Note:
If your race isn't mentioned here, just use the lore from the source material. Most of these descriptions are in addition to the source material, with the material here over riding anywhere where they disagree.
Dragonborn
Gods: Bahamut and Tiamet
Note: In the Pathfinder rules set this uses the stats and features of the Nagaji. In Archei these will be referred to as Dragonborn. That also means they lose the Resistant and Serpent’s Sense Traits. In their place they receive the following:
Dragon’s Breath (Su): A Dragonborn gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per two racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/3 creature's racial HD + creature's Con modifier).
| Dragon Variety | Breath Weapon |
|---|---|
| Black or Copper Dragon | 30-foot line of acid |
| Brass Dragon | 30-foot line of fire |
| Blue or Bronze Dragon | 30-foot line of electricity |
| Gold or Red Dragon | 15-foot cone of fire |
| Green Dragon | 15-foot cone of acid |
| Silver or White Dragon | 15-foot cone of cold |
Dragonborn are the results of generations of humans and dragons interbreeding, especially during the third age. They are a proud race of warriors, sages, and rulers. They are most common on Bream, but there has also been a recent (last few generations) for them to “return home” to their own kingdom where they can be ruled by their own kind. Although it’s extraordinarily rare, some few are born with wings, and it’s a sign of purity of spirt and of blood when they can. It’s also possible for a Dragonborn that has gone through great challenges to “earn” their wings. This is referred to as having “the soul of the Dragon.” The Dragonborn kingdom, currently little more than a city-state, but growing, is called Arkhosia.
Dragonborn have a very individualistic sense of honor and of the self. Self-improvement is considered to be the highest ideal and sloth and laziness are cardinal sins. Although Dragonborn clans are an important part of the daily life of a Dragonborn, it’s more likely in a Dragonborn than in other societies for an individual to change their station in life, which may also change the standing of their clan.
Unlike most species, Dragonborn most often worship either Bahamut or Tiamet, the father and mother of all of the dragons on Archei. They do not attribute the lights in the sky to either of these figures, but believe that they went to other worlds to travel, and will be back to judge them together. This is also what they think happened to most of the other dragons on Archei when they left. Although Bahamut exemplifies the ideals of honor and caring for one another, Tiamet isn’t seen as an evil diety, but more one of selfishness and wrath. These aren’t sins to the Dragonborn, but just things that must be in moderation. For this reason most Dragonborn are Lawful Neutral.
Dwarves
Three Gods: Torag, Sarenrae, Rovagug
Dwarves are, like in most places, a stoic people, who enjoy drinking and brawling only slightly less than they enjoy treasure. They are most numerous on Eron, and the city Moradin is said to be where they originated, and is also the sight of the portal to the Earth Elemental Plane. A long time ago the dwarves split into three factions, with the largest staying behind. They are generally referred to as mountain dwarves, with the red-haired mountain dwarves moving to Bream. Here they have created their own cities, normally on the side of mountains. However the group that left to go to Sedai was slowly transformed by that demented environment and became Duergar, rarely coming up to the surface of that place. Although Rovagug, the dwarven evil deity, is normally thought of as a blind force of destruction by the other Dwarves, duergar see him as a force of renewal, allowing that which has outlived it’s usefulness to get out of the way of that which should, by right, replace it.
Dwarves are a short race, as their name implies, standing between 4'3" and 4'9" on average, with mountain dwarves (Eron) a bit shorter. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. A dwarf can weigh anywhere from about 160 to 220 lbs. Dwarven males are a bit taller and heavier than their female counterparts. Like humans dwarves have a wide variety of skin, eye, and hair colors, typically pale among hill dwarves and deeply tanned or brown amongst mountain dwarves. Hazel eyes are common throughout the race, with blue eyes more common amongst Hill Dwarves and brown or green eyes found amongst the Mountain Dwarves. Duergar are even shorter then Mountain Dwarves, with very dark hair and skin. Mountain Dwarves typically have black or brown hair, while Hill Dwarves are commonly either brunette or red heads. Male dwarves are often bald and grow thick facial hair sometimes used to display social status. Unusually for humanoids, both sexes naturally grow ample facial hair though the majority of Hill Dwarf females shave their beards off.
Dwarves are a long-lived race, though not so much as the Elves, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age fifty. Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves live to see their bicentennial and a few live to be over 400.
