top of page

The common heritages of Etharis include the Humans who now rule the continent and the folk of the elder peoples who have been forced to reckon with new lives in lands they once ruled or dominated.

 

Species of Etharis

Common Heritages

GH_Human.jpg

Humans

While the elves and the dwarves were the first races to claim lands in the world of Etharis, the versatile race of the humans were the ones to survive and dominate. Humans nowadays can be found from the frozen and inhospitable tundra of the North to the scorched plains of the South. Emerging from the temperate forests of central Etharis, now known as the Bürach, humans were not considered a threat by other races. Left unchecked, their numbers quickly grew. It was their adaptable nature and adventurous mindset that quickly led them to expand beyond their homelands. By the time the great kingdoms of the elves and the mighty thanedoms of the dwarves realized the violence that inevitably follows the humans, it was already too late. The eyes of the human leaders fell greedily on the prosperous lands of the elves and dwarves. The great Era of Expansion, also known as the Great Purge, had begun and humans were here to stay. Different tribal armies marched simultaneously north, south and west; no land was safe. Unable to unite or react in time, the dwarven and elven monarchs watched as human warriors swarmed and usurped their lands. The human race emerged victorious after countless generations of bloodshed that changed Etharis forever. In victory, they showed little mercy to the elder races. They entirely dismantled the elven kingdoms, pushing them deeper in the forests. They drove dwarves from their homelands, forcing them to hide deep beneath the mountains. The humans would have stopped at nothing, if conflict from within had not forced their armies to a halt. Having exterminated all the other kingdoms, the warlords turned against each other, each claiming the High Throne thatwould later become the Imperial Throne of Altenheim. This second Great Era, known as the Era of Descent, lost even more lives to its endless carnage. The result was the disintegration of the human race into fractious kingdoms. The Second Era considerably weakened the kingdoms of the humans, allowing the other races to emerge from hiding and re-establish some principalities in the lands they once ruled. To this day, humans are considered the dominant race across all of Etharis, controlling most of the land and sea. Having shorter lives to live than the other races, their old hatreds have faded, and they are now more receptive to other races. But elves and dwarves live long, and can hold a grudge even longer.

gh_Dragonborn.jpg

Dragonborn

Children of the dragons, as their name states, dragonborn walk with pride through a world that greets them either with fear or admiration. They look very much like dragons, with thick scales covering their bodies, sharp claws, and fangs which they can use as weapons. Though they lack wings, they are strongly built and stout with colours resembling those of their ancestors. Some claim that this race must be the most ancient among all races. In the Era of Expansion, they were settled in a small kingdom caught amidst the bloody conflicts between humans and elves. This conflict led to the destruction of the only place they truly belonged to, the city of Ember Cairn. However, this noble race managed to survive. Eons passed as the dragonborn prayed to the dragon gods to restore their kingdom, and the dragon gods did not answer. Wrath grew among the Dragonborn, as well as desperation. They stopped praying to their dragon lords and their religion, the Sacred Flame, was abandoned. The dragonborn, however, pious and spiritual by nature, needed something to believe in. A new religion was offered to them by Castinellan missionaries who were spreading the word of their new religion, that of the Divine Seraphs. Finding it close to the dragonborn ideals of virtue and determination, they quickly embraced the new religion and became its most zealous followers. Sharing the same beliefs with the humans of the Castinella Provinces, they were quickly incorporated to the empire, becoming subjects of the Castinellan theocracy. Castinella awarded the dragonborn a small region of their ancestral land to call their own. Dragonborn rebuilt the ancient city of Ember Cairn, a city made entirely of granite. Many dragonborn from across the continent flocked to the city and began to worship the Divine Seraphs. This city became a site of religious pilgrimage for dragonborn across the continent. With their ancient prayers finally answered, the dragonborn were drawn to the paths of clerics, missionaries, and inquisitors, to spread their new beliefs with burning passion and burning fire when necessary. The land of Etharis will hear the dragons roar once again.

GH_Elf.jpg

Elves                          *Drow see FAQ

The proud and elegant elves were among the first people to dwell among the forests of Etharis. Their long history is lost in distant eons, and even elves with their long lifespans do not fully know their true origins. Tall, graceful, and extraordinarily beautiful, they claimed the forests and river lands of Caer Neiada, in what is now the Charneault Kingdom, creating magnificent kingdoms deep within the woods. Blessed with keen eyesight and a great talent for archery, they have created a long-lasting tradition of rangers to protect their kingdoms from outside threats. Their deep knowledge of the woodlands further complimented their deadly and silent armies, making them a force to be reckoned with in these early days. Living for eons, however, the elves gradually became arrogant, often isolating themselves from the other races— especially humans, who they considered primitive and barbaric, failing to recognize them as a plausible threat. The Era of Expansion cost the elves dearly. Their kingdoms were turned to dust, and many of their forests were turned to ash. Even though their bows were precise, they were outnumbered and unable to defend themselves on all fronts as war-hungry armies burned their sheltering forests. The elves lived for decades as nomads, trying to hide in the few remaining forests on the outskirts of the human civilization. However, their sorrow and grief for the lost beauty of their home empowered them to recreate it. They turned to the arts. Heartbreaking songs of their lost paradises would echo among the trees in the night. Most importantly, though, they turned to magic. The forest spirits that had once guided them were not vanquished, and were eager to aid old friends. They bestowed the elves with their magic—the power to restore their lands to their ancient beauty.

