Basically, my campaign is in two worlds. You guys are from World 1 (Haven) and start in World 2 (Furlough)... though feel free to make a character that is from world 2. The are linked by a magical portal.
Haven is more forested, Furlough more deserty. Much of both worlds is unexplored.
HAVEN
Most common are the Goblinoids (not a player race) It is not known how many goblinoids there are, but there are LOTS. Traditional enemies/competitors of the civilized races.
the civivized races
These top 2 PC races are about the same in number. They tend to be everywhere, but rarely the majority. There are more halflings than humans.
Humans
Halflings
These next 3 are about 1/2 of the top 2. They tend to be more concentrated, and in the majority where they do live, and rare elsewhere.
Dwarfs
Eladrin
Elfs (Eladrin and Elfs are collectively referred to as Elvin.)
These 2 are fairly uncommon, and are all immigrants (at some point in history) from Furlough. Of the 2, Kobolds are 3-4x as common as Dragonborn.
Kobolds
Dragonborn (collectively they are known as dragonkin)
Half-elfs (very rare) Half-elves are very rare, and pretty much only live in the west. They have characteristics of both elves/eladrin and humans, but are their own race - they aren't the result of interbreeding, though they might once have been. In this campaign, they are called "half-elvin."
more uncivilised races
There is a nation of undead to the South. Numbers are unknown, with estimates varying wildly, though what is known is that corporeal & uncorporeal dead are approximately equal in numbers.
There are a few half orks, but they are very rare and again mostly in the west.
More about the civilized races
Eladrin, Dwarfs and Elfs tend to live in their own communities, apart from the other 2 (So, a place with lots of Eladrin will have few if any Dwarves or Elfs). Humans and halflings live with all 3, but typically aren't the majority. In such communities, the noble will be of the dominant race (so, eladrin, dwarf of elf). Of those 3, elf communities have the least amount of humans/halflings
Dwarfs live in the mountains, Elfs in the forest, Eladrin in flying cities that migrate. Eladrin and dwarfs get along fine (live apart more due to where they like to live). Eladrin and elves not so much... Eladrin are "magic rivendel elves", elves are "forest, mirkwood elves". They are the same race (Elvin), they just have different lifestyles/values.
There are also a few cities that are truly multicultural (aka not dominated by any one race), one of which the PCs comes from (Ascension).
Names for all races tend to end in a consonant for men, a vowel for women.
Gods
This world has a pantheon of 4 gods:
Name Role Race Element What he/she represents Alignment
Kurn Father dwarf fire justice, construction, war, strength, order lawful good
Ellaselle Mother elvin earth growth, healing, prosperity, love, family neutral good
Paksee Daughter halfling water the arts, curiousity, change, passion. children chaotic good
Fenor Son human air magic, chance, trickery, compromise, divination neutral - which neutral depends on what facet of his personality is involved
The goblinoids follow their own "gods", but they are not true gods. They tend to embody nature, strength or cunning.
FURLOUGH (from most to least common)
Humans
Kobolds
Dragonborn
Halflings
Dwarfs
Eladrin
Elfs (rare)
Gnomes (very rare)
Half-elfs (very rare)
Most nobles are human or dragonborn
This world has a crazy pantheon of goods, representing a more balanced view of emotions/values - so include evil gods as well. Most are human, but many are draconian, as well as a few "other".
RACIAL ROLES/PREJUDICES
I do realize that often the "pros" and "cons" are often contradictory - that is because prejudices often may not be accurate. Think of Negro slaves - they were thought to be lazy even when working far harder than any white person would. As to whether the "pro" or the "con" is more accurate, at this point all I can say is "yes" 8). Contact me if you want to develop how your own character's experiences have informed him/her on these prejudices.
Dragonborn:
Dragonborn are strange and reptilian to most. They tend to have a strong sense of honour, and of right and wrong. In Furlough, they tend to dominate the warrior class, and hold many noble positions as well. In Haven, they tend to be either lone knights/mercenaries, or a member of one of the monastic religious or military orders.
Common perceptions:
Pro: Trustworthy and dependable - their word is of iron. Protectors of what is good, defeaters of what is bad. Superlative warriors, devout clerics, rousing public speakers.
Con: Unreadable and unknowable. Will not compromise, for good or bad. Emotionless. Bad temperred. Bossy, unwilling to except differences.
Dwarfs:
Dwarfs, like Dragonborn, are upholders of honour and tradition. They prefer to live in holds in the mountains, delving into the ground. Reknowed metal and stone workers. Those who live outside of their holds tend to craftsmen or clerics, though it is common for dwarves to travel abroad to visit other holds or on pilgrimages.
Common perceptions:
Pro: Trustworthy, with an inherent sense of fairness. Adept craftsmen. Loyal and dedicated to whatever cause they might take. Patient, long term planners.
Con: Boorish and ill mannered. Stubborn, unable to adapt, and unwilling to change their mind or accept their own faults. Conservative, arrogant, old fashioned.
Eladrin
Eladrin are merchants, freethinkers and scholars. They prefer to live in aeries, flying cities which float from place to place. Due to the airies, they dominate trade in Haven and therefore have much greater political weight then their military or numbers would suggest. Those outside of their aeries tend to be studying, advisors, or mages for hire.