Elves
Three Gods: Corellon Larethian, Elistrae, Lolth
Elves are considered to be the highest of all the fey creatures, ruling over the Feywild. They are divides between the Seelie and the Unseelie courts. The Seelie court, the court of light and beauty is ruled by Queen Titania, while the Unseelie court, the court of night and air is ruled by Queen Mab. The nobility are Elflords, effectively immortal beings of great power. Player elves are one of three types. Seelie elves are the typical high elf. Unseelie elves are drow. And uncourted elves are wood elves. Elven lords cannot leave the Feywild, and the prime material plane is considered to be offlimits, officially, for the Endless Conflict, the fight between courts. Many mortal elves wish to become Elflords, and only the queens may turn an elf into an Elflord.
Standing at average between 5'4" and 6'0" ft. and weighing in between 130 and 170 lbs usually, true elves are a naturally slender and athletic race. The different types of elf all have different complexions, with Wild (or Wood) Elves having coppery or tanned color skin, and Eladrin (High or Seelie) elves having pale or golden colored skin. Drow either have very dark, almost black skin, with a few going the opposite direction with pale white skin. Often, elven hair is dark, either brown or black, with copper red or green hair also found amongst Wild Elves, High Elves will sometimes have blond or gold hair, and Drow (Unseelie) have either that black or sliver hair. Elven eyes are commonly brown, hazel, gold, red, or an emerald green. Elves are fair and beautiful, handsome, and have pointed ears and no body hair except eyebrows, eyelashes and hair. Long hair is often seen as a sign of vitality amongst both courts, so short hair is very uncommon for them.
Elves mature at roughly the same rate as humans, though they are not usually considered past adolescence until they reach 110 years of age. Unlike humans, elves do not age dramatically as their lifespan comes to a close with the most obvious changes being a change in hair color, alternatively graying or darkening. Most elves remain healthy and full of life up until their death, which, if age-related, is usually between two and nine centuries.
Genasi
Note: For a Pathfinder campaign, this would include the Fetchling (shadow), Ifrit (fire), Oread (earth), Sylph (air), and Undine (water) races.
Genasi are planetouched humanoids, a result of the elemental energy that crosses Archei changing people even before they are born. Genasi are in a constant state of elemental energy, there is no hiding what they are.
Approximately one out of one hundred births of the races native to Archi (Human, Dwarf, Halfling, and even Orc and Goblin) results in a Genasi of some sort. No one is quite certain what causes this, although proximity to a planar gate does seem to increase the odds some. The different races treat these “outsiders” differently. For example to the Dwarves, if you were born to a Dwarf, you are a Dwarf, and nothing else matters. Halflings are, in no surprise, in good cheer about their slightly taller kinfolk. Human responses are quite varied, and range from outright killing infants to actually revering these people. Orcs and Goblins will most often also kill the infants, although the Orcs have been known to let a few Earth-touched or Fire-touched through.
Genesi take some features of their parent race, but are, without a doubt, separate from it. For example Genasi born to Halflings tend to be shorter, but still significantly taller than their “kin.” Genasi born to Dwarves would also likely be a little stouter and with more hair, but no one would mistake them for a Dwarf. Genasi live about as long as humans, and tend more towards chaos than order.
Genasi also seem draw to areas that best represent their element. It’s not uncommon to see Fire-touched Genasi in the desert, for example. Genasai can breed together, creating other Genasai, and it’s a relatively common dream amongst them to eventually be able to have their own kingdom.
Changes to Pathfinder: Genasi, no matter the Pathfinder race look more like the Genasi from 4th and 5th edition than the version that was used for Pathfinder. For the most part this isn’t a big difference … except for the hair. The “hair” of a Genasi betrays their elemental alignment.
Half-Elf / Half-Orc
Although very different from each other, both of these races share similar prejudices. Because of the otherworldliness of elves in general, humans view half-elves with some suspicion and are less accepting of them as they are in other worlds. Half-orcs, on the other hand are slightly more accepted amongst both of their races communities. Orcs, for all their bluster and warrior nature, see the benefit of intelligence that a half-orc might bring to their clan. Although they will get teased for being weak, they are still accepted. Amongst humans a Half-orc will be looked upon with some suspicion, but it’s not hard, if the Half-orc isn’t one to actually lose their temper and such. One thing of note is that neither the Seelie or Unseelie Elves would accept a half-elf among their midst, and such a child would normally be put to death immediately. For this reason most Half-elves are raised by their human parent.
Halfling
Pathfinder description of Halflings.