enhanced_GH_GNOME.png

Gnomes

Ingenious and full of energy, gnomes are considered to be distant cousins of the dwarven race. Even shorter than the dwarves and not equally bulky, this small-framed race compensates for the lack of muscle with everworking brains and a great aptitude for invention. Even though their inventions have a bad habit of blowing up, no one can stay mad at a gnome. Their cheerful attitude, curiosity, and humor puts the gomes among the most likely to have a good feast or a carefree dance. Apart from their joyful side, they have created some of the most impressive mechanical wonders of Etharis. Cannons, automatons, flintlocks, and explosives are all reputed to be results of gnomish brilliance. If you are looking for a gnome in a populated city, you just have to wait for the explosion to guide your steps. During the Era of Expansion, gnome settlements outside the shelter of mountains were annihilated by human warlords, forcing them to seek shelter in the neighboring dwarven city of Stehlenwald. There they shared the fate of their dwarven cousins as countless human armies besieged the tall stone walls of the city. The surviving gnomes pushed the dwarven thane to dig deeper, in a last attempt to find new metals or an escape route beneath the mountains. As the dwarves were gazing upon the new found adamantine, the gnomes were staring at the other veins of the mountain, their ingenious minds hatching a plan to win the war. The gnomish alchemists worked day and night, mixing the gifts of the mountain until they invented a new weapon: explosives. As the dwarves charged in their impenetrable shining adamantine armours, they were backed up by the sound of explosions as the gnomes hurled cannonballs and dynamite at the enemy. The humans quickly scattered; the effects of the explosives had struck fear into their hearts. The battle was won but the losses for both gnomes and dwarves were great. The gnomish race followed the dwarves in the Stehlenwald kingdom into their centuries-long isolation. When the dwarven king voluntarily joined the Bürach empire, the gnomes followed. Today, with trade reaching all across the empire, the gnomes can lay hands on even more exotic and volatile materials, pushing (or blowing) their science to new heights each passing day

GH_Drawf.jpg

Dwarves                  *Duegar see FAQ

Ancient and dauntless as the mountains they call home, the dwarven race stepped onto the land of Etharis alongside the elves. Unlike the elves, however, the dwarves built their kingdoms deep within the mountains of what is now the Bürach Empire. Adept with metalworking and jewel crafting, the dwarves created countless cities in the hills and two impressive, impenetrable capitals in the oldest mountains of the continent, the Rock Teeth and the Grey Spine. The veins of mithril and gold were rich beneath these mountains and dwarven crafters quickly became famous across Etharis. During the wars of the Era of Expansion, the dwarves barricaded themselves within the fortresses of their two greatest cities: the tiered city of Stehlenwald and the now ruined city of Grebenstein. The dwarves of Grebenstein were besieged by the human warlords who would later lay the groundwork of the Bürach Empire. Though the dwarves fought valiantly for their homelands, the Bürach warlords uprooted their thanedom and claimed their vein rich mines. The second dwarven kingdom of Stehlenwald, however, endured the siege. Rather than share the fate of their cousins to the north, the Stehlenwald Dwarves dug deeper into the heart of the mountain. There, their miners laid eyes upon a new metal which was impenetrable to the arrows of their enemies; adamantine. With armour and weapons of impeccable craftsmanship, the dwarven battalions managed to push the invaders back to their homelands, but at a great cost: half of their population was exterminated, either by the war or by famine. Isolation within the mountains was their only option for survival. By the birth of the various human kingdoms, the proud dwarves of Stehlewald had begun to recover their numbers. When they emerged, they realized that the political landscape had dramatically changed. They were surrounded and vastly outnumbered by the armies of the Bürach Empire. The dwarven emperor realized there was only one way for his race to survive and prosper, and struck a deal with the Bürach Empire. They would surrender their lands and become members of the Bürach, as long as they could govern themselves independently. Some older dwarves still cannot forget that the human race once tried to eradicate them. As they say, it is easier to move a mountain than a dwarf. But though there is still a deep rivalry between humans and dwarves, the Stehlenwald province of Rauland will be there for the Bürach Empire in times of need—an oath none expect to be broken.

