List all the races in your setting and give a single sentence backstory

List all the races in your setting and give a single sentence backstory.
Mer: Toad people from underground the great swamp, nation is at war with the Durn elves.
Kolsa: Lizard people from the great swamp.
(Greater:Large lizards like crocodiles/Lesser:Small lizards like geckos)
Human: You know humans? Yeah.
Orc: Tree dwellers that live in the great swamp as guardians
Dwarf: Living stone dudes who rebelled against their elven creators and killed most of them.
Elf: First creation of the gods, now only remaining in forests and raided human settlements.
Durn Elf: Elves who fled underground to escape the massacre, live underground and move from city to city.
Mac: Golems made by a long dead species, each golem holds the soul and personality of one.

>Shwi
Tribal humans residing in the thick coastal forests
>The Unforgiven
Former denizens of a once great human kingdom, returned from the dead after a great disaster wiped most of them out
>The Elven Kingdom
Crumbling, decaying empire of snooty Elves desperately clinging to their last remnants of power
>Orcs
Sparta-esque city state of skilled warriors and craftsmen whose army is mostly made of goblin slave soldiers
>The Sauren
Jungle-dwelling lizardman empire

>Dark Elves
Most just call them Elves, since the twisted race long ago wiped out their less wicked kin.
>Dwarves
You see those lights on the moon? Yeah that's them, how they got their and why they won't come back is anyone's guess.
>Dragons
This dying race of reptiles long ago went mad, many a hero has died attempting to put them out of their misery.
>Giants
The great stone men from another world, using strange magic they manipulate the temperature of things they touch, this same magic is what allows their bodies to move.
>Demons
Don't mention their name, it makes them stronger, if you are wise you won't ask questions about them, if you are are lucky you won't even know when you've met one.
>Beastfolk
Actually a blanket term to refer to a myriad of savage races who posses both human and animal characteristics, they are depraved and wretched creatures, it is man's duty to civilize them.
>Mankind
Their are nearly as many races of man as their are races of Beastfolk, but at least we manage to be civilized.
>Angels
They are the power that will eclipse the gods! Pray to their greatness or be smote!

>Humans
Imperialistic, land-grabbing, genocidal, over-ambitious lunatics who conquered the region, then immediately devolved into fractured power struggle.
>Elves
Mad that humans were better at imperialistic land-grabbing and genocide, and pissed at their former allies for abandoning them, contributing to their empire's fall.
>Half-Elves
Cursed spawn created by an unholy union, who the gods punish with strange illnesses and infertility.
>Halflings
Very polite, very small body-builders who live in comfy hill homes and sometimes engage in cannibalism.
>Giants
Created and enslaved by elves to be "perfect warriors", they're twelve feet of solid muscle, and not all that quick on the uptake, but far from stupid like most people assume.
>Manifestations
Elementals, sentient animals with thumbs, unique existences seen as lucky - either good or bad.
>Cursed
Brutish, human-like creatures with ugly features and an inability to learn language or advanced tool use, who spread across the continent after the elvish empire's retreat across the storm seas.

Humans: Degenerate descendants of aberration uplifted atlantean expies.
Ratfolk: Alien scientists and explorers whose spaceship crashed during an ancient apocalypse.
Ipotane: Ancient race of horse people whose time has come and gone, and all that remains is the small island nations that make up their homeland.
Elves: Ancient fey colonists who overthrew the serpentfolk kingdoms during the first age, and now sit on the cusp of a rebirth in power.
Dragonborn: The First Empires children and true heirs of the world.
Orcs: The blessings of the Great Boar spirit upon an unknown race whose rage and wrath are terrible.
Tiefling, Aasimar, Sylphs, and other planetouched humanoids: The children of the planes are many and strange, present throughout all nations and cultures.
Gnolls: More known for their evil exiles who worship demons and vile gods, these hyena folk excel in their hunting abilities and fine craftsmanship of textiles and jewelry.
Gnomes: Fey exiles who are trying their best to make do of their situation, theyre reknowned for their magical craftsmanship.

And I don't feel like tackling the many others either because I'm still working on them or are still thinking on whether to use them.

>Humans
The only surviving species of the genus Homo, originating from Africa around 200k years ago.
>Elves
Descendants of people affected by the dancing plagues of the middle ages, living in secluded communes in the wilderness, spending their days in ecstatic trance and worshipping the Fae
>The Fae
Creatures from the retinue of the Fairy Queen - an alien goddess exiled to this world centuries ago.
>Dwarfs
A race of short people living in the caverns in the mountains, descendants of an ancient caste of chosen craftsmen who made a pact with gods
>Goblins
Twisted creatures living in the deepest caverns and abandoned mines, descendants of dwarfs who were sealed in their mines long ago by a witch queen.

Humans: Kinda like you
Beastmen: Hairier, with more sharp parts and more animal passions than humans.
Lizardmen: Former masters of the world, bipedal saurians returning from below now the sun shines strong again.
Cavemen: Heavily built recluses who obsessively pursue perfection in their chosen craft.

Edgy.

Better.

>Humans
Homo sapiens sapiens.
>Elves
Mortal descendants of faes and firedrakes, they've become reckless swashbuckling hedonists and thrill-seekers.
>Dwarfs
Pastoral forest- and hill-dwelling little people, SBD if provoked, largely forgotten by history.
>Goblins
Mountain-dwelling miners and smiths living in a plots-poisons-and-backstabs, clan-vs.-clan, really-hostile-takeover plutocracy.
>Ogres
Green-skinned and betusked, animal-totem-worshiping, game-following barbarians with muh-honor and rage issues
>Hobgoblins
Small degenerate goblin-kin with radiation-induced madness, wandering the Underdark and dreaming up infernal inventions

>Humans
Roaches, if roaches had access to ancient technology (made by pre-Fuckening humans)
>Duosouls
Products of the Fuckening, isthatajojoreference.jpg
>Mutants
"Lucky" humans who survived the Fuckening, kind souls always willing to extend a helping appendage.
>Psionics
Levitating babbylike people with grotesque swollen brains, very M Y S T E R I O U S, may have caused the Fuckening.
>Ayylmaos
Stranded on this godforsaken planet, second most miserable cunts in existence.
>Demons
After hell and heaven got merged with mortal world, most miserable cunts in existence (turns out hell was a nice place compared to post-Fuckening earth).
>Angels
Haha, RUN.

>Humans
Sexy pirates
>High Elves
Sexy wizards
>Wood Elves
Sexy druids
>Dwarves
Sexy shortstacks / shorthunks
>Goblins
Sexy shortstacks, now in green
>Halflings
"I can't believe it's not illegal!"
>Orcs
Sexy barbarians
>Beastfolk
Sexy catgirls
>Wild beastfolk
Furries
>Half-giants
Bara

Humans — center of plot; European looking.
Elves — as tall as humans; risk-averse; wood-elfy
Dwarves — industrious; standard dwarves
Demi — human looking, but with deer shaped ears and goat horns. Greco-roman inspired. Summoning magic.

Halflings — small humans
Sprites — small elves; illusionists
Gnomes — small dwarves; tinkerers
Fauns — small demi; tricksters

Ogres — big humans; like eating
Sylvan — big elves; enigmatic; likes being secluded in nature
Giants — big dwarves; prone to elemental assimilation
Firbolg — big demi

Orcs — green; violent; evil
Goblins — small orcs; sneaky
Trolls — big orcs; eat almost anything; regeneration

Ghouls — dark skinned evil humans; necromancy; also dark halfling and ogre varieties
Drow — dark skinned evil elves; also dark sprite and sylvan varieties
Duergar — dark skinned evil dwarves; also dark gnome and giant varieties
Demons — dark skinned evil demi; also dark faun and firbolg varieties

Half-Elves — Prone to wandering
Half-Orcs — A mistake with no easy solution
Hobgoblins — goblin-blooded halfling/gnome/sprite/faun mixture; (((merchants)))

Daeva — blue skinned astral-plane natives; arcane traders
Gith — grey skinned astral-plane natives; marauders
Efreet — fire
Sylph — air
Undine — water
Oread — earth

Mind Flayers — big bads; very lovecraftian

Dragonfolk — empire on the far continent
Kobold — small dragonfolk

Beastfolk for every variety of animal

Your generator script is broken, it forgot
>Orchuls — dark skinned evil orcs; also dark goblin and troll varieties

God I hope I never play with a DM like this.

