Main Races (variations) 

NOTE: You can use any available race in the player's handbook. although the variations described in this section must be applied.



They are the largest race in the known world. Main rulers, nobles and soldiers of the realms.

The legend says that humans were once the mighty race of the Firstborn, which were cursed by the Sultarians during the First Age, becoming mortals and losing their direct link with the gods.

Across the Ages, men have populated most of Amoss and Kerak territories, building towns, realms and empires. Similiarly, they have suffered the tyranny of powerful dynasties as Sultarians and Dragons, surviving their reign.

In other lands of the world, men have settled as nomad clans, living among the wild nature, having occasional contact with the civilization.

Nowadays they rule most of the kingdoms, leading churches, trading and sailing across the seas, exploring the arcane sciences and, overall, perfecting the art of war

Racial Traits

Humans in Olannia has the same racial traits, with the following modifications:

  • Ability Score Increase:A One different ability score of you choice increase by l.

  • Skills. You gain proficiency in one skill of your choice.

  • Feat.You gain one Regional Feat, depending of the chosen ethnicity.
  • Desert Folks

    Short stature, slim contexture, brown skin, arabic features, dark hair and eyes.

    Kingdoms: Ish-Kan, Free Kingdoms.

    Regional Feat: Durable

  • + 1 Constitution, to a maximum of 20.

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • Northern Folks

    High stature y stout contexture. Clear skin, red and golden hair.

    Kingdoms: Veross, Evereth, Free Kingdoms

    Regional Feat: Brawny

  • +1 Strength, to a maximum of 20.

  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

  • You count as if you were one size larger for the purpose of determining your carrying capacity
  • Plague Folks

    Average stature, slim contexture y semi-slanted eyes. Crimson eyes, bronze skin and dark hair.

    Kingdoms: Zav-Azur, Farla.

    Regional Feat: Diplomat

  • Increase your Charisma score by 1, to a maximum of 20.

  • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
  • Coast Folks

    Clear to brown skin, dark hair (brown -black), strong features, average stature. Brown to black eyes and regular contexture.

    Kingdoms:Delvos, Talos, Ramdir.

    Regional Feat: Prodigy

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice
  • Rion Island Folks Folks

    Asian features, slim contexture, short stature. Clear-bronze skin, hair and eyes.


    Regional Feat: Observant

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

  • Dwarves

    NOTE: Information here is the common belief. More detailed information available for players.

    Dwarves are along all Amoss and Kerak continents, being common members of the realms of men.

    Axerhaim used to be the legendary dwarven realm in the past, but it fell under the tyranny of dragons during the Flaming Wars, at the end of the Golden Age. After the destruction of their lasting cities, the dwarves fled to the human realms, merging their culture with their hosts across the centuries.

    While few clans remained in wilds mountains of the world, living according to ancient traditions, most dwarves live among men as traders, respected blacksmiths, soldiers, and, in some cities, occupying positions of influence.

    However, the dwarves know that their culture, treasures and legacy lie buried in the deep heart of the old mountains of Amoss. There, where even the most skilled adventurers don't dare to explore.

    Racial Traits

    Physical Features:

  • All dwarves has rasged eyes, glowing iris as precious stones (usually blue, green or golden) over a deep black sclerotic (In the case of Duergars - Dark Dwarves - they have red or violet iris).

  • They height 1.5 m approx., clear to brown skin, hairy faces and arms, pointy and short ears; red to black hair, larger arms and strong contexture.

  • Age: Dwarf can live almost 400 years.
  • Racial traits: See Player's Hand Book.
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    Half Orcs

    NOTE: Information here is the common belief. More detailed information available for players.

    Feared by common folks and respected by few smart lords which value a good and strong sword, Half-Orcs are paradoxical people. Although they are not Orcs, they still carrying fragments of the demonic blood of their relatives on their veins.

    The first Half-Orcs were seen in small towns after the attacks made by the Orc gangs once tehy arrived Amoss. As result of the rape, they didn't survive more than one day among the furious villagers, being immediately sacrificed by them. Despite this, after centuries and wars, they started to be "accepted" in some cosmopolitan cultures, specially as soldiers.

    Nowadays, the half orcs are seen as furious warriors, efficient mercenaries, village thugs, unwanted commoners and of course, part of the Blood Clan's army of Ramneshk.