GH_Halfling.jpg

Halflings

At one time humankind, being an unstoppable force in Etharis, earned the enmity of most races. All who tried to oppose them were met with destruction. One race, however, chose not to contest the humans’ ascendency, but instead decided to cling to their backs for survival. The Era of Expansion did not affect the population of halflings like it did other races. Even though the halflings did not agree with the violent ways of the humans, they fell silent, deciding that being subservient to the stronger and better-armed human armies would guarantee their survival. After the division of the humans into different empires and kingdoms, halflings fit in perfectly, many acquiring positions as librarians, bookkeepers, teachers, or scholars. Shorter and weaker in stature than dwarves, halflings are a peaceful race. What most of these tiny folk seek in life is a place to settle in peace and quiet, far away from the atrocities of war. They enjoy good music, fine food, and a good laugh when they can. This does not mean that this race shuns adventuring. Tales of halfling rogues or scholars, seeking ancient and hidden knowledge, are some of the most famous there are. Unlike gnomes, however, they care little for jewels or inventions. Halflings use the lore they gather to build impressive libraries on specific subjects. Within the countless volumes of these libraries lie generations of knowledge pertaining to the halflings passions, from cooking to brewing, bee keeping, and much more.

Folk of the rare heritages of Etharis have dwelled long in isolation or on the fringes between the lands and cultures of more populous folk. Folk of these heritages face the same struggles as all people, but often possess unique views of the world that others struggle to understand.

Species of Etharis

Rare Heritages

GH_Somnari.jpg

The Somnari

The Somnari are a people who were never meant to wake. The Somnari appear to be human at glance or even elven but display a remarkable spectrum of eye colors, and hair hues. Their hair and eyes range from natural shades to vivid, unnatural colors that shimmer with dreamlike intensity, reflecting their deep connection to the realm of dreams. They possess an unearthly beauty, with some displaying elongated ears reminiscent of elves, further setting them apart from ordinary mortals. Long before the rise of human kingdoms, before the elves and dwarves carved their histories into stone, their empire stretched across the land like a dream given form. They were a people who walked the boundary between waking and sleeping with effortless grace, shaping their cities with the same ease that others shape their thoughts. Their greatest scholars claimed that the mind was the first world, and the material realm merely its reflection. When the calamity came—swift, merciless, and without omen—the Somnari felt its shadow before its arrival. Their seers spoke of a tide of unmaking, a storm that would scour their empire from memory. In desperation, they turned to the only refuge they trusted: the realm of dreams. Through a ritual that blurred the line between soul and slumber, they sealed themselves deep beneath the earth, suspended in a state where time could not touch them. Their bodies slept, but their minds drifted through endless dreamscapes, wandering far from the world that had birthed them. A thousand years passed in the waking world, but for the Somnari, the passage of time became a shifting haze. Dreams folded into memories, memories dissolved into visions, and the boundary between what had been and what might be unraveled thread by thread. When the dwarves of Stehlenwald broke the ancient seals, the sleepers stirred at last. They rose not as the empire’s heirs, but as something new—souls half‑anchored to the waking world, half‑lost in the drifting tides of dream. To the Somnari, the world feels unreal, as though they have stepped into someone else’s half‑remembered nightmare. Their past comes to them in fragments: a city of silver towers glimpsed in the corner of the mind, a voice calling from a place that never existed, a memory that dissolves the moment they try to grasp it. They speak of dreams that feel more solid than stone, of people they have never met whose names they somehow know, of emotions that belong to lives they cannot recall. Some whisper that each Somnari carries more than one soul—that the ritual which saved them bound their dreaming selves to their waking bodies in ways no mortal was meant to endure. Others claim that the dream‑realm itself clings to them, shaping their thoughts, sharpening their instincts, and filling their sleep with visions that bleed into daylight. Though they struggle to adapt, they learn quickly, driven by a restless energy left behind by their long slumber. Yet even in moments of stillness, their eyes drift, their minds slipping toward the dream‑realm that once sheltered them. Sleep is their sanctuary, their inheritance, and their curse. In dreams they feel whole; in waking, they feel incomplete, as though searching for something they lost long ago. The Somnari do not know what their empire was called, nor what truly destroyed it. They carry only the echoes of a forgotten age and the lingering sense that something waits for them in the depths of their dreams—something ancient, patient, and unfinished. Whether it is a remnant of their past or a shadow of their future, none can say. But all Somnari feel its pull, a quiet summons from the place where their souls once wandered freely. They are a people born of dreams, shaped by catastrophe, and awakened into a world that no longer remembers them. And though their history is lost, their presence is a reminder that some things do not die—they merely sleep.

