconic-infused humans originally of human origin, but whose ancestors and sometimes parents are of a draconic lineage. When it was learned that dragons and humans could produce offspring, the races of the Aydahar and the similarly draconic blooded Ungir soon came into being.
The Altin Aydahar of the Altin Aydahar Region, the gold dragon and capitol region of the Aydahar Confederation. The Altin Aydahar have golden-colored skin and features similar to that of their draconic ancestors. | The Aq Aydahar of the white dragon or Koke Aydahar Region have a white coloring to their skin and features that match those of their draconic ancestors. | The Jasil Aydahar are native to the Jasil Aydahar Region of the Aydahar Confederation. They inherit their genetic makeup from green dragon ancestors or possibly even an adult (or older) green dragon parent. | The Jez Aydahar Region of the Aydahar Confederation is home to the hot blooded Jez Aydahar, who share their genetic makeup with brass dragon ancestors. | Native to the Kara Aydahar Region of the Aydahar Confederation, the Kara Aydahar share their genetic makeup with black dragon ancestors. A Kara Aydahar individual may actually have a draconic parent. | The Kizil Aydahar Region of the Aydahar Confederation is home to the hot blooded Kizil Aydahar, who share their genetic makeup with red dragon ancestors. |
The Koke Aydahar of the Koke Aydahar Region have a blue coloring like that of their draconic ancestors. They can also be distinguished by the rhinoceros like horn on their snouts. | The Kola Aydahar of the Kola Aydahar Region have a bronze coloring like that of their bronze dragon ancestors. They can also be distinguished by the multiple fans and spikes on the backs of their heads. | The Kumis Aydahar of the silver dragon or Kumis Aydahar Region have a metallic silver shine to their skin and features that match those of their silver draconic ancestors. | Native to the Mis Aydahar Region of the Aydahar Confederation, the Mis Aydahar share their genetic makeup with copper dragon ancestors. A Mis Aydahar individual may actually have a draconic parent. | Half-Aydahar can be found throughout much of the Aydahar Confederation and the Free States. They can live in any country on Otan more or less safely, however they prefer to be near others who share draconic blood. |
Dweorg
The Dweorges are a race with a predilection toward mining. A short conversation with a Dweorg will reveal their life's philosophy, which can be reduced to a simple motto; "Treasures await beneath." Genetic and cultural compulsions aside, this motto alone tempts the Dweorges to dig.
The City Dweorges are the most common variety of Dweorges, inhabiting every city and surrounding area where Dweorges can be found. | The Deep Dweorg are the Dweorgen diggers. These rarely see the surface of Otan and few are known outside of their chosen communities and dig sites. | The Sea Dweorges have a penchant for harvesting the treasures of the oceans. The have made a reputation for themselves in Otan as purveyors of coral, pearls, and other oceanic treasures. | The Half-Dweorg is a hybrid race, half human and half Dweorg. They may have traits and features of either race. |
Garis
Garis legend speaks of a time when the Garis did not inhabit Otan but traveled through the heavens. Always looking to the stars, they have survived and even thrived on Otan, but never feel at home. It seems that endless internal conflict and factional disputes will keep them grounded indefinitely. There are three distinct variant races of Garis which are most readily noted by the shape of their muzzles.
The Akimsilik are a Garis variant with vulpine features such as a narrow snout and fluffy tail. They live mostly in the Akimsilik Region of the Garis Triumvirate. | The Beybitsilik sport hyena-like features with a short snout, and their heads often crested with a mane that starts from their foreheads and goes down past the back of their necks. | The Ustemdik are another fur covered variant of Garis with strong lupine features and an intimidating gaze. Their fur colorings tend range from black to white with all shades of grey in between. | The Half-Garis are a variant of the Garis race with additional with additional Human bloodlines. They may have varying amounts of fur of nearly any color, and nearly any color of skin beneath. |
Grendel
The Grendel have little patience for human politics and have set out on several occasions to destroy all that is human. Encouraged by the half-human, Half-Grendel warlock Zoranthar Zhanat, the Grendel made war on Ortalyk and Soltustik with varying degrees of success. Only the Accord of Kala Astanals stayed their hands from seeking more human blood.
