Races of Par’Avann

Orcs and Goliaths

Home to the Goliath clans and Orc tribes, Masregál is a continent that is made up of rolling hills, dense swamps and marshlands that extend for miles. In a stark comparison to the rest of the continent, the northeastern peninsula has evolved over the centuries into a massive desert. During the day, the sands of the desert are scorching hot. However, at night, it is not unheard of for heavy snowfalls to emerge, only to be melted away before midday the following day. The clerics and paladins of the land swear that it the might of Aura trying to manifest itself, to bring the Goddess of the Elements back to a physical form. When the first Groundbreaking summit ended and the races went their separate ways, the Goliaths elected to follow the Orc tribes to Masregál. They elected to make this choice to atone for their decision to side with the Orcs when the War of Broken Faith initially began. The Goliath clans decided to break themselves up wherever the Orcs went. They were going to be the Guardians of the land of Masregál and hold the Orcs in check, for however long it was deemed necessary by the clans. Small encampments of 20-30 Goliaths settled within half of a mile of every Orc village. For 2,000 years, the Goliaths have been the watchers of Masregál, ready to put down any threat that an Orc uprising may pose to not just the continent, but to Par’Avann. The only open port of call to Masregál is in the city of Dakstra, which only emerges from beneath the Western Depths every 75 years and is then swallowed back into the sea from which it came 10 years later.

Tabaxi and Elves

Brieda The continent of Brieda was a blessing to the Tabaxi and Elves that claimed the continent to be their home. The Red Siren Mountains, a mountain range that stretched across the entirety of the continent and proved to be a natural barrier between the two races. Claiming the northern jungles as their own, the Tabaxi stretched across the lands making it into a comfortable place to raise their young and live off of the land. Though one might think that the race of cat-people would be uncomfortable in the humid and rainy jungles, they adapted quickly to their surroundings. While primarily being carnivorous in nature, the Tabaxi realized that there were not enough animals in the jungle to provide nourishment forever. So they began to become more omnivorous, creating greenhouses and siphoning the constant heavy rains to irrigation systems to grow fruit and nut trees, as well as some of the more exotic plants that were traded during the Groundbreaking summits. Although you would think that that there would be a clear ruling class of High Elves after the first Groundbreaking, this was not the case. The various races of High, Wood and Dark elves were constantly arguing about how the lands of Brieda should be used and divided among themselves. It wasn’t until the dark elf sorcerer Varien Caiceran stepped forth that all of the infighting stopped. Varien proclaimed that with nearly half of the continent as theirs, as well as the islets in the Bay of Brieda, their resources and knowledge would be best put to use, then to separate their peoples. Over the next several decades, Varien placed all of his magical abilities into helping his people thrive in their new homes and work as a whole rather than as separate parts of each other. Even as magic began to disappear from the world, Varien Caiceran never stopped putting his people before himself. It was because of his selfless acts that the dark elves became the most revered in Elven society, with the Caiceran family ruling over the Elven nation. And so it was, with the death of Varien, his daughter, Arinna, took the throne. Once she became too old to continue making decisions, her son, Sorn, became the next in line, with the hope that his son would one day take the mantle for himself.

Humans, Gnomes, Halflings, and Doppelgängers

Hokther (Homdeg) Originally named Hokther by the Dragonborn, the humans renamed the southeastern continent Homdeg, in honor of the King that brought an end to the war that had destroyed so many families. Knowing that there were many things on the continent that preferred to target smaller prey, the gnomes and Halflings, whom were the only races to stay entirely neutral throughout the War of Broken Faith, decided to stay closer to the larger humans. The continent of Hokther is the only continent of Par’Avann where the races do not fight among themselves. While many gnomes and Halflings had made the choice to live in the countryside and nooks of the hills and mountains, a large number made the decision to remain in the larger cities with the humans. In exchange for a roof over their heads and food in their bellies, they would work as housekeepers, man-servants, barkeeps and even stable hands. They were treated as equals no matter where they lived on the continent. Humans, on the other hand, were not fair to each other. There were many that still supported the ideals of Abyss and Atax. A group of humans, believing themselves to be better than non-humans, began to take to the waters of the Krebin Sea and the Briedan Strait and attack passing vessels, no matter whom was on board. These human supremacists would make their homes in the frozen wastelands of both southern peninsulas. They would eventually begin to call themselves the Hands of Abyss. One race in particular was targeted by the Hands of Abyss for being the indigenous people of the land. This race were known as Doppelgängers, changelings that had the ability to take on the appearance of other humanoids in order to blend in. Similarly to how the orcs had eliminated the Dragonborn, the Hands of Abyss nearly wiped out the Doppelgängers. Taking pity on these beings, humans began to take them in and shelter them from the brutality of the Hands. Only 17 Doppelgängers are known to still exist in Hokther, with who knows how many more hiding in the cities on the continent.