    What most humans don't know, is Half-Orcs are usually seen as despicable weak bastards by the Orcs. Just a very few have been "respected" by them, serving as agents, spies and soldiers of the horde.

    This is probably the main reason why most Half-Orcs travel along the realms seeking a new life, avoiding the land of their fathers.

    Despite their intimidating aspect and bad reputation, some Half-Orcs have lived among peaceful humans, dwarves and Halflings, being raised as friendly and loyal members to their community.

    Physical Features and traits: See Player's Hand Book.



    NOTE: Information here is the common belief. More detailed information available for players.

    Blessed by the gods, Aasimars are probably the rarest of all races, considered, by the few ones that know them, as living miracles. Aasimar are humans with blood of their godly ancestors.

    According to the myth, when the Sultari cursed their brothers, the Firstborns, transforming them in to humans, some of them conserved part of their old divine power. Over the eras, the blood of the Aasimar started to dissolve, although, some families were more resilient, preserving their lineage.

    On the other hand, the recorded history of the realms alludes of some Aasimars born in commoner families, non-related with the old bloodlines, suggesting that their existence is also promoted by the will of the gods.

    Nowadays, the Aasimars are almost extinct. The common folk knows that the last ones live as monks in the temple-city of Kha. An isolated sanctuary located in the top of the Cloud Plateau, isolated from all kingdoms, but loyal to the Ish-Kan crown, serving it as respected oracles and protectors.


    Physical Features
    Dark skin, golden eyes and without hair. Strong facial features and semblance. Usually taller and more corpulent than men.

    Erayn Silanaar, the first king and founder of Ish-Khan was an Aasimar. His divine blood still runs in the veins of the kings of the "realm in the desert", being all of them admired and beloved by the ihnabitants of the region as living gods.

    Age: Aasimar can live almost 150 years.

    Racial traits: See Player's Hand Book.



    NOTE: Information here is the common belief. More detailed information available for players.

    Much more sociable than dwarves, but less chaotic than Halflings, Gnomes understand the languages of nature as well as the Arcanum, being one of the most wise and cultured folks in the realms.

    After de Portal Wars, the gnome families gathered in Ish-khan, contributing to the development of the arcane society. Centuries later, they crossed The Exile, establishing their enclave in the kingdom of Kamyr, serving the realm as respected and trustful advisors and keepers of the words.

    After the fall of Karmyr, they spread along the Sea of Miracles, expanding their communities wherever the rumours of a secret knowledge could emerge.

    Nowadays, Gnomes are common folks in the western kingdoms, specially in small towns and cities next to woods and countryside. Well received in most places excepting Veross and Zav-Azur, their both mental and social aptitudes make them suitable for basically any profession. Although, they prefer to invest their time among scrolls, potions and wild, studying the mysteries of the world.

    Physical Features and traits: See Player's Hand Book.



    NOTE: Information here is the common belief. More detailed information available for players.

    Relatively popular in the Great Archipelago, Arannia and The Free Kingdoms, Halflings used to be very common folks along Amoss. But, once the Portal Wars were over, the population of small folks, was in a critical phase, one step to extinction.

    Nowadays, Halflings survive far away from their original lands in the countryside, adapting themselves quite well to the urban life. Serving as efficient spies, charismatic entertainers, skilled crafters and servants of many aristocrats, they are quite valued for their sharp hands and mind.

    Still, they are not welcome people in some kingdoms. Their presence usually generate discomfort among Verossians and Eberethians, who distrust their chaotic manners and attitude.

    Physical Features and traits: See Player's Hand Book.


    NOTE: Information here is the common belief. More detailed information available for players.

    Tieflings has their origin during the tyrannical reign of the Sultari. During that dark ages, the fallen celestials mixed their blood with their human slaves to expand their lineage along the empire. The offspring of that rapes were the first Tieflings, known by their human relatives as "Plaguelings".

    Living among the slaves and the noble tyrants, the Tieflings were always outlander in both worlds. Treated as inferiors by their fathers and a source of shame by their mothers, rapidly the first members of this race understood that their destiny resided only in their will and audacity.

    Along the eras, the Tieflings has lived as a nomad culture. Without kingdom or nation, surviving among wars and chaos, but learning from them. Using their divine, or cursed, heritage to become extraordinary spellcasters, merchants, spies, thieves or even assassins, serving several noblemen, without any sense of loyalty. Others, have tried to live a calmed life, making extraordinary efforts to blend in the human society. Unfortunately, without too much success. Similar than Half Orcs, Tieflings are seen as a manifestation of evil or even bad luck in the best cases.