GH_Laneshi1.jpg

Laneshi

Deep beneath the waves lies the Llana’Shi Empire. An ancient race, the laneshi straddle the line between life and death, communing with spirits for guidance and unafraid to meet death on the battlefield. Laneshi are a bipedal aquatic race, always possessing two legs regardless of lineage. Their forms reflect the full spectrum of waterborne life: crustacean plating, colorful scaling, translucent membranes, or trailing tails that complement their movement rather than replace it are just a few example of their traits. Skin tones range from coral reds to freshwater golds, shaped by the reefs, and trenches they hail from. Many display bioluminescent markings that shift with emotion or spellwork, and possess an innate sense of aquatic currents — even on land. A laneshi is more likely than not to view matters in absolutes and react accordingly. Friend or foe. Day or night. Acceptance or rejection. All things must have their place, and to this end they have developed a rigid caste system. The mystic caste comprises all those laneshi who are born as twins, a very common occurrence. When this happens, the first-born of the pair is inducted into the mystic caste, while the other twin is consecrated as his or her sibling’s spirit guide. Using a powerful necromantic ritual, the second twin is sacrificed and its soul bound within the body of the other. Each member of the mystic caste is therefore possessed of two souls: one living and one dead. This grants them vision into the spirit world and heightens their necromantic abilities. Mystics are in charge of all things that possess no life, and are therefore in charge of funeral rites, crafting, construction, recordkeeping, and food preparation. Heavier duties are usually performed with the aid of undead labor. The second caste, the warrior caste, is in charge of all things relating to the living. This includes not only warfare, but also ruling, diplomacy, farming, the raising and educating of children, and so forth. The warrior caste is roughly double the size of the mystic caste and is structured as a meritocracy, with great deeds leading to greater status. The laneshi are constantly at war with their deep-dwelling neighbors, and use their ability to speak with the marine wildlife to find opportunities for heroism and advancement. Despite this, the rulers of the Llana’Shi Empire have recently turned their eyes toward the surface for unknown reasons. Perhaps some new and greater threat is stirring in the dark depths of the sea, and the Laneshi seek aid from their air-breathing cousins. Or perhaps the rumors of mysterious visitors to the royal palace and blasphemous compacts with ancient evils are true, and the laneshi king is looking for new lands to conquer to appease the hunger of his unnamable master.

GH_Half-ORc_edited.jpg

Grudgel

Legends in Etharis speak of an age of orcs. This ancient heritage has its roots in Etharis’ North, from where history claims they spread to terrorize other cultures. Orcs, as the term has become understood, were formidable warriors with endless thirst for battle. Yet tales of their armies nearly conquering all Etharis are almost certainly the propaganda of fearful outside cultures. Those same legends speak of how the orcs abandoned their lands en masse—not because of enemy incursions or natural disaster, but because of some mysterious calling from their ancestors to sail west across the sea. While it’s agreed that orcs did flee Etharis in a great fleet, their legacy calling to Thorgard av Holgar a century later, it seems apocryphal that an entire heritage could simply disappear across the sea. Indeed, the truth is more complex than any of those old tales can tell. The descendants of the orcs call themselves grudgels. Their lack of resemblance to the dreadful legends about their ancestors causes the uneducated to assume orcs and grudgels are different. But what truly separates them is merely time and evolving culture. Grudgels are an imposing folk whose physical presence has not diminished since the legends of orc warriors. Yet even where they are most populous among the Valikan Clans, grudgels are no more or less predisposed to battle or taking the path of the warrior than any other folk. Grudgels are also talented artisans, wanderers, magic weavers, and star gazers. They alone hold the secrets of forging stryllum, a strange substance that occurs when starlight is solidified into glass. Grudgels are hard-working, peaceable among friends, and have a knack for keeping calm under pressure. But they’re more than capable of defending themselves against the threats of the wilderness and folk looking for a fight. Outside of the North, grudgels remain rare enough in Etharis that folk are less likely to meet one than hear fearful rumors regarding their kind. While a grudgel working as a bodyguard or mercenary can make use of such rumors, the one thing that seemingly connects all grudgels is a shared disinterest in discussing or hearing the ancient legends of the orcs. But whether this extends from wanting to distance themselves from the violent past of their kin, or from some secret knowledge of why the orcs vanished from Etharis, only they know.

GH_OGRESH1.jpg

Ogresh

The populous races of Etharis all have stories about the ogresh, although few have seen them in person. Stories describe them as solitary wise men and women who serve as founts of information and advice for the nearby communities. Adventure tales abound where the protagonist receives counsel from an ogresh before setting off on their quest, and yet others describe royal advisors with a distinctive set of wide features. Regardless of the veracity of such tales, the ogresh still exist across the continent, viewed as something of an exotic oddity. In truth, the scarcity of the ogresh is a result of their particular biology. Young ogresh mature slowly, and during their extended youth, which may last decades, they are driven by a deep-seated sense of wanderlust. This feeling compels them to travel in search of a suitable area to settle, consisting of ample natural resources, a local population of sentient creatures, and a lack of other ogresh nearby. Once they decide upon an area, an ogresh enters the second stage of their life, which is marked by a drastically increased appetite and a mostly sedentary lifestyle. More than a single ogresh could easily deplete the surplus of a small village, so the reason for their wanderlust is a simple case of biological necessity. Given their reliance on other species, it comes as no surprise that the ogresh are masters of social interaction. Each individual is born with an inherent ability to read body language and vocal cues helpful in discerning the attitude of others. Indeed, the vast stores of knowledge often attributed to the ogresh is a reflection of their uncanny ability to glean information about an individual through these subtle clues. Even a casual conversation could end up revealing far more than one would intend to these keen observers, and the ogresh are smart enough to capitalize on such information.