...

>no sexy undead

Man, I only have three:
>Avels
Generic human race that hid underground to avoid a war between themselves, only to then realize that they were now a minority, after resurfacing.

>Lapori
Not-very-magical bunny people that hold honor and brotherhood real high, and generally live in small, tight-knit communities.

>Drakon
Dragon-like humanoids that really like having things, all of them, even.

>British, human-like creatures

You're forgetting the part where we lost all our rights and got invaded back by the people we used to subjugate.

inb4 I've just incited /pol/

Oh shit, I thought you were referencing the humans not a misreading of the cursed. Ignore everything I said.

>humans:
>imperialistic, genocidal, industrial-focused landgrabbing fuckheads. Considered to be master diplomats due to their larynxes being able to produce all sounds the other races can, thus they can learn all (most) languages of the world.
>no masters of combat, but are experts at engineering and spaceflight, due to their above-average spatial sense, which originates from their first juvenile attempts at ballistic combat, AKA throwing spears/stones at their prey/enemies.
>generally win wars through outproducing their enemies industrially and rousing their soldiers with great, often suicidal, fervor.
>their diplomats, economists, engineers and HR managers are wanted all over the galaxy.
>currently, the industrialist party and the militarist party rules in a coalition with the ecologist and a plethora of other minority parties as oppositions
>generally socio-conservative, the idea of the very glorious freemarket is ingrained in every child at a very young age

>Klaven:
>furless, quadrupedal beings about as big as a bear with some telepathic and electromagnetic ability
>can transmit and receive radio signals with their minds, but block this ability with special headgear due to one reason - humanity
>was the ones to originally uplift (technologically) mankind by granting them fusion and FTL technology, they watched with glee as mankind industrialized faster than anyone before and squeezed mankind for as much products they could garner by 'trading' them technology, even though these 'deals' were horribly unfair for man.
>eventually, the production power of mankind exceeded the Klaven and in fear they declared war upon man
>mankind used radio emitters, massproduced weapons and en masse tactics in order to fight their enemy, even if millions fell on both side
>Klaven despises man, as he used overcharged radio emitters to violate one of their basic senses in order to subdue them, and ultimatately, win the war

I'm kind of rambling here, but I'll continue, I guess.

>they can learn all (most) languages of the world
obviously meant the galaxy

So, continuing on the Klaven:

>before the war of Man, the Klaven constantly sent signals to eachothers and a special type of lens that accelerated these signals to other planets at the same speed of FTL travel
>as per their religion, their main motivation and source of income is trading, as they are very, very adept at it, exceeding even mankind at it
>how is not known, but rumours are that they can read and manipulate minds, and most races (sentient species) have a slight hatred for them (space-jews)
>their religion states that they must find the perfect deal, a thing that isn't really understood or defined concretely, but is strived after by the whole race
>scholars are called 'batteries' and memorize art, literature, statistics etc. and send it out if it is requested, these members eventually fade into small, doglike beings with engorged brains
>now, with the block, they only do this 6 times a day. imagine only being able to see 6 times a day for about 10 minutes - that's how it is for them. They resent mankind with such fervor for this that the very word for 'Man' has become a slur.
>even worse, they have become even worse at finding the greatest Deal, since they in the older days used to discuss how to hard to press, how much to charge etc. customers and likewise with essentially a whole planet at the same time, but since the block is active, their ability to have billions of Klaven helping them is no longer
>the group-Will is their government and is what 1 of their scheduled unblocking is used for - discussing various politics and the like
>currently, a political block that focuses on economical prosperity and freemarket is rule, as they have for thousands of years, but a more militaristic and protectionistic block is starting to gain influence, using their defeat at the hands of and hatred of Mankind to propell themselves (space-jews-populists)

>Elves
>Extinct nomadic tribesmen with a partially-magical physiology, whose worship of the constellations eventually caused them to come crashing down.

>Demons
>Descendants of elves ensnared by the Lord of Tyrants, his magic warping their physiology to resemble his own (horns, cloven hoofs, glowing green eyes and bat-like wings); motivated primarily by their hatred of themselves and others.

>Naga
>Descendants of elves ensnared by the Lord of Deeps, his magic warping their physiology to resemble his own (scales, fins, gills and snake-like legs); motivated primarily by their desire to explore.

>Drow
>Descendants of elves ensnared by the Lady of Darkness, her magic warping their physiology to resemble her own (spider-like eyes, bat-like ears and dusky grey skin); motivated primarily by their cautious, wary nature.

>Scoured
>Descendants of elves ensnared by the Bright Lord, his magic warping their physiology to resemble his own (ethereal souls bound to enchanted cloth); motivated primarily by their greedy, mercantile nature.

>Dreamers
>Descendants of elves ensnared by the Dreaming Lady, her magic warping their physiology to resemble her own (chitinous, beetle-like plates); motivated primarily by their desire to protect and grow their forest homes.

>Humans
>Descendants of elves who gave up their innate magic long before the titans arrived, concentrating it into their beloved gods that guide their civilization (until recently).

What part of "single sentence backstory" did you not understand?

>Humans
Just humans, with many different ethnicities

Humans: Descended from Earth-Blooded Proto Humans, pretty good at city-building, crafting, and trade.
Earthblood Proto Humans: Descended from Fireblood Proto-Proto Humans, intrinsically linked to nature, a bond which gave them great strength until they started building cities and it faded.
Fireblood Proto-Proto Humans: 'WE WAR ON GODS NOW OH FUCK EVERYONE DIED now we will cool our fucking jets and learn to society', eventually learned to live in harmony with the land and became the Earthbloods.
Tengu: Magitech bird people who joined the Firebloods in their war against the gods, but called for a ceasefire when shit got too real, which resulted in the Firebloods nuking their homeland, they went extinct except a deal with Death bought them back, albeit without life or memories.
Azurites: Ether huffing philsopher mages who joined the Firebloods in their war against the gods but bugged the fuck out when shit got too real and inexplicably vanished from all planes of reality at the same time
High Orcs: HAET DROW, DEFEND SURFACE FROM DROW WITH MANY FORTRESS AND MUCH SKILL AT WAR, possibly corrupted Azurites
Orks: Hate everyone, tribal savages who live in a shithole tundra, corrupted High Orcs
Elves: Arrogant forest-dwelling pricks who are literally blood-cursed to be fucking assholes to anybody and everybody who isn't an elf.
Dwarves: Live in mountains and don't afraid of anything except dragons who they are in a constant stalemate with, along with maybe their own nightmarish political system
Drow: Elves except worse and more omnicidal

Firebloods did everything wrong and ruined everything for everyone, including themselves. Shit is fucked.

>List all the races in your setting and give a single sentence backstory.

Did not see.


Oops.

Humans: They're humans, they live across most of the map.
Catfolk: They're utterly alien and reside in a hermit empire.
Faun: They're charismatic southern dwellers who were driven out of their home by
Satyr: They're domineering sociopaths and their society barely even functions because of how evil they are.