The Kalas Grendel are the backbone of Grendel civilization, populating the cities, entering trade and fueling the economy. | The Maerc Grendel are the salt of the Grendel soil. They populate the marshy areas surrounding larger Grendel populations, living off the land and keeping the settlements safe. | The Sogis Grendel are the backbone of Grendel military might. They are raised on a diet of martial training and contempt for the enemies of the Grendel. | The Half-Grendel are hybrids of Human and Grendel ancestry. They may possess dominant traits and features from either lineage. |
Human
The Araldiktar are an islander people hail from the island nation of Araldar on the western edge of Otan. They are often easily identified by their western dialect of the Otani, their wind-beaten bronze complexions, and their dark features. | The natives of western Otan known as the Batistiktar, mainly inhabiting the country known as the Republic of Batis. Formerly a very withdrawn people, it came to the world's attention that the Batistiktar were exceptional farmers. | These southern people of Ontustik are generally recognizable by their olive complexions, brown eyes and thick black hair. Their most common feature, however, is not physical. They are noted for their devotion to Aspan, the god of the sky. | These central plains people are a melting pot, of most of the people of Otan. The Ortalykshilar come in every size, shape, hair colour and skin tones ranging from snow white to ebony black. |
These eastern people of Otan are extremely wrapped in their many traditions. Few things in the society of the Sigis Turgindar take place without the ceremony and accoutrements of centuries past. | These southern people of Otan are a matriarchal society and have deep ties that interweave their animist religion with their local and even national politics. | The northern Soltustikter's are very nearly defined by the terribly cold weather of their native country of Soltustik. Forever plunged into cold climate, the Soltustikters are adept and skills to keep themselves warm.. |
Hellspawn
The Hellspawn were simply a variety of humans who had taken to sprout antlers. Speculation and rumors soon followed and they were labeled with the epithet Hellspawn. Having fewer numbers than their otherwise unaltered human tormentors, they embraced the Hellspawn epithet as their racial designation. The thrust behind this decision is that the Hellspawn name tends to inspire fear before it inspires derision, giving their people a survival advantage.
The Infernal Hellspawn are predominantly human, though they have very pronounced hircine or ovine features. These goat-like features may include horns that resemble folklore regarding regions of the Nether World, from which the Hellspawn took their name. | The Sylvan Hellspawn are quite similar to the Infernal variety with the exception that their features are often more cervine or deer-like. Males my feature full sets of antlers in season, mimicking their cervine counterparts in the forest. | The Half-Hellspawn may have the features and accoutriments of either their Human or Hellspawn parents and ancestors. |
Kuulik
The Kuulik (🔊 Koo-oo-lik) love a bargain and their location is a great place for bargaining. Situated between Human and Grendel territory, they have a knack for serving both sides during times of war and peace alike.
The Sawdager (🔊 Saw-dah-gur) are perhaps among the most ambitious people in all of Otan. While even the simplest creatures understand basic trade, the Sawdager have perfected trade into an artform. | If ever a buckle was swashed, a Tenizi (🔊 Teh-neet-see) a swashbuckling Tenizi probably swashed it. Their brand of Kuulikishness made fishermen and seafarers of them all. | For anyone who's had an older sibling, they'll have some insight as to how the Uris (🔊 Oo-ris) blend into Kuulik society. They are the martial arm of the race, and are very protective of their smaller brethren. | An Half-Kuulik is the result of a union between a Human and Kuulik. The Half-Kuulik may possess racial traits from either of their parents. Half-Kuuliks are very rare. |
Misik
The Misik are a solitary race native to south-eastern Batis. Because of their detached nature, they rarely venture outside of their settled areas and few go on to become adventurers. For the most part, their existence is known to few outside of Batis.
The Aristan are leonine humanoids with several distinct traits that separate them from the more common Baris variant. Most notably, the Aristan have a taste for big game, which makes them necessarily gregarious. | The Baris are the most common of the Misik. They can be found in the widest range of colors and markings. Their most distinguishing feature among the Misik is their lack of features, in that they rarely have additional fur forming anything resembling a mane. | Jolbaris | Silewsin | Half-Misik |
Qurilissi
The Qurilissi, better known to some as the "builders" appear in the lore of most of the religions of Otan. Their role was to help create the world by fashioning the mountains and lakes, forests and ice and almost everything that there is on Otan to this very day.
The Air Qurilissi | The Earth Qurilissi | Fire Qurilissi | Water Qurilissi |
Sweardælf
The Sweardælf have adapted into variants of themselves based on a combination of culture, tradition, and ethics. The Borgainælf are the most culturally entrenched with their philosophy and culture setting the groundwork for Sweardælf society. The other varieties of Sweardælf are largely those who have traditionally shunned the mainstream philosophy and large populations in general to live their lives on their own terms. The Scraefælf are the most visibly differentiated because of a genetic predisposition toward albinism.
Borgainælf]]===
The Borgainælf (pronounced Bor-gan-alf) like to bargain. More specifically, they like to borrow things. More specifically than that, they like to borrow things without first asking permission as to whether that thing may be borrowed. This genetic leftover in their character certainly must stem back to their hunter-gatherer days, where things were gathered without a specific need or purpose. They were gathered for some possible need in the future.
The "borrower" Sweardælfes can be found in great numbers in any of the cities in the country of Kiskentay. They are naturally suited toward thieving professions, which would make for an untenable society save one thing. It is considered beneath a Borgainælf's dignity to "borrow" something which has already been "borrowed". In this way, a Borgainælf who would ostensibly appear rich to anyone else, would maintain that his belongings were all "borrowed".