GH_Half-Elf.jpg

Half-Elves

Half-elves are among the later races to walk the land of Etharis. Before the Era of Expansion, humans and elves occasionally crossed paths. Some humans could appreciate the beautiful songs and poems of the elves, as the elves could appreciate the adventurous side of humanity. The results of these bonds were the ever-wandering half-elves. They are easily noticed by their less pronounced pointed elfin ears, combined with a bulkier but still elegant human frame. As with half-orcs, half-elves seem to have taken the best of their progenitors. Taller than the average man, elegant and graceful, they seem to possess the aptitude for the fine arts from their elven side along with the lust for adventure from their human side. What life could be better for them than the lives of wanderers, traveling artists, and merchants? However, even though most of the first half elves were results of love between the two races, such pairings were still considered taboo by the two sides. In the midst of war, most elves could not understand how someone could fall in love with a savage, while few humans could forgive anyone who would mingle with the enemy. The first half-elves were cast out by both sides. Initially, the lifestyle of the wanderer suited hem. Their talent in theater and music made andering troupes of half-elves among the ost famous to exist. Furthermore, half-elves would act as natural intermediaries between humans and elves. However, most half-elves keep the burdens of their souls well hidden. They learnt how to wear the mask of happiness, often dressing with bright colours and dazzling jewelry, accompanying their stylistic choices with an outwardly flamboyant, optimistic attitude. But if one is lucky enough to gain the trust of a half-elf, they will often see that the heart of a half-elf is full of sorrow. Wandering the continent is a lifestyle that fits them, but they can never call any place home. Considered outcasts by both humans and elves, they think themselves cursed, eternally strangers, with no hope of claiming any land as their own.

Etherean.png

Etherean

Ethereans are, as their name would suggest, the unlikely settlers of the Border Ethereal. They grow up experiencing the Material Plane from a distance, viewing it through the gray and muffling barrier between the planes of existence. Most ethereans live in small communities spread throughout the Border Ethereal and find joy in poetry, art, and theater that offsets the drab and relative lifelessness of their home. While only a few monsters are able to threaten those on the Border Ethereal, etherean survival is only maintainable through their tenacity and shared sense of decency. For many ethereans, the relative safety of the Ethereal Plane outweighs the richer experiences of the Material, but for those that do manage to cross that planar threshold, there is simply no comparison. Ethereans resemble elves with light gray skin, but their hair and eyes are distinctly different. Many ethereans’ eyes and hair are either purple or magenta, but it’s not unheard of for them to come in a full spectrum of colors— a curious result of living extensively on the Ethereal Plane. Further, an etherean’s hair drifts and floats on its own, as if carried by an invisible current, before evaporating into nothing at its ends. Ethereans typically take up adventuring when the routine of the Border Ethereal no longer interests them. Such ethereans often go searching for a means of travel into the Material Plane, but only some manage to find them. Those that do are thrust into a world suddenly bound by gravity and rife with danger, but also filled with opportunity and new experiences. Many ethereans will happily accept contracts to travel great distances or visit exotic realms, regardless of danger, in order to make the most of their life beyond the Border Ethereal. Ethereans will often choose to spend their coin on brightly colored and ostentatious clothing, seemingly making up for the limited color palettes they may have experienced on the Border Ethereal. Others fall victim to new vices, but more often than not, strict etherean resourcefulness is enough to prevent all but the most vulnerable ethereans from becoming addicted to the pleasures of the Material Plane.

The eldritch heritages of Etharis cover a range of folk shaped by magical intent, unnatural power, or the touch of ancient curses. Almost universally, folk of these heritages are fated to make their way alone through a troubled and dangerous world.