>Kobolds
Jerboa people, shortish life spans and high fertility rates make these highly communal creatures the dominant species in the planet.
>Dwarves
I mean, they're dwarves, mountain kingdoms, beards, the works.
>Elves
Highly infertile long lived ethno-centrists with a largely roman flair.
>Gnomes
Reclusive magi-tek scientists living in great life trees deep in the forests.
>Beast-men
Nine to eleven feet of snarling Wolfman with a martial meritocratic culture.
>Orcs
Deeply stupid green fungal creatures, they poses latent reality warping psychic abilities that grow stronger the bigger they are and the more other Orcs they command.
>Earth elementals
Dwarves, but Immortal, literally made of stone, and more dickish.
Air elementals
> Winged and graceful but otherwise varied looking, these immortals can only spend one hundred years on earth before they must return to thier home plane for reasons they won't explain.
>Water Elementals
Slipping in and out of this plane like the tide, these living currents care little for the affairs of land dwelling species and so are not playable.
>Fire elementals
Sentient tornadoes made of fire, they are not commkn and are not playable.
>Humans
Hyper gregarious adrenaline junkies, like a cross between a friendly Chad and Bear Grylls.

>The Grays
Amphibious, gray skinned humans living on tropical islands
>Attan
Tropical Islander elves that manipulate nature (as in force it) to their will
>Cathokay
Humans, have developed Steam and Gunpowder technology, build railways for trade
>Geiturfolk
Satyrs and Fauns, a slave race that pulled a Spartacus and raid slaver nations
>Bokryke
People made of highly resistant paper that are as freaked out about people made of meat as people are of them
>Neanjoar
An underground dwelling race of Human/Drow/Bat hybrids that have connected their underground cities with a subway system.
>Rusilo
Colorful, intelligent goblins that can learn any spell they observe but violently explode if they cast above their level.
>Riddari
Knightly Elves that adore all things beauty and honor and especially cleanliness.
>Lucent Configuration
Sapient Crystalline growths that can take on whatever form they require to accomplish whatever enigmatic task they need, they ignore other races unless attacked.

Hura - Like humans but with raw magic talent and sometimes multiple arms and 3-rd eyes who love expanding their civilization.

Velitan - Like people but twice as large and have unbreakable bones who just want to make their plains the best ever.

Mue - Like people but twice as small, have super senses and skin that can't be cut who seriously want every body to stay out of their cool caves.

Jinn - Like people but 10 inches tall and with giant magic ability who make the best technology, have the best spells and think they are generally the best ever.

Shoora - Like people but can absorb DNA of anything they touch and add it to their own as they grow older who just kinda wonder around.

>Intolians
Hyper-xenophobic technologically advanced warlike humans.

>Orlyndolians
Communal scientific magitech mind flayers (that reproduce magically) and enslave mindless versions of themselves.

>Alykandorians
Steamtech elemental-obsessed naval elves.

>Khavghotani
A series of 8 goblinoid subraces that fight among each other as much as they fight with the Intolians to the north.

>Trepek
Autonomous modular robotic starfish with long tendrils to walk around on.

High Elves: Adopted by the gods, then split into hundreds of factions with their own agendas: wood dark and high elves are the same species, just different societies.

Wood Elves: Remnants of the old elven society that lost their arts, technology, and social prowess; regressed into shamanism

Dark Elves: Hit the pinnacle of civilization, descended into hedonism and fucked off into their little corner of the world; nice people really.

Royal Drow: Purest and oldest of the drow after they were elves "cursed" by the gods for fighting on the wrong side of a celestial war.

Plains Drow: Drow who left the underground and settled in the desert; developed a rampant patriarchal society in response to the cruel matriarchy

Iron Dwarves: Created by the gods to live in the mountains; keep to their own, and keep getting intrebred out of existence by humans.

Steel Dwarves: Dwarves who value their pure blood lineage and ways.

Halfings: Not sure if they were every their own race of if they were the result of human/dwarf hybridization.

Orcs: Cursed, tortured and mutilated elves and faefolk, beleived to be dark and twisted; the Elves convinced the world they were evil and so they were annihilated.

Humans: It is unknown how the human's came to be for when the Gods arrived, so did man.

Asmar(Aasimar): Descendent man from godhood itself, the elves convinced the world they were evil and they were annihilated

Monsterfolk: Abominations of mega-fauna, lizardlike,ratlike; a general term for miscellaneous creatures: Elves convinced the world they were evil, so they were anihilated

That actually sounds like a fun setting The best setting
Sounds like a final fantasy-esque kind of world
Are Satyr just evil Faun?
Pretty interesting, I like the pepper people and the bats

Races != countries, by the way, but here.

Humans: Tend to be more imperialist than other races, although they also then accept other races easier than normal. This leads to most large empires being of human make, although there's plenty of exceptions.

Elves: Native to the Woodmother islands, in the Sea of the Thumb - due to scarce land area, elves are very good at building dense, and most elves on Woodmother tend to have a religious appreciation for nature. They tend to live in super tall cities, to prevent as much damage to nature as possible.

Dwarves: Short and stocky. Stereotypes hold even their women to be bearded, but anyone who's been to a dwarven-majority location knows that even the men shave or trim their beards. Since the only major dwarven civilization happens to be in prime raiding territory for Goblins, as well as in a prime trading location for trade with either Elves or Humans, who hate each other, Dwarves are often seen as rich (and thus greedy) merchant types, and are stereotyped to all live in their large underground cities. In reality, only about 10% of Dwarves make their whole living underground - and even then, mostly in the North.

Orcs: Previously tribal raiders that highly valued their natural ability to breserk. These tribes conquered the old kobold lands and drove them out, before fragmenting. Then they were united under the banner of one orc who believed breserking to be the source of all evil - now their society largely revolves around honor and beauty, and maintaining one's training in the face of their own biology.

Naga: The snakefolk of the desert. As they need substantially less water to live on, they provide for most of the trade taking place over the large desert in the west - making them nearly as rich as the dwarves. The desert is divided into several "shahdoms" and "shiekdoms", ruled by shahs and shieks respectively.

Kobolds: Tucker's Jews, if jews were actually lizard/dog/human hybrids.

What if my setting is human-only?

>Are Satyr just evil Faun?
Yeah. The Satyr won though and the Faun are slowly becoming extinct.

Regular People: A bunch of different nationalities of people that all got forced underground in the wake of an apocalyptic war and have since mostly settled their differences/mixed.
Homo sapiens troglodytes/Homo troglodytes/Hohlenvolk/Volk: Human subspecies/species that were discovered living underground with an anachronistic mix of technology.
Ghouls: Humans that have degenerated into blind inbred mutants and are only occasionally sapient enough to really be called a race.
Daeva: One of a couple different vanished races whose ruined societies have been discovered, these being the most recent/most likely to still be alive somewhere in the underworld.

Then don't enter the thread

>Standard Humans:
Stuck in feudal city-states due to being a low fantasy race in a high fantasy world. Beloved.
>Gray Folk:
Subterranean humans who fled underground thousands of years ago when their savanna of a homeland was encroached upon by a walking embodiment of fire and ash. Blessed
>Elves:
Truly immortal race of sociopathic demi-gods, acting as caretakers to holy sites and hallowed forests. Created
>Dwarves:
Fucking Dead, see below. Judged
>Drow/Dross:
Killed all the Dwarves after being mindfucked by a vengeful God. Ruined
>Half Elves:
Not actually a product of cross-breeding, but an engineered sub-species of elves more closely resembling the D&D "Baseline" of elf. Despised
>Orcs:
Disfigured elven mutantions occasionally dug up in mines, they wander in isolation, having no instinct to gather with their own kind. Discarded
>Gods:
Wandering Titans and Beasts of innumerable form and function, whose only interaction with mortals beyond accidentally stepping on them is to bestow the occasional human worshiper with divine magic, or strike down a demonic/draconian threat. Created
>Demons:
Unholy terrors that burrow up from the Depths to plague Creation for reasons known only to themselves. Created
>Dragons:
Similar to Demons, but with more agency and the ambivalence to either help or hinder mortals if its desires are fulfilled. Created
>THE BITTER STAR:
Ancient God-Monster at the center of creation myth, said to have been killed by the Gods in Antiquity to stave off the end of the world. The True Divine.