While it's possible for rare individuals in the Borgainælf culture to have no interest in borrowing, some take such a great interest as to feel the need to flee Kiskentay altogether in order to borrow things from other lands. These Borgainælfes often turn to a life at sea, where new ports provide new opportunities for borrowing.
Fyrthælf]]===
The Fyrthælf (pronounced Firth-alf) are a jungle and forest-loving variety of the Sweardælf. They are gregarious, but keep their tribes to limited numbers and will banish or exile those who do not fit in well enough. The banished will go on to establish new tribes, which will go on to accept others who are banished. This regular mixing of tribes helps to maintain a community among all tribes of the Kiskentay forests.
The Fyrthælf are masters of their domain, producing a great many rangers and druids in their tribes. In rare cases, a Fyrthælf will seek adventure beyond the confines of the forest. As adventurers, however, Fyrthælf suffer greatly from homesickness, seeking their tribes, their traditional foods and songs and gatherings. A Fyrthælf outside of Kiskentay will never experience more joy than to encounter another Fyrthælf.
In the forest, the Fyrthælf come with a nearly inbred knowledge of the native plants and animals. They know what can be eaten, what is poisonous and what will attack. When travelling the Kiskentay forests, even a Fyrthælf child might make a better guide than a trained ranger from another part of Otan.
Geardælf]]===
The Geardælf (pronounced gar-dalf) are the garden variety Sweardælfes who have a genius for agriculture. The Geardælf can make anything grow from a seed and they can make that seed grow larger and more fruitful than anyone else on Otan. They organize themselves into gardening communities, which can range from the area around a single dwelling to vast sections of land.
These gardening communities thrive on variety and they compete openly with one another to produce the most delicious and the largest varieties of nearly any food or flower bearing plant that will take hold in Kiskentay soil. More valuable than gold, Geardælfes prize seeds or cutting that will help them produce plants of incredible size, intoxicating fragrances, alchemical superiority or superior flavor.
The Geardælf, by dint of their culture, naturally produce more than their share of druidic and alchemical prodigies. Geardælfes are rarely eager for adventuring, but when they do, expect them to be taking seeds and cuttings of everything they come across in their travels. Adventurers have been known to become quite wealthy after returning home with new plants and seeds to introduce to their gardens and gardening communities.
Scraefælf]]===
The Scraefælf (pronounced Skray-falf) are the most uncommon of the Sweardælfes. Rarely seen on Otan's surface, the Scraefælfes prefer to live underground and have done so since before the Great Erasure. Their most dramatic feature is albinisim, which occurs in every race and variant, but is present in all but the very rarest of Scraefælf.
They uniformly possess white unpigmented skin with often visible veins and arteries. Their hair color, regardless of where the hair originates, is white. Their eye color can be white or pink and in rare cases, grey. While they have no trouble seeing in sunlight, after some time to acclimate to the brightness, they do not enjoy being in the sun. Their skin burns easily and any Sweardælf above ground for more than a few moments will be found wearing thick dark clothing, a head covering and eye protection.
Scraefælf society, would be considered by human standards, more "normal" than any of the other Sweardælfes. They build communities. They welcome outsiders (those who can handle living underground). The do not have the covetous natures of their Borgainælf cousins from above ground. Neither do they share the desire to hoard of their fellow tunnellers, the Ungir. They do not even fetishize the fruits (minerals) of Otan, though they do by nature of their lifestyle, often come into the possession of rare gems and minerals.
As adventurers, Scraefælf who venture out from their underground homes are inclined toward the martial classes. For their size they have incredible upper body strength. They prove more than a little deadly to foes who underestimate them due to their diminutive size. Most classes, but mages in particular of Scraefælf origin will possess certain advantages when dealing with the earth elemental magic.
Half-Sweardælf]]===
The Half-Sweardælf is a half human, half Sweardælf mix that may be first generation, or a multiple generational Half-Sweardælf. The offspring of two Half-Sweardælfes is naturally going to be another Half-Sweardælf, though the ratio of human to Sweardælf can end up being guesswork as generations progress.
Half-Sweardælfes may possess the cultural and genetic attributes of any of the other variety of Sweardælf though they will typically stand as much as a foot or so taller than their "pureblooded" cousins. Other than being taller they may fully possess that variant's physical features and societal mores.
The logistics of being a Half-Sweardælf in Kiskentay is a problem. Homes, furniture, mounts, clothing or any consumer good sold in Kiskentay markets are going to be too small to be enjoyed by Half-Sweardælfes. Because of this, and despite being welcome, many Half-Sweardælfes will exile themselves to the Free States where they are often mistaken for short humans or Ælfes (depending on how pointy their ears remain. As a result of this migration, Half-Sweardælf have huge communities in every city in the Free States.
Ungir
Character Classes
Otan is home to many marvels. To fill the roles of the characters needed to create the smooth operation of Otan society, new character classes needed to be acknowledged. They have been added here for the consideration of DM's and players alike.