Common perceptions:
Pro: Intelligent, knowledgeable, inquisitive. They are flexible and adaptable. Skilled merchants and enchanters, responsible for much life improving magic.
Con: Arrogant, aloof, holding others as below themselves. Amoral, corrupt. More interested in knowledge than what is right. Won't help other without personal benefit.
Elfs
Elfs are hunters, trappers and foresters. They tend to live in the forest on live off its bounty. They prefer to live in towns called stands built among/on/in groups of particularly large trees. They tend to be reclusive, and react badly to others harming the forests in their lands. Those who live outside their stands tend to work as scouts and huntsmen.
Common perceptions:
Pro: Excellent archers, scouts, hunters, trappers, woodsmen and guides. The best woodwork, tanning and medicinal healing in Haven.
Con: Arrogant, value nature over people. Scheming, closed and backwards. Heretics to the faith of the Mother, saying her realm includes the chaos of nature.
Gnomes
Gnomes are so rare that little is known of them. Few from Haven will ever meet a gnome, and even those in in Furlough will rarely encounter one. Tend to live apart from other races, working in tightly knit family units. Seen as very mysterious. Best known for their inventiveness, creativity and lateral thinking.
Common perceptions:
Pro: They build the best and most innovative advancements. They are intelligent, curious and inventive.
Con: They are mad, delving into subjects best left alone. Use a gnomish invention to your peril - it will likely fail on you when you most need it. Shrewd and scheming.
Half-elvin
Like Gnomes, they are so rare that little is known of them. They tend to live apart from others in isolated communities, exclusively to the west of Haven. Despite that, they are know for their warmth to strangers and their sound common sense. As such, they are sought after as diplomats and advisors.
Common perceptions:
Pro: Warm, friendly and welcoming - they will treat you as family if you do not abuse their trust. The advice from a half-elvin is both simple and profound - follow it.
Con: They hold onto their secrets and don't share them with others. They are reclusive and evasive. One can never tell if their advice is best for you or for them.
Halflings
Halflings live everywhere, and seem particularly abundant among other races. Indeed, they seem to have no communities of their own, but instead live in or around the cities of others. Always busy, they particularly like working with their hands as servants and craftsmen. They are the predominant farmers and artisans of both Haven and Furlough.
Common perceptions:
Pro: Productive, humble, industrious and hardworking. Without the halflings, nothing would get done. Optimistic, creative, innovative, playful, artistic, joyful.
Con: Always underfoot. Lazy, need constant supervision. Frivolous and shallow. SImple, don't understand the complexities of the world. Of little importance.
Humans
Like Halflings, they live everywhere, with few centers specific to themselves. They are practical, flexible and acquisitive, and as a race don't specialize in anything. They are individualistic, and don't work as well in groups as some of the other races. Many of those originally from Haven look down on those who are immigrants from Furlough.
Common perceptions:
Pro: Able to achieve whatever they focus on. Energetic, ambitious, creative problem solvers. Free thinkers. Good leaders, innovators, public speakers & motivators.
Con: Grasping, conniving, always seeking to rise above their rightful place. Will do whatever it takes to get ahead. Poor followers. In politics, likely to stab you in the back.
Kobolds
Unlike Dragonborn, Kobolds are seen as cute rather than mysterious. Strongly social, they congregate together, and are rarely encountered alone. Often they group around a strong individual, usually a Dragonborn but preferably a real dragon. In Haven, they tend to group as followers/servants of a Dragonborn.
Common perceptions:
Pro: Good followers, always seeking to please. When given the initiative to be so, they are clever and creative. Loyal, trustworthy. Able to take care of themselves.
Con: Ass-kissers, say what you want to hear rather than the truth. No backbone, always defer to others. Harmless, but inconsequential. Sheep, easily duped.
GENDER/SEXUAL PREJUDICES
There are relatively few gender prejudices in either Haven or Furlough, with women and men filling more or less the same rolls. That said, the expectation is generally that women ought to look after the children, while men should perform the dangerous work such as going out and killing enemies. So, some may look askance at a woman in a martial profession, but not as a merchant, advisor or other important leadership role.
For the dragonkin, there are no gender roles - the young are looked after by the old, regardless of gender. Indeed, it is impossible to tell a male from a female without very careful examination of a nude individual. Indeed, the dragonkkin don't think of themselves in a genderized way - unlike the other races, most of the time they have no desire to mate. That said, every so often (according to a semi-regular schedule) the female will go into "heat" - however, unlike with animals, they can suppress it entirely, and when it does happen at a convenient time, they will choose the most promising mate (according to them) and ask them to donate their genetics and fertilize their eggs. Sex is short and perfunctory. The female will then lay her eggs in a safe place, typically tended by the elders of her community. Dragonkin rarely form permanent couplings.
Even though gender roles are relatively equal, homosexuality is seen as something peculiar and unnatural, though there is little active prejudice. It is unknown among the dragonkin, who derive no pleasure from sex or sexual relationships, and only copulate (on the relatively rare occasion they do) to propagate. Sex with minors is universally condemned, though again for Kobolds and Dragonborn it isn't an issue.