Items in spoiler text denote a race's relationship to The Star

>Sounds like a final fantasy-esque kind of world
i-is this bad?

>Citizens
Look like normal humans but everyone has magic abilities of some degree and all are born with a "tattoo"-like birthmark in a unique geometric shape.

These come in 4 variants:

>Spades
Abilities of creating & destroying matter and the geometric sign on their chest
>Hearts
Abilities of reading & altering emotional and body states and the sign on their foreheads
>Clubs
Abilities of altering shape & physical properties of matter and a sign on their stomachs
>Diamonds
Abilities of reading & altering thoughts and signs on both of their sides.

Then you have the weirdos with stranger rules of living, dying and procreating:

>Knights (sometimes Pages, Queens or Kings)
Graceful centaur like race with an ability to make themselves harder, stronger and heavier who like to explore even beyond the walls of Old Cities and generally have a pretty good relationship with Citizens

>Aces
Pale and slender people that can freely float in the air and transform into various soft forms (vapor, smoke, shadows) who mostly just skulk around in the corners of Old Cities.

>Trumps
Their limbs are made of dark steel, their heads are crowned by a pair of horns , their blood is thick, black and oily, their temper is anywhere between eccentric and unstable and to make things worse they can create pure energy in different forms (kinetic waves,fire and lightning) - these fiends spend their days annoying the hell out everyone in the living world.

Humans
Elves
Merfolk
Sprites
Dwarfs
Orcs
Goblins
Tailem
Wendigo
Maguary
Mokaad
Criz'a
Laventi
Theravati
Gojoa
Minotaurs
Vucari
Kokish'a
Daunians
Harpies
Kitherium
Jhirahk
Nokizaru
Lamias
Sykaa
Drathna
Karratek
High Elves
Pixies
Centaurs
Rhumisa
Ashiihm
Ogres
Trolls
Corlan
Tsirunians
Gemsouls
Adrsya Hata
Bonemen
Carisans
Artifex
Dryads
Sphynxes
Celesians
Tainted
Drakelings
Nymphs
Gouwva
Laffu
Elf-Orcs
Newidyn
Nuenys
Carcharians
Yautans
Grotesques
Vesalis


Do I have to?

Just so you guys know, this is my GM, ladies and gentleman. He's in my living room right now

Also, that list isn't even comprehensive. There are more that he's currently working on and he hasn't listed those

Get a new GM.

I am the GM, but this response greatly amuses me for some reason. Damn these reaction images...

>Okay here we fucking go let's do this.
Backstory? No. Each race has it’s own myriad cultures and civilisations, and a single sentence backstory is simply unfeasable because of this, unless you wish to know about el’nara, the paparotnikov imperium, duwarren, cor sallasse, etc etc, all of which are minor, but key footnotes in the worlds history. No, but an introduction to the races in general? That I can do.

Core Races

Humans - Humans are hardy compared to other races, work well in teams, come in three varieties - best described as standard, strong, and tough - and are capable of living in many environments due to their enduring nature.

Elves - Elves are beings with strong ties to another plane; their connection to this plane causes their appearance to change as they grow stronger, making some elves look very alien.

Merfolk - Merfolk are the result of elves who lived by and in the sea for many generations; wholly adapted to it, these fey can cloak themselves in deep shadows to hide.

Sprites - Sprites are half human, half elf; they often wander, feeling like they don’t belong, and occasionally, a sprite will choose to sever their connection with the elven plane, becoming mortal.

Dwarfs - Dwarfs are people of the stone, and in this world often are rich in an oriental-themed culture; their empire spans the length of the continent, with very few daring to challenge their might.

Orcs - Orcs are green or black skinned giants whose size changes depending on where on the continent you are, but can be anywhere between six, to ten feet tall.

Goblins - Goblins are the result of breeding between orcs and humans, they seem to fare better than sprites do, and often have a strong sense of loyalty and family.

Tailem - An old race that lost their way, the Tailem walk on all fours, but are capable of standing upright, where they find themselves in the world of men, elves, or dwarfs, standing out as traders and wanderers, and incredibly adaptable.

1/11?

Wendigo - These elk-like humanoids appear in forests, with no memories; their lives are full of questions, they are outsiders everywhere, and they carry an eventually fatal, dangerous curse...

Maguary - Maguary are slothful, but wise and friendly as a rule, long ago they were sloths brought to the continent by humans, and since arriving, they have gained an intelligence.

Mokaad - Gremlins, woodlice, pests; the Mokaad have heard it all before, but that doesn’t stop them from being the bravest little twigs out there, they just need to stick together is all.

The following races are only available dependant on which region of the setting the campaign takes place in.

Criz'a - Catfolk with a strong theme of witchcraft, they are not trusted by many, often they ward an area with skull sentries that scream when a creature trespasses, which does not help earn trust.

Laventi - Aboriginal themed elephant people of the savanna; they are matriarchal and tough, and can stamp on the ground to cause it to shift and rumble with primal magic.

Theravati - These lionfolk live in icy mountaintops in prides such as the Sun Pride or Ice Pride, depending on what the region is known for; they have a powerful bite and terrifying roar.

Gojoa - A small race of desert jerboa, they are known for their mobility and quickness, and their legendary hearing, as well as their value for family.

Minotaurs - Minotaurs lived underground as a slave race for many years, but are now coming into their own; tall and powerful, their charges can send their target's flying.

Vucari - The Vucari are a wolfin folk imbued with shapeshifting powers; they can use these powers to mimic the appearance of a humanoid, in order to infiltrate their society.

Kokish'a - The Kokish’a are an honourable race of white, fox-like warriors trained in philosophy, honour, and the sword from a very young age.

2/11?

Daunians - Living deep in jungles, far from other races, the creepy daunians are an endangered race that were hunted by others due to their abilities to find secret doors, and see when you are dying.

Harpies - Harpies are a flying race that dwell in the harshest environments in Tennircia, and have the ability to sniff out nearby corpses, as well as seeming to possess unnatural luck.

Kitherium - The Kitherium are mountain ‘centaurs’ who specialise in fighting dragons, and are skilled with weapons designed to take them down, and can dodge fiery breath with ease.

Jhirahk - Jhirahk are mountain warriors that can breathe fire but are vulnerable to the cold; their cities are militaristic, but can be extremely religious dragon worshippers too.

Nokizaru - The Nokizaru are an oriental people that live in jungle canopies, where their skin changes colour to hide them, in their language, the words for war and ambush are one.

Lamias - A colourful people of Dharmic religion and spiced foods, Lamias are a quick, serpentine folk with keen noses, who vary between constrictors, and those with toxic venom.

Sykaa - A hardy race of draconic centaurs from the marshes, they are resistant to plagues, and rumours abound that deep within the marsh, they have a mighty city.

Drathna - Drathna are dragonfly folk who live in large hives across the continent, they often go unnoticed by others, as their internal politics keep them quarrelling with themselves.

Karratek - A solitary race, Karratek live their lives alone in the desert, meeting only to mate, they value innovation and technology, and will pair with those who displays such gifts.

High Elves - High elves can morph their arms into wings, and vice versa, they can use magic to make themselves the center of attention, and consider themselves superior to all races.

2/(lessthanelevenWTFwasIon)

Pixies - Famously mischievous people, pixies (sometimes called faeries), come in all sorts of appearances, and though they are small folk, they are often full of heart.