Species of Etharis

Eldritch Heritiages

GH_Wechselkind1.jpg

Wechselkind

A traveler hears a rustle beyond the firelight and rises to investigate, finding nothing but the whisper of wind through the trees. Their companions sleep undisturbed, the night passes without incident, and the journey continues. Only weeks later does the truth reveal itself: the person who returned to camp that night was not the same one who left it. Somewhere in the dark, the faerie stole the wanderer away, leaving a wechselkind in their place. The faerie have always been drawn to the inner life of mortals—their shifting thoughts, their private fears, the quiet hopes they carry unspoken. To such beings, a lone traveler is a lantern in the dark, a mind full of stories and contradictions that flicker brightly against the stillness of the faerie realm. When someone strays too far from the path or when a camp sleeps deeply, the faerie slip in like a passing dream and take what fascinates them. In exchange, they leave behind a construct of wood, clay, and ceramic, shaped in the likeness of the stolen individual and wrapped in a glamour so perfect that even close companions fail to notice the deception. For a time, the illusion holds. The wechselkind moves, speaks, and behaves as the missing person once did, guided by the faint echo of memories impressed upon it by faerie magic. But the glamour always fades. When it does, the truth emerges: the figure who once shared the road or the hearth is nothing more than a doll‑like simulacrum, its features stiff and uncanny, its body cold to the touch. Reactions vary—some companions flee in horror, others attempt to destroy the impostor, and a rare few try to understand the strange being left in their friend’s stead. Those who choose compassion soon learn that the wechselkind’s mind grows and adapts like any mortal’s, even as its body remains forever bound to its crafted form. It remembers the warmth of shared meals, the cadence of old conversations, and the comfort of belonging, even if those memories were never truly its own. Yet no matter how kindly it is treated, the moment of revelation often marks the beginning of its exile. Most wechselkind eventually find themselves alone, wandering the roads with a quiet longing for a place where they might be accepted for what they are rather than what they replaced. With little need for food or rest, they drift from settlement to settlement, watching mortals with a mixture of envy and fascination. Their fading glamour still allows them to mimic the appearance of the person they once imitated, though the illusion grows thin with time. Many take on simple work in remote villages or offer help to travelers in exchange for a few kind words or a trinket to carry with them when they inevitably move on. In recent years, as the Weeping Pox has ravaged the land, the wechselkind have begun to step from the shadows. Immune to disease and tireless in their efforts, they have served as attendants, healers’ aides, and caretakers in plague‑stricken regions. For the first time, some have found recognition—if not acceptance—from those desperate enough to look past their uncanny origins. Yet even as they find purpose, they remain wary. They know too well how quickly gratitude can sour, how swiftly a community can turn once fear outweighs need. The wechselkind walk the world as echoes of stolen lives, shaped by faerie whim and sustained by their own quiet resilience. They seek belonging in a world that rarely welcomes them, carrying with them the lingering hope that somewhere, someone might see them not as a replacement, but as something real.

accursed.jpg

Accursed              *see Dress Code

The accursed stand as the most enigmatic and scarce among all heritages that walk Etharis—for each accursed exists as a bloodline unto themselves, taking on an array of Bestial vissages. Whether forged through aberrant magical convergence, delivered into the world through yawning planar rifts or shimmering extradimensional doorways, or embodying the final vestiges of a lineage presumed erased from history’s pages, an accursed being possesses traits that defy categorization, manifestations of a singular existence unbound by conventional heritage. This haunted designation stems not necessarily from their origins in malevolent enchantment, witch’s compact, corrupted arcane formula, or other traditional interpretations of “curse” within the realms of sorcery. Rather, “accursed” reflects the grim reality of how the wider populace of Etharis perceives such individuals—as walking omens, living aberrations whose very existence violates the natural order. Only those rare souls who venture beyond fearful whispers to comprehend the accursed’s true nature might glimpse the person beneath the unsettling exterior. This heritage exists to liberate imagination, encouraging the creation of characters whose essence transcends established bloodlines while remaining tethered to Etharis’s bleak tapestry. Unlike other heritages, the accursed rarely represent a collective people or shared culture, instead standing as solitary anomalies in a world unprepared for their existence. One such being might manifest as a halfling-sized corvid possessed of human speech, hatched from a petrified basilisk egg during the witching hour of a blood moon. Throughout the breadth of Etharis, no other creature shares their peculiar composition, their chosen heritage traits reflecting this singular nature. Another might embody the form and capabilities of a lizardfolk—a heritage absent from Etharis’s recognized bloodlines. Whether this accursed represents a solitary wanderer from some forgotten scaled enclave lurking within the fetid depths of the Black Mire, or the offspring of elven parents subjected to a malevolent sorcerer’s spite, their selection of heritage traits carves out a unique narrative within a world that instinctively recoils from their presence.

GH_Downcast.jpg

The Downcast

With the end of the God-War, the Arch Seraphs of each deity descended upon the world, each taking upon their own shoulders the burden of imposing order on a world cast into disarray. The lesser angels, or Downcast as they would later be called, however were not so lucky. Many found themselves wholly bereft of their powers, cast down to Etharis to live out their now mortal lives amidst the lesser races. Far fewer in number than when they first arrived, with a great number of them succumbing to despair and sickness after their fall from grace. Of those who remain, some still serve the Arch Seraphs in their twisted crusades, hoping to reclaim what they have lost. Others have turned their backs on their former comrades to seek their own goals, fully embracing mortal life. Lastly are those who feel embittered by their fall and have been gleefully accepted by the Arch Demons as agents to spread fear and destruction. Physically, the downcast still possess the beauty of their angelic forms though wingless as it may be now, and they no longer shine as brightly as before. The mark of the divine still remains as a visible glow within their eyes, and faint markings on their skin mimic Celestial runes. There is also variation based on the deity that each served in the past. Those who follow Maligant are physically stronger, Galt’s host are hardy and resilient, Ulmyr’s are possessed of a keen intellect, and Aurelia’s kin have softer features and soothing voices. Over time, the downcast have learned to tap into the small shreds of divine power that lie sleeping within their blood. That power still remembers the downcast’s former purpose and can be harnessed in times of great need to aid those who once called upon the gods for their power. This ability is as dangerous as it is powerful, for there are many who would seek to take it by force. Fallen clergy who seek to drain the downcast in order to restore their own failing powers, vampires seeking to drink from a fountain of the tainted divine, even those who treat with powerful entities alien to this world, are all potential predators to a fallen angel. Indeed, there are some who have already discovered this secret and are willing to go to any lengths in order to obtain it.

