Shear ushers you all into a lounge inside the building he conjured.
Starry-eyed, the dragon, bone centaur and two robots hang onto every word as he
explains the totality of the playable races in the Nexus, via hyperlink,
starting with the old guard: (Ignore Racial Hit Dice, Two levels worth of Level
Adjust are considered paid off at this point)
Human – These come in four varieties. The standard configuration
are the Morcinian/Carracans, technologically advanced abyss salvagers who are
currently at war with one another on the continent of Ungerland.
Morcinians have extremely urban
lifestyles, manning factories and fueling their comfortable lifestyles with Aether
powered replicas of modern comforts. The capital of their country is a multi-layered
metropolis with a population in the millions. They gain Undercommon as a bonus
language and have a +2 racial bonus to Use Magic Device.
Carracans live as nomads or
shepherds, and convert technology pulled from the abyss into functioning tech. Some
groups make their fortune in the Desert of Glass, where they export Aerthersand
from the edge of the Abyss. Carracans gain +2 to Handle Animal and Survival,
and speak their own language as well as Common.
On the summit
continent of Fruschia, humans have evolved to be closer with the abundant
Aether flowing from the Crystal Mountain and live in abject surplus, using
their magic frivolously. These humans
gain no bonus feat or skill points, instead starting with +2 Intelligence and the
ability to cast Disguise Self at
will.
The
Dingiri reptilians have spent generations modifying Humans for their true
purpose, to be slaves! These primitive looking folk lose the bonus feat and
skills, and have an Arcane Spell Failure Chance of 100%, as the Dingiri have
bred out their magic ability. In return, they gain +2 Strength and +4
Constitution.
Gnome – The traders of the free world, gnomes can be found
in every region. Their homeland, Austland, is a series of airborne islands, along which
flows the Austbruck River, connecting Fruschia and Morcina.
Centaur – Centaur are the roaming champions of the Plains of
Ophir. They value honor and the pursuit of glory. Religious and scholastically
inclined members gather in Provenance, home of the premier University in all
the Nexus, and the Paragnostic Assembly. The largest city in Ophir, Provenance
sits between the massive lake at the base of the Crystal Mountain and the base
of God’s Cradle, where the Nebulim reside.
Phyrtha – In the shimmering polygonal labyrinth of Byzantium,
the moth-like Phyrtha skitter about, coveting mineral wealth and competing
between royal houses for the limited subterranean space they inhabit. Legend
has it they once resembled humans, but fell under the curse of a vindictive
dark god. Phyrtha have dwarven stats, but also count as elves for racial
purposes. They have four arms and can use them effectively, qualifying for
multi-attack feats.
Varren – From the depths of the Abyss, great Fungal Forests
consume their way across the land, carried on the blooded bodies of the Varren.
Varren have bodies like a human, but heads resembling those of a reptilian
goat. Their body is covered in a coarse green fur, lined with spores from the
fungal treetops they call home. Along either arm are bony protrusions, which
count as natural weapons. Varren spread the forest wherever they raid, and
those who die in the fight must be incinerated, lest their bodies explode into
quick-growing fungus. Racially, they count as orcs.
Slee’gir – Hardy lizard-like humanoids, Slee’gir make up the
bulk of the reptilians in the continent of Din’gir. They often travel the land,
looking to prove themselves by bringing treasure and glory to their house. Each house have long lineages modeled after
the chromatic dragons, and their scales match the color of their house.
Din’gir – Din’gir are the high-bred reptilian folk, resembling
snake-men more than lizards. They alone of the reptilian houses are allowed nobility
by birthright, and often pursue mercantile or mystical careers, as they are
physically weaker than their low-born counterparts.
Mer – Resting in a enormous cradle of earth and crystal riverine,
the Upper Sun Sea eventually drains into a waterfall that feeds the Sun Sea.
Mer live in both, but the lower ones control the series of islands and bridges
connecting Morcina and Carracas. They resemble humans, but have bluish skin,
finned arms and sharp teeth. Mer take advantage of their central location and heavily
tax the trade between nations in Ungerland, as well as exporting oceanic goods.
However, the explosion in trade and exploration in recent
months has enticed many more peoples to join the race for adventure:
Kobolds – These small, rat-like humanoids live in
subterranean communities under the plains and jungles of Ophir. Typically shying
away from other races, they’ve started venturing into the Abyss to find magical
shinies to hoard. Kobolds have the Earth subtype instead of reptilian, and a
burrow speed of half their land speed. Their base language is Terran.
