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Races of Ptolus

There are over 75,000 residents in the city, and include memebers from almost every race found on Praemal (one notable exception is drow - they are barred from the city on pain of death if they are discovered). There are a few different subraces for several of them, and all game mechanics info will be given below.


Dwarven history says there once were five overclans: the Grailwarden, the Stonemight (now called the Stonelost), the Windhammer, the Hill Tribes and the Earthsingers. Few know of this last  tribe, for no one has heard from them in millennia. Their greatest queen was kidnapped by the Dread One, Eslathagos Malkith, and never returned, which ended her noble line. The Earthsingers never recovered and eventually died out.

All dwarves (except Hill Tribes) start with Firearms profciency. Hill Tribes start with proficiency with all Martial Weapons.

Dwarves almost never belong to any chaotic alignment (other than the Hill Tribes, who are rarely lawful), although there are exceptions.

Grailwarden Dwarves
In ages long past, the Grailwarden dwarves settled the Prustan Peninsula in the Hotash Mountains. When the Prust spread northward, their dwarven allies came with them and helped establish the Empire of Tarsis.

The Grailwarden dwarves take their name from the White Grail, a fabulously powerful artifact they uncovered as they carved their main fortress-city
into the side of a mountain. They renamed the fortress Grail Keep and proclaimed that watching over the Grail was their destiny. They have done so ever since.

Grailwarden dwarf artisans are known for their skill with gears, lenses, gunpowder, and other devices. Unlike other dwarves, they also are known for their use of magic—but it is a studious, methodical approach to magic. They treat spells as they would any science. Dwarves in general are fabulous artisans, and throughout the Empire people prize dwarf-crafted items more than any other.

Grailwarden dwarves are usually fairly serious,dedicated, and hardworking, but not as gruff or unsociable as other dwarves. They get along with humans, but the various types of elves are only tolerable to them. They dislike orcs, but not as much as other dwarves do. They have no general opinions about most other races.

Ability Score Increase. Your Intelligence score increases by 1.
Dwarven Magic. You can cast the detect magic spell. Once you reach 3rd level, you can cast the heat metal spell. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Superior Darkvision. Your darkvision has a radius of 60 feet.

Stonelost Dwarves
The Stonelost are the displaced builders of Dwarvenhearth, their ancient realm below the city of Ptolus. Driven out of their ancestral home by Ghul hundreds of years ago, they refuse to go back, and now they live in and around the city of Ptolus. No non-dwarf knows, or at least understands, why they will not go back to reclaim their ancient city. To the Stonelost, however, it represents a life they feel they no longer deserve. By deserting their home, they lost the rights to it. Yet they refuse to permit anyone else to go into Dwarvenhearth, either. That would be a defilement of a perfect memory.

The Stonelost have great skill with stone and metal. In the city, they frequently work as artisans, architects, engineers, or merchants dealing in stone or metal. Most dwarves in Ptolus are Stonelost by a fair margin, although some do not actually call Ptolus home. These actually live in the largest gathering of Stonelost dwarves, Kaled Del, a subterranean community beneath Ptolus near one of the entrances to Dwarvenhearth.

Stonelost dwarves are the same as mountain dwarves in the Player’s Handbook.

 Windhammer Dwarves

The great Windhammer are a great clan that holds a large area in the Cherubar Mountains, where they have an easy alliance with the winged elves for whom the area is named. They are not that different from other dwarfs, except for a few small things, such as their red or orange hair and their extra bold and sarcastic attitude, and where a normal dwarf arranges his appearances in an orderly manner they like to go wild with their hair, beards, tattoos and warpaint to the point of almost looking like a berserker. The society of the Wildhammer consist of a simple balance between mining, industry, nature and spirits, for where they depend on the animals and their shamanistic traditions they also stay open minded for the new ways of the world. The Wildhammer are widely famous for their gryphons (griffins), for there is no sight more terrifying than a Wildhammer dwarf charging you while riding a gryphon!

Ability Score Increase. Your Dexterity score increases by 1.
Gryphon Riders. You gain proficiency with the Animal handling skill.
Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Sturdy Climber. When climbing buildings or mountain walls, you are able to climb vertically with no trouble, and keep your original speed.
High Spirits. You have advantage on saving throws against being charmed or frightened.


In ancient days, halflings and gnomes were considered types of elf. Even though modern people look at those races as distinct, there are still many elven
types: Shoal elves, the winged Cherubim, evil dark elves, and the twisted Harrow elves. And of course the Elder Elves, now gone, comprised two more
racial types, called the Solarr and the Lunas.