Centaurs - Centaurs are the upper body of an elf fused at the waist to a deer’s body, they are known for their careful quickness, immeasurable lifespans, and innate fae magic.

Rhumisa - Nomadic opportunistic carnivores, the Rhumisa see any living being as prey, regardless, they never tire whilst pursuing prey, whom they track via dimensional string.

Ashiihm - The Ashiihm are a race of bipedal humanoids with four arms and a barbed tail, they are capable of imbuing their attacks with elemental ferocity.

Ogres - The ogres are a large, hidden people, and though thought to be dumb, they have a rich culture of dancing and cuisine, they are strong, and especially gifted with illusory magic.

Trolls - Originally mounts for the ogres, they became uplifted by them after generations, they are known for their healing capabilities, and light sensitivity.

Corlan - Corlan often live peaceful, solitary lives amongst reefs, though some aid merfolk with their power to send faraway messages, or to let those from land breathe below the waves.

Tsirunians - Tsirunians are alien, lithe people from another dimension, they are particularly suited to summoning magics, and are one of the rare races with access to psionics.

Gemsouls - Gemsouls are gems containing the soul and mind of what was a mage, their body is metal, and can be rebuilt if needed, the gem is the true essence of the person.

Adrsya Hata - Created by the mysterious Covenant of the Futurekind, their horns glow when they use their psionic power to slam enemies with telekinetic force.

Bonemen - Bonemen come about when an undead, after centuries of autonomous behaviour, gains enough will to regain their mind - there are less than 3,000 of them.

>Nearly done

Carisans - The Carisans are born of the goddess Carlisa, goddess of subterfuge and hope, they appear dotted throughout humanoid civilisations, enacting the will of Carlisa.

Artifex - The Artifex are born of the god Artifex, the god of peace and carpentry, they are almost completely incapable of harming another being.

Dryads - The Dryads are born of the eldest trees, through the will of the Satumaa, the elven deity of home and planes, and by its power Dryads can speak with trees and summon animals to aid them.

Sphynxes - The Sphynxes are born of the sands, through the will of the god Behnu, Lamian god of sands and riddles, though they are born of a singular desert, and if it were to disappear...

Celesians - The Celesians are born of the god Rionus, the god of truth and revelations; they can see through magical darkness, but cannot understand the concept of lying.

Tainted - Born of demons, devils and evil gods, the tainted are the outcasts of all societies, they are however, incredibly varied in nature and abilities.

Drakelings - Born of dragons or draconic deities, Draklings resemble humanoid dragons, they are capable of flight and fire, but suffer a vulnerability to the cold.

Nymphs - Nymphs are born of Shoola, goddess of fertility, passion and forests, are seductive by nature, and appear at random within forested areas.

Gouwva - Born of the deep by the power of an unknown god, the Gouwva are fleshcrafters supreme, though they have no vocal chords, but they can swallow people whole.

Laffu - The Laffu are born of ash and fire through unknown means, and return to these elements upon their deaths; often mistaken for demons, they are seldom a welcome sight.

Elf-Orcs - This is a rare combination of species, but it has been known to occur, a famous example is the Dread Vampire Shakar, and like her, they are known for their explosive temper.

>one more

Newidyn - Born of Jhirahk and Nokizaru parents, this combination are known for their chameleonic skin, and their limb regrowth.

Nuenys - The Nuenys are born of elf and criz’a parents, this pairing is exceptionally rare, but capable, and are known for their ability to see magic constantly.

Carcharians - Often lone hunters, the shark-like carcharians enhance their senses with magic to track the blood of their enemies across the world, and with their dangerous jaws, and even deadlier intelligence, they are feared by many.

Yautans - Slow, but tough as nails, the Yautan tortoise folk are difficult to harm, but even more difficult to flee from; their magic aura cripples their enemies advantage of speed, and they slow to the same lethargy of the yautans themselves….

Grotesques - Often mistaken for statues of gargoyles, the grotesques find themselves often an overlooked race, and those that overlook them do not realise the grotesques affinity for thievery.

Vesalis - The Vesalis hail from the mountain forests, where they build huge hive cities, and live short, but religiously full and meaningful lives, though many fear these hornet folk and their electric sting.

>Okay done. Hope I didn't fuck up anywhere.

Jesus

Humans: Lots of them and they're racist.
Dwarves: Mountain racists that cuss a lot.
Elves: Not many of them and super racist.
Halflings: Would prefer not to be involved in geopolitics.
Lizardfolk: Quietly assembling an army to kill everyone because they are racist.

I doubt you invented Warhammer.

>unless you wish to know about el’nara, the paparotnikov imperium, duwarren, cor sallasse, etc
i don't, that shit sounds gay

that's just our real world, user

There's excessive number of races, and then there's this guy.

Don't be like this guy.

I worked on this setting with a friend.

Humans: Up and rising nation with friendly ties to their surrounding countries, especially with the Drow and the Elves.

Orcs: Split between two nations, the orcs dominate the northern seas and influence every port they come across, claim every unmarked piece of land and are very proficient with combat-oriented magic, considering they invited runes.

Drow: Desert traders, adept magic users and very friendly with most nations.

Elves: Encompassing of both Wood and High Elves, they're more rural folk that tend to their ports and trading with the Dwarfs.

Dwarfs: Split in two distinct communties, sea-fairing dwarfs are progressive and have a sense of adventure while mountain dwarfs are stoic, traditional and militaristic.

Halflings: Imperial and militaristic, they dominate the water charters on the southern part of the continent, closely allied with the gnomes.

Gnomes: Very studious, observant folks; often times are recruited by halflings for logistics and trade.

Dragonborn: Isolated in an island, they are very traditional and militaristic, but also very devout and fanatical in regards to their dragon-worshiping religions.

Purist Human - Humans who have forgone mechanical or genetic modification
Promethean Human - Humans who have enhanced themselves with mechanical parts but are not actually the Borg
Zaen Human - Humans who have enhanced themselves genetically and are basically space elves

Fuck, I forgot one.

Giants: Living peacefully in the mountain range dividing the orcs from human territory, these have actually served as a sort of border patrol between the two territories while seeking spiritual enlightenment.

>Humans
Scavengers in ruins; some seek to rebuild whatever they once were, others are content to grow naturally under the Elders' rule
>Fae
Sapient plants that developed a vaguely humanoid form, home to a variety of cultures; usually eye the Elders' with skeptical respect
>Dwarves
Most in-tune with nature - leading to them realizing how unnatural their world is and the general attitude of revolt against the Elders
>Mer
Scaled amphibious humanoids, with nations scattered across the miniscule oceans and waterlogged ruins
>Ashen
An entire sapient race killed centuries ago, kept alive as perpetually-burning skeletons as punishment for the actions of their leaders
>Beastfolk
Genetically engineered as servants, now standing as some of the more advanced civilizations - which puts them in the Elders' focus
>Voidborn
Pale, featureless, lanky humanoids; generally benign, their culture is completely alien, but Elder magic and psychological engineering have successfully integrated voidborn communities
>Angels
Colossal, radiant beings that seem to defy all conceptions of the laws of physics and geometry; [spoilers]Artificial elementals created by the Elders by implanting A.I.s into clusters of the spirit world, then binding them to the material plane[/spoilers]
>Demons
Erratic things that decay and distort the world around them to a jumble of broken leylines, non-Euclidean spaces, and colors that spill beyond where they should be; [spoilers]Angels whose data were corrupted by resentful spirits, leading to essentially a glitching magical program[/spoiler]
>Elders
Smooth-skinned humans who never age, and are perfectly balanced in all aspects; rule the largest empire and have emmisaries and envoys everywhere, as well as a monopoly on magical knowledge; Hundreds of years ago, humanity built magical supercomputers with three central precepts: Preserve order, preserve life, and preserve themselves, and the Elders are their android envoys to the world they rebuilt

What, all of them? I'll try.

