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The Main Races

 

Humans    Dwarves    Elves    Gnomes    Half-Elves    Halflings    Half-Orcs

 

Humans

 

Through their drive, voracity and ruthlessness in their expansion, humans in the World of Varna have become the most numerous of the civilised races. Unlike most other civilised races, human cultures, beliefs and values vary considerably. A further point that sets humans apart is their relative propensity for disagreement and war among their own kind.  For a race so diverse and multi-faceted, humanity in general has poor tolerance for those whose ways are different.

Human settlements are spread far and wide over the World of Varna and humanity’s rapid rate of expansion coupled with its desire for power and dominance is believed to be slowly forcing the other races into decline.  However there are others that believe that like the lifespan of its individuals, the lifespan of the human race will be fleeting.

Game Notes: Humans have the racial traits and abilities as listed in the PHB.

 

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Dwarves

 

For thousands of years the dwarves of Varna built wondrous civilisations in their mountain cities.  Their numbers flourished, their wealth multiplied and their skills as smiths, masons and artisans epitomised perfection.  Dwarf culture became one of almost model society.  While primitive humans still lived in caves, relationships between the dwarves and elves were amicable and benefited from mutual trade.

 

During years of peace and prosperity many dwarves neglected the art of warfare and defence.  As they lived their long, prosperous lives they became complacent to the sudden, rapid and some say divinely influenced growth of the goblin and orc races across Varna. And when the monsters emerged from their holes the dwarves were unprepared.

 

The First Goblin Wars led to heavy losses for the dwarves and set off a cycle of monstrous onslaught against the dwarf nations that would continue and repeat over many, many millennia.  The elves, whom the dwarves considered to be friends refused to come to the aid of the dwarves who bitterly consider this a betrayal of friendship to this day.

 

Now dwarf numbers are much diminished; many ancient cities lie abandoned and inhabited by monsters and the proud dwarf race as a whole is deeply wounded and scarred by its history.

The dwarves continue to live by their old traditions, but they have learned painful lessons and for the thousands of years that have followed the First Goblin Wars they have been careful to ensure that they maintain their warrior tradition lest the goblins come again.

 

Dwarves are no longer a numerous race, their remaining clans are found spread across the many mountain environments of Varna but are but a shadow of their former glory.  The dwarves of Varna remember their history, clan, tradition and pride are of paramount importance to a dwarf and this often makes them dour, gruff and guarded.

 

The grey dwarf subrace is even fewer in number.  An evil and twisted race they reside deep in The Underlands, cast out by their Stone Dwarf kin before recorded time as a punishment for their evil.  Legend says that the grey dwarfs were corrupted from the slag waste of Moradin’s forge.

 

Game Notes: There are only two known races of dwarf on Varna; the Stone Dwarf who have all the racial traits and abilities of (hill) dwarves as listed in the PHB and the Grey Dwarf (Duergar) who have the racial traits and abilities listed for their kind on p92 of the MM3.5.  For detailed information on dwarf culture in Varna the main source is Races of Stone.

 

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Elves

 

The Elves consider themselves to be the first race of Varna, which was once a great forest.  The elves know little of how they came to be; in fact it is their belief that they always were.  According to elven legend they were once immortal until the coming of the first human brought age and death, not just to the elves, but to the great forest herself.  Of course the elves have the benefit of having written such accounts to suit their particular view of the world.

 

The truth is somewhat more complex, the first elves came to Varna from another place and it is likely that they became mortal as a consequence of existence on this plane.

 

The elves are a secretive and aloof race with little trust of anything or anyone not of their own kind.  Elves tend also to be insular and private with a reluctance to allow outsiders within their realms for fear of corruption. Nevertheless most elf communities try to maintain at least tolerant relationships with their neighbours for purposes of trade.  Otherwise they prefer to be left alone.

 

Adventuring elves are generally looked upon with some suspicion by their kin and accordingly they tend to be a little less haughty than the rest of their kind.

 

 

Game Notes: There are nine subraces of elf that are listed in game terms below.  The key source for elves in Varna is The Quintessential Elf by Mongoose Publishing.  Detailed notes can be found within that booklet.

