Menu Close

The Races

Major Races

There are 4 major races in the realm of Avensuna. They are the most ubiquitous people across the land, and they can be found everywhere. Their towns have been around the longest and over time they have spread their populations over the whole land. Their values have helped shape the history of Avensuna, and they hold the most political sway and power. 

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors.

Stat Bonus: 

+1 Strength, +1 Charisma

Origin Town: 

Shurrann, Zoroshi, Gruungrad, or Nevoldo

Dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice.

Stat Bonus: 

+2 Constitution

Origin Town: 

Voldhor, Farris, Gruungrad, or Mordai

Elves are more often amused than excited, and more likely to be curious than greedy. When pursuing a goal, however, elves can be focused and relentless. 

Stat Bonus: 

+2 Dexterity

Origin Town:

Elerya, Isperia, Nevoldo, or Mordai

Humans are the most adaptable and ambitious people. They have widely varying tastes, morals, and customs in the different lands where they have settled.

Stat Bonus: 

+1 Any Ability, +1 Other Ability

Origin Town: 

Crownworth, Gruungrad, Farris, or Isperia

Uncommon Races

The uncommon races have all managed to forge their own space in Avensuna. They have not been around for as long as the major races and so are not as widespread. But they have created their own cities that stand apart from the major races. In those places they can pursue the kind societies that best fit their values.

Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Many gnomes are skilled, alchemists, tinkers, and inventors. 

Stat Bonus: 

+2 Intelligence

Origin Town: 

Nevoldo, or Voldhor

Half-Elves throw themselves into the thick of society, putting their social skills and acumen to great use in diplomatic or academic roles throughout the realm. 

Stat Bonus: 

+1 Any Ability, +1 Other Ability

Origin Town: 

Isperia, or Crownworth

Half-orcs feel emotion powerfully. Rage makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily.

Stat Bonus: 

+2 Strength

Origin Town: 

Gruungrad, or Crownworth

Halflings are an affable and cheerful people.  They are concerned with basic needs and simple pleasures. They love discovering new things, even simple things. 

Stat Bonus: 

+2 Dexterity

Origin Town: 

Farris, or Elerya

Tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend.

Stat Bonus: 

+2 Charisma

Origin Town: 

Mordai, or Voldhor

Tritons see themselves as caretakers of the sea. Tritons can come across as haughty and arrogant. Despite their off-putting manners, tritons are benevolent creatures at heart

Stat Bonus: 

+1 Strength, +1 Constitution

Origin Town: 

Zoroshi, or Shurrann

Rare Races

The rare races have only come around very recently. They have a small place in the world but they have all found a very important niche that they fulfill. Over time they may grow to become a larger part in the world. But even in their short time all of them have left their own mark. 

Aasimar are placed in the world to serve as guardians of law and good, and to carry out the will of the gods. The gods expect them to strike at evil, lead by example, and further the cause of justice.

Stat Bonus: 

+2 Charisma

Origin Town: 

Crownworth

Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world.

Stat Bonus: 

+2 Wisdom

Origin Town: 

Elerya

Goliaths place a premium on self-sufficiency and individual skill. Goliaths love to win, but they see defeat as a prod to improve their skills. They are ferocious competitors

Stat Bonus: 

+2 Strength

Origin Town: 

Isperia

Due to a curse, kenku cannot create new sounds and can communicate only by using sounds they have heard. Kenku can perfectly mimic any sound they hear. 

Stat Bonus: 

+2 Dexterity

Origin Town: 

Elerya

The lizardfolk’s reptilian nature comes through in their appearance, and how they think and act. Lizardfolk experience more limited emotions than other races.

Stat Bonus: 

+2 Constitution

Origin Town: 

Zoroshi

Tabaxi treasure knowledge rather than material things. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin.

Stat Bonus: 

+2 Dexterity

Origin Town: 

Farris