    Despite this, Tieflings are being successful in their survival efforts, preserving their lineage across the centuries and the falling of several kingdoms, building their own space in the world.


    Physical Features
    Red or highly crimson eyes. Pink-purple skin and purple or black hair. Slim contexture. Shorter than humans. Pointy and long ears.

    Age: Tieflings can live almost 150 years.

    Racial traits:See Player's Hand Book.



    NOTE: Information here is the common belief. More detailed information available for players.

    Across the millennia, the extreme lands of the world have remained unexplored by the men. And there are good reason for that. The extreme weather, geography and the wild and dangerous creatures that inhabit in those forgotten lands makes the task a suicidal expedition.

    According to the myth, this hostile corner of the world were inhabited by the elves. Pure incarnations of the Firstborns, whom came back to the world during the Portal Wars. The truth is, no one can give credit to the legend in the current days. Their existence remains uncertain.

    Some sages have written that the elves remained in their lands living in a constant communion with the forces of nature, becoming the last defenders of The Legacy, an ancient and divine power given to the Firstborn by the gods during the First Era. But, there’s no evidence in the eyes of the men that can prove this theory.

    Others claim to have seen them in ancient forests near the mountains. However, such stories are often dismissed by people.

    In this way, the existence of the elves has ended up being nothing more than a myth, commonly heard from superstitious villagers

    Although, in the last years, due to the sailing development, men have been able to navigate the chaotic Sea of Spades, getting closer to the "edges" of the world.

    It is rumoured that in the city of Ivekh, capital of Ish-Khan, slave smugglers have captured female elves, selling them to brothels as exotic servants, attracting the attention of wealthy lords as well as some curious wizards.


    Physical features:
    Rasged eyes, glowing iris (usually blue or green) over a deep black sclerotic. Brown skin and black hair. Short stature and athetic contexture.

    Green Magic
    Due their deep comunion with the spirits of nature, Elves could be the only ones capable to use Green Magic (Druidic Magic).




    Half Elves

    NOTE: Information here is the common belief. More detailed information available for players.

    Half Elves is an extreamly rare racial phenomena of the Iron Age.

    Considering that Elves are a myth for most of the people, Half-Elves probably doesn't exist even in their imagination. But, the truth is, the bloods of both races have run together more than once in history.

    Despite of the ears, a Half-Elf looks like a brown, slim person, with beautiful and exotic slanted eyes, usually intense blue or green. Therefore, it is extremely easy for them to pass as humans. In fact, it is quite probable that in some opportunity, more than some Half-Elf has cut his ears, so to live a quiet life like the handsome guy of the town. Others, simply disguise themselves to interact with the rest of the folks.

    Nowadays, in the Iron Age, the Elves are starting to be known for some people in few lands. Unfortunately, the elves are seen as slaves for the men that trade them in the black markets. Therefore, the son of a slave is simply an despicable outcast, a freak.

    Despite this unfortunate context, the Half-Elves has the blood of the elder elves, therefore the Firstborns. Who knows which kind of power rest in their veins?




    The Racial Tree



    1. The FirstBorn: According with the myth, the Inmmortal Firstborn ruled the primitive lands of Olannia, among flora and fauna.

    2. The Great Downfall: The battle between the goddess Thren and her beloved Khal provoked the great cataclysm fragmenting the land. The surviving Firstborns, were transformed into mortals, forced to become protectors of The Legacy, as punishment for their arrogance and ambition. The followers of Khal, were banished to the shadow plane of Adrazz.

    3. The Sultari emerged from the plane of Adrazz, cursing the Firstbons, snatching their power and finally transforming them into humans. A few Firstborn sacrificed themselves merging their souls with the nature, to protect The Legacy from the Sultari. 

    4. The spirits of the Firsborn remerged from the wild lands, where they were resting. They reincarnate from forest and jungles as elves, and from plains and montains as dwarves, to defend the land of the ceatures from the outer planes, which started infesting Olannia through the Sultarian portals.

    5. During the Portal Wars, Ocs, Goblinoids and uncauntable beasts and creatrures, crossed from tehir respective planes to Olannia through the Sultarian portals.

    6. The Eclipse, The Portal War magical effects provoked the collision between Olannia and Adrazz (The Underdark).