Dwarves and Duergar

The Misty Islands The Misty Islands are an Island chain made up of 17 Islands that the Dwarves call their home. When the mighty King Kazidor first brought his ships through the mists that perpetually surround the islands and never seems to dissipate in the slightest. Feeling this to be the perfect place to separate themselves from the rest of the world, he chose to separate the clans and have them establish their own colonies. It is for this reason that some Dwarves have accents and others do not. As the Dwarves began to colonize above ground, their underground cousins, the Duergar began colonizing below. They even went as far as build a massive tunnel system that connected the islands thru the waters of the Krebin Sea and the Western Depths. As they were building this tunnel network, the awoke an ancient turtle dragon that never left the Mists. Calling it The Protector, the Duergar completed the tunnels which allowed them to trade goods and food among the islands. While they were building their underground networks, the topside Dwarves were building a wall within the mists that surrounded the Islands. Leaving only an opening that faced north towards Masregál, the Wall was named in honor of the Great Dwarven King Kazidor. Not long after the Wall of Kazidor was completed, it was discovered by the topside Dwarves that The Protector never left the interior of the Wall. Figuring that the massive dragon turtle had deemed itself to be their protectors, the Dwarves and Duergar decided that it would be their responsibility to help keep the Protector safe, if any harm should ever come to pass.


Eringamma The site of the emergence of the first dragons in Par’Avann, Eringamma is also the final resting place of the entire race of Dragonborn, whose extinction led to the beginning of the War of Broken Faith. It is said that Eringamma has its name for a reason, though those reasons were lost with the Dragonborn. The island itself is home to a massive volcano that only becomes active when the Groundbreaking summit nears. The volcano is so immense in size that the smoke and ash that is thrown into the sky can be seen in every part of Par’Avann. The vast majority of the volcano is covered by a tropical jungle, while the land within two miles of the volcano is barren and blackened. Devoid of all life, there is nothing but petrified remains of plant and wildlife. It is even rumored that if you get close enough to the foot of the volcano, you can find some of the fossilized remains of the Dragonborn that Abyss did not see fit to claim for his bed frame and throne.


The Islands of the Gods The Islands of the Gods reached to the northernmost parts of Par’Avann. The Islands of the Gods was the home of the physical forms of the Deities of Par’Avann before they allowed their essences to encompass the world and bring a semblance of harmony to the world. Each Island served a different purpose, but it was the island of Felicity that drew the most attention. Felicity was the Island in which the peoples of Par’Avann would flock to in order to visit the Temples of the Gods and Goddesses. People would travel for months just to have an opportunity to speak with one of the divine beings to have hope for a better life. It was not long after the end of the War of Broken Faith when the forests began to overgrow and cover the temples in green ivy and moss. While the land around continued to thrive without the divine presence of the Gods, the temples and shrines were brought to ruin and abandoned by those that were openly devoted worshipers. For many centuries, there has been rumor of a mighty Guardian that protects the temples of Felicity, only allowing those pure of heart and intentions to pass. Aside from Felicity, there are several other Islands and Islets that make up the chain of the Islands of the Gods. The islands are the frozen wastes of Cexxedax, the lush mountain islands of Kratt and Hett, the swampland of Bomo, which has drifted out from the Bomo Bay of Masregal and the fiery island of Dem, which is said to be the home of the Fire Giants that built the mighty Temples of the Gods. The Islets of the chain are the volcanic islet of Kret and the darklands of Crowg. Crowg was once the location of the temples of the fallen Gods Abyss, Rival and Atax. These two islets of laid far from the eyes of the living, though the Tabaxi in the northernmost parts of Brieda claim to see the smoke billowing constantly across the Eastern Depths on the volcanic Islet of Kret.