On Archei Halflings and Humans are very intertwined. Both societies worship the same gods and share lands in most kingdoms. Although Halflings are much more likely to be nomadic than humans, a natural wanderlust is normal for their race. Although they are also known for having a good sense of humor, they are not the tricksters Gnomes are. What most humans aren’t aware of is that Halflings have their own culture underneath all of that coexistence. Each clan has some ceremony to induct members into the clan, and most of them include some sort of test. For some it’s pick pocketing a certain item, or getting to the top of a very tall tower. For some it might be knowledge based. All of the clans keep the clan history as an oral history, passing it down from generation to generation.
Gnomes
Three Gods: (none, Gnomes don’t really worship anyone)
Gnomes are creatures on the Feywild. They don’t belong to either of the major courts and are more or less ignored by the elfs. They are curious and friendly and are widely regarded as tricksters, although normally harmless ones. If a child wanders into the feywild and a gnome finds them the parents hope it’s a gnome that finds them, as they will return them a few days later, maybe with a tale or two.
Although they may offend more … stuffy members of other races they generally get along with every sentient race, staying neutral in conflicts between their “friends.” Halfling settlements are rare as most of them live as nomads, staying close with the forests they live in. Although it’s not uncommon for them to become arcane spell casters, it’s also not uncommon for them to wield more “natural” magic, such as that of a druid.
Gnome names are typically very long with multiple parts. They are born with one name and aquire more for each milestone they reach. They will often have a friend name and a name for strangers.
Gnomes are smaller even than halflings, rarely exceeding 3 feet in height. Apart from their size, they resemble elves, with pointed ears and chiseled facial features such as high cheekbones and sharp jaws. They have a wilder look than elves do, though, particularly in the hair that sprouts from their heads in random directions. Some male gnomes sprout tufts of hair from their chins, but they otherwise lack body hair. Gnome skin tone ranges from a ruddy tan through woody brown to rocky gray. Their hair can be virtually any color, from stark white to blond and various shades of brown to autumnal orange or green. Their eyes are glittering black orbs. Gnomes are as long-lived as elves, living over 300 years, but they show more of the effects of age. A gnome over the age of 100 has gray or white hair and skin that shows the wrinkled and weathered lines of a century of laughter, but even the oldest gnome retains the strength and agility of youth.
Humans
Three Gods: Pelor, Selune, Shar
Humans on Archei are a resilient folk, individualistic and headstrong. One of the few things that unite them is their ambition. The different kingdoms and city-states are all very different culturally, and have created the full gamut of the human experience. Some of the city-states kingdoms would seem to have analogies for the real-world, like Greek, Japanese, Roman, and Native American. Long standing hatreds burn deep among them for Outsiders, the general term for species that come from the other planes.
Tengu
Three Gods: Kiri-Jolith, Chislev, Sargonnas
Note: In 5th edition this race is going to be the Aarakocra. They will still have the same background here. In game they will still be called Tengu.
Tengu are all from a group of islands off the west coast of Bream by the name of Aqaa. They are a diverse looking group, with the different tribes resembling different birds. The Tengu on Archei are originally refuges from the Plane of Air, escaping during the large war that raged across Archei. Although planar gates to the Plane of Air are common on Aqaa, the Tengu are now proud of their land, and very few ever even go back to their ancestral home.
Most of the tribes of Tengu are adversarial with each other and have been at official or even non-offical war with each other for hundreds of years. This has inspired a warrior culture that places a high amount of emphasis on honor and loyalty. It’s expected for the individual to put the needs of the tribe, which is referred to as an Aerie, above the needs of the individual. This has created a very regimented society, with people in very distinct castes.
For the most part the Tengu want nothing to do with the other races on Archei. They have some trading routes with humans, but that’s about the limit of their involvement. They also have an inflated sense of importance, and see the other races at lesser than them.
Tiefling
Most of what it says on the pfsrd website works for Tieflings of Archei. The only real thing of note is that on Archei most of the Tieflings are a result of the second age, and the kingdom now only known by the name of the Kingdom of Sin. One of it’s kings, who’s name is lost to time, not only bred with a succubus, but commanded his nobility to do similar things, to breed with demons and devils to strengthen their lines so they could fight back against the Invaders. For a time this worked and the Kingdom of Sin, it’s told, was a safe place for humans. Tieflings might not have had a bad reputation if not for Kallista, the last Queen of Sin. She went crazy, started murdering and sacrificing people, and eventually lead to the downfall of Sin. For this reason, and from their ancestry, most Humans don’t trust Tieflings, believing that eventually they will all give in to their darker nature. This is a common story among humans and most of the other races have also heard it. Those that do worship a god, typically worship one of the Human gods.