dhamir.jpg

Dhampir

A dhampir bears the weight of a terrible inheritance—a mortal half-damned by vampiric taint, existing in the agonizing threshold between life and undeath. These cursed beings carry the sinister aspects of their undead progenitors, yet their lingering mortality spares them from a vampire’s most crippling weaknesses. Like the predators whose blood flows within their veins, dhampir hunger for the crimson essence of the living, though they are not wholly enslaved by this craving if their resolve proves sufficient to withstand the constant whispers of thirst. Invariably born from other heritages, dhampir manifest with extreme rarity and display vast diversity in appearance and disposition. The sole trait binding all dhampir is the grim legacy of their unnatural conception. True vampires embody death itself, mimicking vitality by twisting corpses into undead servants or spreading their affliction to spawn more of their kind. Yet vampires cannot naturally reproduce or create anything genuinely alive. Thus, dhampir typically emerge from some manner of necromantic aberration—a child at death’s threshold revived through forbidden arts, an alchemist blending herbs with vampire ichor, or a desperate attempt to reverse vampirism gone terribly awry. Regardless of their origins, most dhampir endure an existence rooted in profound trauma and pervasive isolation. Common folk who fear these half-bloods view them as blood-thirsting abominations, despite the fact that most sustain themselves primarily through ordinary nourishment. Simultaneously, pure-blooded vampires despise them as diluted, imperfect shadows of true vampiric power. A dhampir’s life thus becomes an endless search for belonging, whether struggling to assimilate into mortal society or attempting to earn approval from their blood-drinking ancestors. A dhampir who chooses to dwell among mortals often suffers relentless guilt. Their craving for blood may grow overwhelmingly intense as they desperately cling to their humanity and capacity for compassion. Dhampir are branded as monsters by the superstitious masses. Yet even those rare mortals who embrace a dhampir as family can never truly comprehend their internal battle against the predator that lurks beneath their skin, waiting for a moment of weakness to emerge. Other dhampir surrender to their darker nature, embracing their bloodlust without reservation. Some even contend for position within Ostoya’s vampire nobility. Despite lacking conventional parentage, a dhampir may form a perverse familial bond with the vampire they consider their sire. Vampires who exploit this relationship gain a valuable servant capable of walking in daylight and integrating more seamlessly with mortal communities. A dhampir in such circumstances might serve as spy, steward, or herald to their master. Yet they remain acutely aware that they shall never attain positions of genuine authority within vampire hierarchy forever caught between two worlds, belonging fully to neither.

GH_Disembodied.jpg

The Disembodied

To cast one’s mind out amongst the outer planes is the dream of many an arcane spellcaster. In recent memory, none have come closer to that dubious honor than the lost city of Ulmyr’s Gate. Founded by a group of ambitious wizards who chafed under the limitations imposed upon them by government bureaucracy, Ulmyr’s Gate boasted free study for all mages who sought sanctuary within its walls. The Great College quickly became a lodestone for mages of every stripe from across the empire, and for a brief moment there existed a golden age of magic. That dream came crashing down one night when the founding mages of Ulmyr’s Gate attempted a massive conjuration ritual intended to part the veil and create a permanent portal to the Ethereal Plane. It didn’t work. Instead their magic caused a massive rift in the very fabric of reality, and in an instant the entire city tipped into the void between worlds. The entire city was presumed dead, the Arcanist Inquisition railed against the hubris of those tampering in things man was not meant to know, and life in the Empire moved on. Years later, stories surfaced of strange people being sighted in the region where Ulmyr’s Gate once stood. These people seemed oddly blurred or indistinct, and some reports said they vanished right in front of witnesses’ eyes. Gradually it became clear that these poor souls were the survivors of the Ethereal Rift, now trapped between worlds and trying to retain their tenuous grasp on the Material Plane. Note to the Player: The disembodied are a collection of races that were in Ulmur’s Gate when the accident occurred. Because of this, you can choose what race you appear as.

Vulven.png

Wulven                  *see Dress Code

Wulven are the natural-born children or descendants of an individual cursed with lycanthropy, not inheriting the curse in full but touched by its feral nature. Those afflicted in this way are commonly associated with werewolves in the minds of commoners, inspiring the name given to them. But wulven are equally likely to be descended from werebears, wererats, wereravens, or even rarer lycanthropes (Inquire with Staff for non-listed). The weaker trace of lycanthropy handed down to a wulven means they do not take animal or hybrid form. They are as calm and personable as any folk, suffering no loss of control or mindless bloodlust under the full moon. However, the feral nature of the beast they carry within them drives most wulven to lives of solitude and the quiet of the wilderness. Wulven embody the mysticism of the primal world, rather than its savagery. Where they wander through forest and scrubland, their wild look and solitary nature sees them often mistaken for fey spirits, druids, or actual lycanthropes. Many make lives for themselves as members of druidic enclaves or as protectors of small, isolated communities. Some become emissaries or champions of the fey courts, though the touch of cursed magic in the wulven makes some fey distrust them. But in the end, most wulven live as outlanders, cautious around folk they don’t know for fear of their solitary nature and subtly bestial features being misunderstood.