Human: Humans' adaptability and mortality leads many to seek to become heroes.
Elf-man: Elf-men are similar to humans, but their alleged elf ancestry seems to give them preternatural luck and charm.
Dwarf: Dwarves are elemental demi-giants who spurn their creators for enslaving them.
Elf: Elves are a wise and radiant race born of the light and life-energy of the fairie world.
Halfling: Halflings are named such both due to their height and their belief that they possess one-half a humanoid spirit and one-half an animal spirit, which guides clans' lifestyles and personalities.
Gigas: A tall and mighty people, giges consider themselves to have been born from the lands in which they live.
Orc: Orcs are a fiery and rebellious race spawned from demons by the titan Dispater who, unsurprisingly, rebelled against him.
(more in next post)

.Atlantean: Atlanteans are semi-reptilian creatures born in earth, fire, or water created to serve titans.
Automaton: Automatons are mechanical constructs of varying size and purpose, typically shorter than humans, created by numerous beings.
Beasthead: Beastheads is a general name for races with the features, primarily the head, of an animal such as a wolf, bull, bear, or lion.
Caliban: Calibans are the wretched descendants of ogres, oni, or rakshasas.
Corbin: Corbins are a wingless avian race. Their cousins, the sauroids, lack their vocal and organizing abilities but possess sharp teeth and claws.
Dragon-men: As humans are to mammals, dragon-men are a humanoid race of the family of dragon-like creatures.
Garuda: Garudas are winged avian humanoids pledged to the service of the gods.
Genie: Related to but much weaker than efreeti and djinn, these lesser genies are associated with sand and lightning.
Gnomes: Composed of earth, water, air, or fire, gnomes are common servants of elemental creatures, but in the natural world live as hidden mystics.
Hobgoblin: The least unfriendly of goblin races, hobgoblins often serve other humanoids as workers or soldiers.
Myrmidon: Myrmidons are a soldier race magically formed out of hives of insects.
Reptilian: Reptilians are ascetic lizard-like humanoids whose third eye grants them a sixth sense.
Simian: Simians were a tribal monkey people who took to learning the language of man.
Siren: Sirens are air, sea, or land creatures with magically alluring voices.
Talus: Mysterious in origin, Taluses are warriors of animated stone and iron.
Urvan: Urvans are a race created by a celestial guide, unique to each, to fight against evil.
Wildling: Where halflings believe themselves to possess the spirit of an animal, wildlings hold a spirit of nature within themselves, such as a forest, a wind, or a river.

Why can't you enhance yourself with both?

...

The Yuan-ti are extinct.
The Tengu are only just clinging on to survival.
The dwarves have gone underground.
Tieflings and aasimar have sought refuge with them.
The orcs and goblins are doomed.
The humans are off even worse, but are still in denial over it.
The satyrs and centaurs are frolicking on fields of blood celebrating their deaths.
The elves are responsible for it all.
The dark elves know.

Humans are traders.
Orcs are herders.
Parrots are slackers.
Had to force myself to make those into sentences and not just two nouns

>humans: humans, a race that created the God
>dragons: result of long exposure to the Void
>drakonids: result of small exposure to the void
>elves: trying to ascend to human level and take revenge on the God
>catgirls: God's pet project
>Tieflings: extremely small exposure to the void
>orks: planet's natives
>dwarves: virus-mutated humans
>angels: humans mutated by the Light, God's legion
>voidborn: the original dragonkin, come in all form of dark purple energy lizards

>Humans
Homo sapiens, grew up out of some fertile crescent somewhere.
>Orcs
Homo Neanderthalis, sometimes conflict over resources but capable of interbreeding with humans, we're app homos after all.
>Elves
Descended from slaves brought from another dimension (hence the long lives) to serve the Old Masters before their interstellar empire collapsed and left the elven population stranded.
>Dwarves
Also descended from slaves, these ones from a world with intense gravity, brought to serve as manual laborers.
>Beast races (catfolk, rabbitfolk, etc)
Aftereffects of a gene-splicing mutagen used by the Old Masters in their experoments, the most stable results being small, stable populations of beastfolk.
>Lycanthropy
The pure strain of the mutagen virus still exists, those with The Gift prefer small communities, passing it on to keep up their numbers.
>Dragons
The Old Masters, stranded after their empire collapsed, immortal and often insane, they spend decades and centuries asleep, rousing only to cause massive chaos through their bizarre machinations.
>Gods
Divine magic is powered by faith (distinct from belief in that you don't need a particular totem to work it), Gods serve as an ideal way to focus one's faith into concrete magical effects, like a semantic device for psychic powers.

>We're all homos after all
Weird typo there, sorry

All the anons that put out 11 pages of the most generic shit really make me appreciate small but interesting lists like yours user
Keep it up

Humans sent many generation ships to the stars, each loaded with a gene computer. It served two purposes: reduce the damage caused by inbreeding over the centuries, and help adapt the population to whatever destination they arrived at. Unfortunately, the gene computer software wasn't exactly airtight, and centuries of bugs could add up to the computer inadvertently mixing traits from other species into the human genome, and was also susceptible to sabotage by mad scientists, alien experimenters, and perverts. Then a few dozen thousand years passed before these races once again started interacting...

Humans -- close as you getting current humans. Come in a variety of colors and shades, live on planets between .9 and 1.1g, gene profile basically intact.
Dwarves -- Humans of a Heavy World, the dwarf homeworld has a vicious surface, driving most of the population underground.
Elves -- "Space elves", as they're commonly known, are the remnants of a generation ship that was mysteriously interfered with, leaving it torn apart by cosmic storms and exposing the population to untold amounts of raw cosmic energy. Energy they adapted to, and now harness.
Sylphs -- A race that landed on a seemingly peaceful world, only to discover they were now pretty to the voracious herds of carnivores that called the planet home. Sylphs are nomadic, fleet of foot and with keen senses, basically wood elves of the savanna.
Lupans -- dog people, gene computer acted up, landed on a world where being dogs seemed like a good idea (which is to say, any world).
Furies -- A mutiny on the ship, exacerbated by societal troubles, lead to a vicious mysandrist discovering how to bypass the safety locks on the system and edit out the male gender. Furies are warrior women from a death world, who use artificial insemination via the jury rigged gene computer to keep up their numbers... When they're not hunting for fresh genes to add to their pool, that is (I'm talking about hunting cute boys).
2000 characters

The Others -- grey aliens were mortified to see Humans spreading through the cosmos, and in this new intergalactic society are the grumpy neighbors who never want to share their lawnmower.
Felines -- Some cat hair got clogged up in the gene computer so it made everyone cat people (ears, paws, and tail cat people).
Hydra -- Hydra are so named because each group is a singular mind, dronewalkers controlled by a mindwalker (these are also genders). Hydra come from a different Galaxy, seeking to invade, and are basically bug-people.
Post Hoc -- this human population did not have a working gene computer and underwent a small, ugly singularity as a result. Which part is human and which part is machine is hard to say, and seems to go by individual if not by group. Some Post Hoc are basically humans covered in bits of technology, some are full-on robots, at least from the outside.
Pious -- The Pious are half the population of a ship that underwent a strange shift in behavior, leaving them with metallic hair, strong bones and skin, and keen senses.
Sultry -- The other half of the above population, the Sultry are quick of hand and quicker of mind, and are acclimated to vast temperature extremes resulting in a vast array of skin colors all through thw blue-purple-red spectrum.

etc etc it's basically space fantasy kitchen sink.

