Building a World #3: Player Races

This seems like as good a place to start as any. The basic choices any player must make when creating a character is Race and Class. This post will be brief summary of the various races that make up the peoples of Veyrn. More detail will be provided in future pexels-photo-226721posts, dedicated to each of the races as development continues.

There will likely be many familiar races here along with a couple of new additions unique to Veyrn.

The Races of Veyrn

Changelings (NEW)

The peoples of Falta tell stories of the fair folk, the Fae. They give warnings about children taken and replaced by things not quite human. The Fae use the changelings to learn about the outside world, letting them live among the mortals, before returning to take them home. Some cultures have learned to accept them, others kill them on sight. They are the rarest of the races, and even they do not often know their true origins. Most appear as members of the race their were left with, exact copies, while other bare strange marks or deformities, that reveal their unnatural origins.


Ancient and proud the dwarven people claim to be the oldest of the civilized peoples. Hailing from the Harradim mountains the people of Thangnor are a stubborn and rigid society. Believing themselves to have sprung from the bones of ancient beings of stone and fire, known as the titans. They believe the mountains to be the remains of these colossal beings.


By and large humanity makes up the largest and most influential portion of the inhabitants of Veyrn. Once part of a great empire that spread across the whole of the main continent, they have since broken into several smaller nations, each with their own cultures and beliefs.


The elves of Erysalen are a dying race. They claim to have orignated in a realm known as The Grey, a realm of eternal twilight and home of the Fae. They escape their bondage at the hands of the Archfey, and fled to Veyrn. They built their own kingdom, and lived in relative peace. They remain vigilant however that the Fae must someday return to reclaim their people.


Trapped between their human and elven ancestry they are few in number, and tend to dwell among human and elven communities. They are generally accepted by humans, but looked down upon by the elves. With a few exceptions they do not have any lands to themselves, instead trying to exist wherever they can find acceptance.


The river folk of Barsa make their homes along the hills and banks of the great rivers that flow across the center of the continent. They are a peaceful and accepting folk, and tend to avoid getting drawn into the politics and machinations of others, preferring to live in peace.


Once native to the western continent, the people of Karsh, have long since been forced out their ancestral homes. They remain extremely honorable, and capable warriors, known for their ferocity on the battlefield. They live nomadic lives, selling their services to any that is willing to pay for their skill at arms. They are known to hold to a contract to the letter, and being relentless until the job is done. Woe be to the person to fails to pay or breaks a contract with them, for their vengeance is legendary.

Frauki (NEW)

The froglike inhabitants of the Kingdom of Steill are peaceful society of noble swordsman. Bearing an archaic for of speech and customs, they live in their jungle home and their knights defend it any who would harm them. They get involved in world politics, fighting always on the side of justice, adhering to code not unlike the codes of chivalry. They are known to have some of the finest swordsmen in the world. The legendary sword, Caliburn, is both their symbol of leadership, and a blessing from their goddess The Lady of the Lake.

Hey what about?

You’ve probably noticed that a few races are not listed as player options. Gnomes, Half-Orcs, and Dragonborn. The dragonborn don’t really fit into a setting where dragons are rare to the point of being mere myth, and I couldn’t really think of a reason to include them without compromising the integrity of what I am trying to produce. I choose to leave out gnomes as I plan to have a wide range of spirits, including the elemental spirits of Paracelsus introduced in the 16th century (Gnome, Undine, Salamander, and Slyph). I felt that having gnome spirits and a player race might create too much confusion, and rather than rename either of them, I opted to leave out gnomes.

Half orcs were a bit harder to leave out, and I went back and forth several times of their inclusion. There ARE Orcs, so it would make sense, that there would be half-orcs. Orcs are not as common as they are in other settings. I may add them back in at a later date, but for now they remain on the cutting room floor.