Familiars

Familiar classed creatures are various naturally occurring animals and mini-monsters born of wild arcana, classed as tiny and small in size with the occasional medium or large sized creature (Horses, deer, hogs, etc). They dwell near ley lines, enchanted groves, and forgotten ruins, and other are  found commonly in towns and villages, some often appear during storms, rituals, or planar shifts. Others, live along side us everyday. Though varied in form and temperament, they are known to bond with individuals whose presence stirs them — whether through instinct, emotion, or something older than magic.

Familiars types listed her, lack the ability to speak, but that does mean they or dumb they will possess varying degrees of intelligence just like in real life.

In due time there will be ways to gain the ability of speech.

If you have a suggestion for another familiar not listed please submit a ticket via discord.

7dc3ddba9879ed7171347f1ccb678cf5.jpg

Avian

Across the realms, winged creatures move between branches and sky, ever watchful. Those attuned to the avian trait may answer a call, choosing to accompany another as a familiar when fate or instinct aligns. - Raven - Crow - Owl - Strix — fiendish owl, also called a witch owl, - Sparrow - Finch - Wren - Dove - Pigeon - Magpie - Jay - Hawk - Falcon - Parrot - Macaw - Cockatoo - Eagle - Vulture - Dwarf Griffin

rodent2.jpg

Rodent

Small creatures thrive in the quiet corners of the world—fields, markets, forests, and mountain. Quick and clever, they slip through places others overlook, some choose to linger near those whose presence feels safe, becoming familiars in their own subtle way. - Field Mouse - House Mouse - Black Rat - Brown Rat - Squirrel - Chipmunk - Hamster - Gerbil - Rabbit

wyrd.jpg

Wyrd (old word meaning fate, uncanny, magical)

Some do not walk the world as ordinary beasts. They slip between shadows, flicker with elemental sparks, or carry echoes of stranger realms. These beings are small in form but steeped in magic, choosing their bonds quietly. - Renine — a ghostly echo of a small creature that once had an owner - Drepardous — Ghostly Dragon, tiny - Silhouette — Undead shadow of a creature that appears as a echo after death. - Pygmy Owlbear - Ember Mouse — a tiny mouse wreathed in gentle firelight - Mire Burrower — a squat, mole‑like creature coated in soft earth - Rippletail — a sleek, otter‑like creature with flowing water along its fur - Pseudodragon — tiny, not a true dragon - Flitterbell — tiny fey, think zelda navi - Tressym — winged cat, tiny magical beast - Blink Dog Pup — tiny magical canine - Cerbus — 2 headed dog with snake tail - Homunculus — tiny construct - Flying Book - Nightmare - Grimalkyne - Hellhound (Mastiff in Size)

cat.jpg

Feline

In quiet forests, misted valleys, and moonlit courtyards, feline creatures move with a grace that feels almost otherworldly. Some choose to walk beside another, offering their presence as a familiar when the bond feels right. - House Cat - Leopard Cat - Clouded Leopard - Snow Leopard (in snow biome unless a familar with handler) - Puma - Lynx (Eurasian) - Caracal - Dwarf Sabercat

swine.jpg

Cloven

In forest thickets, riverbanks, and farmlands, cloven creature move with a grounded presence—sturdy, alert, and surprisingly perceptive. Though often underestimated, these creatures can form steady bonds, if they choose to accompany another - Domestic Pig - Wild Boar - Warthog - Deer - Goat - Sheep - Cow

canind.jpg

Canine

Across mountain paths, forest edges, and quiet village roads, canine creatures move with steady purpose. Some choose to accompany another as a familiar, guided by instinct, loyalty, or simple shared journey. - Village Dog - Wolf - Red Wolf - Tibetan Mastiff - Fox - Arctic Fox (Snow Biome only unless familiar with handler) - Fennec Fox

horse.jpg

Equine

Wandering far and wide from forest thickets, to open field, and farmer's barns, most equine find them self carrying the weight of the world. Hauling carts full of goods, carrying warriors from place to place once broken and tamed. - Horse - Mule - Asses

 Disclaimer:  The information compiled here is from the source content by Ghostfire Gaming, Grim Hollow: Campaign and Players Guide, a DnD Campaign, various other official and 3rd party 5e Sources, adapted for roleplay within Second Life. This adaption is for entertainment purposes only.  

All characters, settings, and other elements of the original work(s) belong to their respective creators and copyright holders.   

Dice System is a Adaptation for GP HUD of Tactics: Sword and Sorcery by [exobyte], owner, Alkaia Exonar (Takaki Rejkus, and their other contributors) many descriptions are directly from the instruction manual.

bottom of page