bump

>Humans
Pretty simple, though old bloodlines retain an instinctual knowledge of all languages.
>Cursa
Fast-healing shapeshifters that, for identity's sake, formed clans of particular shapes, but over time have lost the ability to shapeshift (becoming beast-men and sentient animals).
>Quam
A small race that averages 3-4 feet in height but has a widely varying form from goblins to dwarves; the older bloodlines retain the ability to have an inherent sense of value of anything that they touch.
>Grim
Humans which, in death, have gained the favor of Death; they exist now as animate skeletons that can interact with and banish undead and lost spirits.
>Lords
A race made of any mineral substance, with crystal hearts that house their soul; they are born with powerful magic which has granted the species near-godhood.
>Somni
Golems which, either through intent or through millennia of aging, have a soul and intellect.
>Giga
They're giants, particularly susceptible to heat.
>Minun
A miniature race that has trouble with the cold, they are naturally gifted enchanters.
>Drok'kin
Creatures made of swarms of animals or insects, able to change they're form at will.
>Dracon
Descendants of dragons, taking mostly humanoid forms and hunting down the last of the dragons.
>Valtan
Those lost in the Valtus forest may gain the favor of Anima, Lady of nature, who will place their broken body and soul into a humanoid amalgam of plant-life.
>Archaean
Beings of the magic realm, basically Fey.
>Astrid
A humanoid race covered in chitin, with the ability to burn matter on touch to store as energy.
>Caith
A magically attuned race, highly-infectious as opposed to reproducing, they remain infantile for hundreds of years, and retain the mind of the host's body.

>Human
Proud, imperialistic conquerors that would rather consume and assimilate races rather and confederate or otherwise ally with them.

>Wood Elf
Semi-tribal forest dwellers that were believed to be extinct after a war with the Human empire, but were recently discovered to be in the deepest depths of their ancestral home

>Dwarf
Short, sturdy, and extremely proud craftsmen and women that live beneath the Bronze Mountain who, after a war with the Human empire, proved to be one of the few kingdoms able to withstand Human might.

>Ice Dwarf
A group of exiled Dwarfs that traveled north to the Icy Fingers beyond Twin Mountain Pass and established their own kingdom in a keep called Greyhold

>Northmen
Cousins to Humans, but larger and more powerful, who thrive in the harsh north and guard the Frozen Gorge

>Orc
A fierce tribal society that values war above all else and only seeks to destroy in the name of their god.

>Korok'Tor Orc
An ancient Orc clan that traveled beyond the Frozen Gorge to claim the Wastelands, and subsequently morphed in to larger, hairy Orcs with pale blue skin

>Nadaran
Cat-like beings that live across the Sea of Dragons in a tropical region of Nadarth, most of whom are expert fishermen and farmers

>Dark Elf
After the war with Humans many Wood Elves turned to dark magic and the Old Gods for revenge, which turned their skin nearly black and drove them to near insanity for the sake of revenge

>Nymph
The nymphs come in many forms depending on their region, ranging from sea to wood to ice and even fire, and they are almost always whimsical in nature and no more than 2 feet tall

>Borai
A tribal race of mole-like creatures that mostly live underground and follow the word of their spiritual leaders as if it were law

>Dragonkin
A dragon god once regretted his near extermination of all mortal races and so took some of the strongest warriors to imbue with his blood in order to create demi-god guardians for those races

This is all I have for now

The thing is, I do intend to whittle these down to a few favourites after a while. I'm chucking all my ideas at a wall and seeing what sticks. There will still be a lot of races, because that is part of the nature of the setting. I am intrigued to know however, which ones listed here catch peoples eye, because then I know which races are appealing to people who aren't the GM. So if anybody likes the sound of any of them, please let me know so I know which ideas stick more.

>humans
Man, why don't you knock it off with those negative waves?

>elves
Come in two flavors: city-dwellers from the imperious meticulously-cultivated and stodgy homeland, and deep-forest-dwelling berserkers and shamans who mostly want to be left alone and guard the World Heart.

>the inevitable half-breeds
These mostly exist because a player wanted to be one. They're mules, and how one turns out depends on who they're raised with.

>orcs
Incredibly family-oriented steppe folk who are so fearsome that the Far West region of the Greater Northern Realms is still mostly unexplored.

>dwarves
They argue with the elves over who has an older history, but are otherwise bros with them because they compete to create the finer things.

>tieflings
Walking talking remnants of a grand empire fallen to dust because the circle of thirteen lords that made it eventually had very powerful devils come and collect on the bargains they made to get the empire in the first place.

>dragonborn
The current leader in the empire game, they are in the midst of a lizardfolk rebellion because they made what I like to call the "Aztec Mistake."

>lizardfolk
They're in the middle of a massive rebellion against the dragonborn empire; hello Vietnam.

>goliaths
The furthest North is too harsh for anyone else to really make a living, and these build their cities on ruins that have themselves been built on ruins; no city has yet found where it stops.

bumpity bump

>Humans
Souls who have incarnated onto Earth because the gods fucked-up and now no one can get into Heaven (it's either Earth, Purgatory or Hell).

>Demons
Souls who tried to incarnate without going through the proper channels so now they're crazy monsters with barely any freewill.

>Angels
Beings who said "fuck that mortality crap, I want to fight demons for eternity" and the gods answered their request.

>Orcs/Goblins
Buff green women with tusks, along with smaller green men without tusks, travel the countryside attempting to avoid/battle genocidal gods.

>Gargoyles
Biotech-loving slavers who got on the gods' bad side so they turn themselves into talking iguanas to avoid being killed-off.

>Gods
Mortals who bit off more than they could chew.

I think that covers it.

>Human
Nomads, vagrants, crafty buggers, few in numbers due to catastrophe that destroyed their ancient empire.
>Caowe
Close friends of humans, sturdier have flappy ears, most populous in northern parts of west continent.
>Desw
Reptiles of east, have unique polymorphisms that define their castes and closed reincarnation cycle, became empire after human scholar refugees fled destruction of their homeland
>Draconians
Large, fierce dragon-like experiments of ancient human thaumaturge that became populous after fall of the empire, being feared marauders and warring tribes, although urbanization have mellowed them out a bit
>Varpu
Avians of westernmost shores, merchants, sailors, enterpreneurs and entertainers, although largely incapable of flight can achieve gliding or true flight through rigorois training
>Satyr
Goatish creatures most home at temperate forests, have two variants on opposing continents, one more slender and one more stockier.
>Slaud
Rarely seen out of southern rainforest, these slug hermaphrodites possess rudimentary telepathy and are only race that can thrive in deathjungles of Zere.

Sure.

>Monoeye/Cyclopskin
Used to be giants, but now are normal sized, they are still VERY skilled artisans and only a BIT socially awkward.
>Changelings
The people of the world, adaptable and persistent, anywhere you are, there they'll be.
>Centaur & Humans
They live on the plains, grow corn, and used to be "endless hordes" common until they got sick from necromancy.
>Dwarves
They live in mountains and come in two other flavors (gnome and halfling) whom live in the forests on those mountains and the valleys on those mountains.
>Elf
Blue aliens wot came down from the moon with their weird technology, memes, and over a dozen introduced literal alien species including rabbits and horses with six legs.
>Orc
Industrialist piggies with Australian accents whom love to dig, root, forge, and farm actual piggies; they're always getting into fights with Dwarves and Humans.
>Beastmen
Druids of old wouldn't stop punishing people by putting animal heads on people, improperly wild-shaping, before exiling them, so now there's all sorts of Werewolves n' such running around.
>Minotaurs
Big bullies who love to build great cities and empires, but hate to do the work themselves so they enslave everybody around them.

There ya go, user.

>ctrl+f thri-kreen
>no results
>ctrl+f warforged
>no results
All of you, quit DMing and never return

Well, don't tell my players, but I'm currently creating my settings own version of warforged within the events of the campaign we are running.

lol, making a new setting right now

first thing I think is: Okay, I need giant bugs and high level golem constructs up in here

second thing is: Now let's take limitations off wishing, reduce the amount of magic spell casters can do, and throw back in some dragons and orcs

good luck humans

Dis git gets it. Any zoggin setting wiffout us Orks innit jus' ain't propa.