Warforged – Deep within the Abyss, the Clockwork Plane of
Mechanus houses the remnants of many destroyed planes. Dragging themselves out
of the wreckage, the living machines called Warforged are making a splash in
the world at large due to their hardiness and esoteric knowledge. Many have no knowledge
of where they come from, and seek to fill that hole in their life.
Tiefling – After years of back-room dealing with the denizens
of the Abyss, the taint of the demonic has started to manifest in the populace.
Tiefling resemble humans, but often have Abyssal characteristics, like dark or
reddened skin and horns or fangs.
Goliath – In the lands of Jotunheim, Goliath live as the
literal small-folk. Tribal and common, they are forbidden to take up arms by
the giants there, and as such rarely become adventurers. The Goliath of Xen’drik,
however, are expert marksmen and live off the land, enjoying equal status to
the giants.
Hengeyokai – On the outer fringes of the Xen’drik Giants’
lands live small, close-knit communities of intelligent animals. Hengeyokai
normally take on their animal forms, but can turn into humans to travel secretly
among them. Each area has their own clans, and they rarely interact unless they
occupy the same land, like the wetlands in the Thunder Plains, where the carp,
crane and crab clans often fight over land or prank one another.
Muckdweller – Past the Fire Swamps of Xen’drik, where the
water’s calm and the marshland is relatively pleasant, mischievous Muckdwellers
lurk in the shallows. Life here is easy and boring, so many of these bipedal
salamanders leave the marsh, seeking adventure and subsequently being smashed
underfoot.
http://minmaxforum.com/index.php?topic=1281.0
Serpent Kingdoms, pg.71
Tortle – The tenderfoot denizens of the Xen’drik marshland, Tortle
spend their days lounging and tending their crops. Tethering their homes and
walkways from tree to tree, they are the maintainers of gentlefolk’s society.
http://minmaxforum.com/index.php?topic=1281.0
Dragon #315, pg.72
Raptoran – Scattered about the Thunder Plains in loose
colonies, Raptoran live free of worry, often assisting giants on their hunts by
spotting from high in the air. In return the giants build them spires to nest on
and crafted equipment. The resemble bird-like humans, with full wings and a
penchant for hunting. Raptorans have one large city, Toronto, which is built
atop massive trees that jut out of the silty lake at the entrance to the western
Frozen Steppe.
Hill Giant – In the Thunder Plains, Hill Giants are the main
civilized inhabitants. They are hunters and small-town farmers, and prefer to
stay out of the squabbles between the other Giants. Some leave the plains to
work as laborers in Stormreach or seek out a new life in Jotunheim as
tradesmen. The other races of Giants are absorbed in their own internal
struggles and aren’t typically found outside of their lands.
Drow – The living remnants of a bygone age, Drow come from
one of two places. Long ago, they migrated to Xen’drik, claiming wide swaths of
jungle. Before that though, they took refuge in the destroyed land of Thulanthar,
surviving Rune’s slaughter of the gods. Drow resemble humans with pointed ears,
dark gray skin, and white hair.
Yuan-ti Pureblood – It’s said the Din’gir race originated
from jungles deep in the Abyss. Whatever originator they have must be shared with
the Yuan-ti. From my dealings with the snake-men of Xen’drik, their plans range
from dark to evil. The purebloods that venture out of the abyss seem amicable
at times though, and resemble humans more than snakes. Rarely adventurers, most
Pureblood characters are exiled or members of evil parties.
Shear leans forward, and in a hushed voice, alludes to certain
explorers inheriting or gaining power from their lands of origin:
Dark Creature – Beings from the shattered remains of
Thulanthar seem to be one with the shadows themselves.
Dragonborn (of Bahamut) – Many Slee’gir undergo the trials
of their clan leaders to gain the power of a dragonborn.
Half-Dragon – Purportedly true dragons live alongside the
Dingiri clans and a rare few interbreed with lesser beings.
Primordial Giant – Clergy and arcane casters in the giant
clans are specially bred in the ways of old.
Secrets of Xen’drik, pg.79
Half-Fey – When the Court of Stars broke away and floated
into the void, many of the residents managed to escape.