 

·        High Elves (Sylvanii): Have all the racial abilities and traits as described in the PHB.

·        Dark Elves (Drow): Have all the racial abilities and traits as described in the MM and SRD.

·        Grey Elves (Drenai): Have all the racial abilities and traits as described in the MM and SRD.

·        Sea Elves (Aquani): Have all the racial abilities and traits as described in the MM and SRD.

·        Wild Elves (Grugach): Have all the racial abilities and traits as described in the MM and SRD.

·        Wood Elves (Sylvan): Have all the racial abilities and traits as described in the MM and SRD.

·        Mist Elves (Daoine): See The Quintessential Elf page 76.

·        Sky Elves (Thorendil): See The Quintessential Elf page 78.

·        Wanderer Elves (Khilasa): See The Quintessential Elf page 79.

 

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Gnomes

 

The gnomes of Varna come in two known kinds, rock gnomes and deep gnomes (Svirfneblin).

 

Rock gnomes make their communities near the surface, usually making small burrow towns around foothills or low mountains.  While rock gnomes mix with other races they try not to get involved in their troubles or politics, preferring to live life to the full and satiate their spirited curiosity. Gnome communities can often be found within human or other realms, but even in such circumstances their communities tend to maintain their political and fiscal independence, except where integrated into human cities.

 

Gnomes have a reputation as skilled and imaginative tinkerers, craftsmen, alchemists and inventors, often coming up with ingenious devices for the most mundane of tasks.  Their technical skills make them welcome in most civilised communities.

 

Rock gnomes are fond of amusement, songs, jokes and pranks but are often as troublesome as they are entertaining.

 

Deep gnomes share the same technical and engineering expertise as their surface cousins, but seclusion in the depths and dangers of The Underlands has made them reclusive, serious and wary of outsiders. Svifneblin cities are often concealed by either magical illusion or optical illusion created by ingenious engineering.

 

Game Notes: The key source for more detailed notes on gnome society is the Races of Stone supplement. Rock Gnomes have all the racial abilities and traits as described in the PHB.  Deep Gnomes have the racial abilities and traits as described in the MM.

 

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Half-Elves

 

Half-Elves follow the flavour and have the racial abilities and traits as described in the PHB.

 

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Half-Orcs

 

Half-Orcs follow the flavour and have the racial abilities and traits as described in the PHB.  A useful additional source for the role playing of half-orc characters in the World of Varna is The Slayer’s Guide to Orcs by Mongoose Publishing.

 

 

 

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Halflings

 

The halflings of Varna call themselves the Halphkin (the word halfling is a human derivative). They are a settled peace loving folk who live in small agriculural communities usually out of the way of human or other influence.  Halphkin villages tend to cluster in groups usually within a few miles of their neighbours; such a group is called a borough and the villages within a borough tend to rely upon each other for trade, protection and genetic diversity.

 

Their homes tend to be burrows of many rooms built into grassy hillsides, but they are also known to construct houses and other buildings within their villages.

 

Unconcerned with hustle and bustle, life within a typical Halphkin village passes at a somewhat relaxed pace. Most folk work the land or raise animals, either through farms or small-holdings, however they also keep shops, inns and other industries necessary to maintain a village. They value a quiet, simple life, based upon simple pleasures and family values.

 

Caring little for the quarrels, wars and adventures of big folk, the Halphkin communities keep their noses out of business in the outside world.  But their own quiet communities are often spiced up with gossip and intrigue.

 

Every so often a young halfling will not share the same homely satisfaction of her kin and be taken with the desire for adventure.  Halphkin stature makes them ideal for stealthy pursuits, however some have fighting skills learned from the borough militia and some even show an aptitude for magic.

 

Halfling communities are often found in human cities, but these are often the families and descendants of former travelling halflings who have settled in human lands.

 

Game Notes: While there may have been different subraces of halfling in the past, they have since mingled and essentially become one race, although their build and complexion can vary slightly depending on their location. Halflings have the racial traits and abilities as listed in the PHB.

 

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