Roight, back ta postin on topic-like.

Khalcytes:
> Timid scarab-human hybrids with a variable caste system of subraces that live among vast hives in the deserts.

Ferrus:
> Ancient sentient orbs with unknown origin, they coexist with the other races as wisemen and storytellers.

Morfax:
> Hideous abominations that pour out of seaping wounds in the earth known as abyss scars, highly agressive and varied in appearence.

Theoretically one could. Zaen are modified in vitro though whereas the Prometheans don't get modified until after they've had their final growth spurts. Doesn't help that the Zaen are encroaching on the territories of the Purists (who are in many cases radically against modification of any sort) and Prometheans (who view the genetic modifications as cruel as the changes done are done without the person's consent).

this is actually really good, gonna screencap it

Humans
>europeans, live in areas along rivers/coasts, typically have city-states as kingdoms are very hard to hold
Elves
>just like 3.5, except not especially prone to wizardry
Dwarves
>just like 2e or 3.5
Gnomes
>2e traits with 3e description, often live in hidden enclaves amidst other races for protection and services, tinker
Hobbits
>just like tolkien
Orcs
>basically smaller warcraft orcs, CN, not like tolkien - basically conan
Goblins
>tolkien orcs minus Sauron
Kobolds
>dragon-serving commie small lizardpeople, similar to 3.5 except not weak, +2 cha, some other rogue/death magic traits
Saurians
>lizardfolk, except not as heavily built and live anywhere other races don't, no civ besides bandit/raider clans
--------
Lizardfolk
>just like 3.5
Gnolls
>look like 4e, large-sized, same stats as 3e, except faster and bonuses to listen/spot/survival, get a secondary bite attack, live in savannahs in tribal hunter bands, worship erythnul
Sahuagin
>buff fish/shark people who wield bronze armaments created by land people, live on continental shelves, simple hunter/gatherer culture + raiding/extortion
Giants
>3.5, except typically have humanoid subjects/slaves they protect/rule in exchange for services, once had larger civilizations but now live in small bands
Trolls
>monstrous humanoids, forest/frost varieties are just like TES versions, mountain varieties are just like 3.5, cave varieties are just like tolkiens except sunlight does 1d4 dex damage per hour until stone at 0 and reduces their regeneration to fast healing
Troglodytes
>like Homm3, basically mix 3.5 ones with grimlocks, very savage, small hunter/raider bands in upper underworld

Also have sprites/fairies/other fey, harpies, tauric beings which may be lycanthrope hybrid forms (not sure yet), treants, and a few others that aren't quite considered monsters. Might be forgetting some.
Then lots of monsters.

That's because I use not-warforged.

Lol, warforged is the shittiest race made for the worst kind of autists.

>Human :
a noble race spawned from the left head of the avatar of Lord Shumastra.
>Vanara :
the jungle people spawned from the right head of the avatar or Lord Shumastra.
>Garuda :
A fierce and steadfast avian people guarding living in seclusion in their mountain monasteries.
>Naga :
The remnants of the first civilisation to have shed light upon the world.
>Orc :
A barbarian race who was imported upon the world as an extraplanar bio weapon.
>Ogres :
A diverse race of brutes and giants with an affinity with stone and earth magic.

>Human:
Normal humans with a tendance to be a bit more depressed than our humans

There is a bunch of legends about gods, giants and men of iron, but they're only legend based on humans

Humans: Fucked dragons and have now inherited their legacy.
Elves(all subtypes): Fucked the world over and are now either sad or wanting to fuck it over even more
Dwarves: All dwarves are the same.
Orcs:Leftover pieces from when the gods created humans and elves
Goblins: Same origin as Orcs and are currently conquering half the world.
Merfolk: Born from the blood of an eldritch abomination sleeping in the deepest ocean trench.
Beastfolk: The former soldiers of the elf who fucked everything over.
Navites: Hyperactive pixies that are the descendant of elves driven to insanity by the deep lands of the Fey.
Tieflings: Humans fucked demons.

>deep lands of the Fey.

Tell me more, user.

>>The Unforgiven
>Former denizens of a once great human kingdom, returned from the dead after a great disaster wiped most of them out
so... Tomb Kings?

The lands of the fey in my setting were originally the dumping ground of the gods when they were making the world. Every bit of pure creation that was not fit to make the world was casually tossed there. The first mortal beings rose from the magical sludge that came from this waste, and the gods transported most of those beings to the world, but left some behind. Some of those left behind burrowed deep into the rot and chaos of the gods' cast of creations, while the rest simply ambled about and became normal fairies and spirits until the world the gods made developed further. By the time great civilizations rose, the lands of the fey creatures were similarly grand, the beings living in its shallows bound only by creative chaos and boundless excess. But beneath the light and whisky lurked dark and maddening things. Things that could not, should not exist. This for whom pleasure is pain, and pain is pleasure. Things that see the moon as the sun and the sun as a great eye, creatures that feast on knowledge and birth disgust and hate, creatures that are in essence, pure and rotted and horrible and lovely.

I like these ones

>Orc: Tree dwellers that live in the great swamp as guardians

>Dragons: This dying race of reptiles long ago went mad, many a hero has died attempting to put them out of their misery.

>Cursed: Brutish, human-like creatures with ugly features and an inability to learn language or advanced tool use, who spread across the continent after the elvish empire's retreat across the storm seas.

>Ratfolk: Alien scientists and explorers whose spaceship crashed during an ancient apocalypse.

>Goblins: Twisted creatures living in the deepest caverns and abandoned mines, descendants of dwarfs who were sealed in their mines long ago by a witch queen.

>Humans: Sexy pirates

>Demi: human looking, but with deer shaped ears and goat horns. Greco-roman inspired. Summoning magic.

>Lapori: Not-very-magical bunny people that hold honor and brotherhood real high, and generally live in small, tight-knit communities.

>Humans: Descendants of elves who gave up their innate magic long before the titans arrived, concentrating it into their beloved gods that guide their civilization (until recently).

>Dwarves: Live in mountains and don't afraid of anything except dragons who they are in a constant stalemate with, along with maybe their own nightmarish political system

>Beast-men: Nine to eleven feet of snarling Wolfman with a martial meritocratic culture.

>Shoora: Like people but can absorb DNA of anything they touch and add it to their own as they grow older who just kinda wonder around.

>Trepek: Autonomous modular robotic starfish with long tendrils to walk around on.

>High Elves: Adopted by the gods, then split into hundreds of factions with their own agendas: wood dark and high elves are the same species, just different societies.

Great, thanks

>Naga: The snakefolk of the desert. As they need substantially less water to live on, they provide for most of the trade taking place over the large desert in the west - making them nearly as rich as the dwarves. The desert is divided into several "shahdoms" and "shiekdoms", ruled by shahs and shieks respectively.

>Daeva: One of a couple different vanished races whose ruined societies have been discovered, these being the most recent/most likely to still be alive somewhere in the underworld.

>Gods: Wandering Titans and Beasts of innumerable form and function, whose only interaction with mortals beyond accidentally stepping on them is to bestow the occasional human worshiper with divine magic, or strike down a demonic/draconian threat.

>Sprites: Sprites are half human, half elf; they often wander, feeling like they don’t belong, and occasionally, a sprite will choose to sever their connection with the elven plane, becoming mortal.

>Fae: Sapient plants that developed a vaguely humanoid form, home to a variety of cultures; usually eye the Elders' with skeptical respect

>Caith: A magically attuned race, highly-infectious as opposed to reproducing, they remain infantile for hundreds of years, and retain the mind of the host's body.