Elves today revere the moon (although not as much as did the ancient Lunas elves, after whom one moon is named). They love good food and wine, and they like both elaborately prepared and served. They prefer silver to gold. Elves in general know a great deal about the stars, the moons, and the world—for example, they know the planet is round and has a circumference of slightly less than twenty thousand miles. The elves work with many special minerals, materials, and herbs. In particular, they are known for two metals—ithildin (a decorative silver that glows at night but is dull and almost invisible during the day) and ithilnaur (a thin, strong material with the same properties as ithildin).

Unlike what is stated in the Core Rules, elves do indeed sleep, just as humans do. In fact, they place a greater value on sleep and dreams than any other race.

Elves (except Harrow elves) are only rarely of a Lawful alignment.

Shoal Elves

Dark-haired with deep, smoldering eyes, the Shoal elves have always been just as at home on the sea as on the land. They are, by far, the most common type of elf—in fact, most people simply call them “elves” rather than “Shoal elves.” They typically wear their hair long and favor clothing in shades of blue and green.

If they can’t be on or near the sea, the Shoal prefer the forest, the so-called “sea of leaves.” They find open terrain oppressive. Elven cities are fabulous places of slowly twirling towers and curving walls, but sadly, they are few in number now. The most wondrous of these cities was Dreta Phantas, the Dreaming City, magically stolen by the dark elves in ages past. Most Shoal now live in small communities or cosmopolitan cities.

Shoal elves often seem aloof and arrogant, but as the centuries pass, they have grown more accustomed to other races. In particular, they respect some of the rarer races, such as the litorian tribes. Humans, as a group, are generally acceptable, but dwarves are a burden. Elves hate orcs.

Other than needing to sleep, shoal elves are the same as high elves from the PHB.

Cherubim Elves

As ancient as the Shoal elves (and, for that matter, the Elder Elves), Cherubim elves are unknown in many places of the world simply because they have never found comfort living among others not of their kind. Cherubim are winged elves with lightweight frames to help them soar high in the sky. They come to Ptolus only rarely—and when they do, they spend their time almost exclusively among other elves. In their western homeland, Cherubar, the winged elves guard an ancient forest with many myths regarding the first people emerging from it. They are in an uneasy alliance with the Windhammer dwarf clans, who live in, and mine, the Cherubar Mountains.

Ability Score Increase. Your Charisma score is increased by 1.
Angelic Voice. You have proficiency in the Persuasion skill, as well as the Performance skill when singing.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow and longbow.
Flight. You have a fly speed of 30 feet, but you cannot be wearing medium or heavy armor. You also need at least ten feet across in order to fly.

Harrow Elves

When Ghul, the Half God, captured many Shoal and Elder elves from the Moonsilver Forest, he herded them into the dungeons beneath Goth Gulgamel, his dark fortress halfway up the Spire. There, he and his demonic servants  including the zaug and the Elder Brood, twisted them in body and spirit. While many of the elves received new magical powers, they were dark powers that corrupted their souls utterly.

When he finished his awful work, Ghul released the elves—dubbed Harrow elves—back into the world to show his contempt for all that was good and pure, and to demonstrate his ability to unmake anything made. The Harrow elves, for the most part, left the area, not taking part in the great Ghulwar that followed between the Skull-King and most of the rest of that part of the world. Instead, the majority of the Harrow elves fled east and south.

Shorter-lived than normal elves, many Harrow elf generations have passed in the thousand years since their creation.  Since then, their dramatic powers and physical deformities have softened with each new birth, but still the taint of evil remains. Harrow elves are mistrusted and disliked. Occasionally, one is born who displays the power and evil of the original Harrow elves, but such a child is rare (albeit feared). Those characters have spell-like abilities far beyond the norm.

Ability Score Increase: Harrow elves are frailer than other elves, but more agile. They have a -1 to their Constitution, and a +1 to the Dexterity.
Darkvision: They have darkvision to 60 feet.
Harrowed Magic: They know the prestidigidation cantrip, useable at will. At 3rd level, they learn the disguise self spell, and at 5th level, learn the misty step spell. They may use each once until after a long rest.
Elf Weapons: They are proficient with longsword, short sword, short bow and rapier.
Proficiency: They add your proficiency bonus to Intimidation.



In most ancient lore, gnomes are considered to have been a race of elvenkind. Rarest of the major races, gnomes love magic and music above all else (an alternate name for them is the “loresong faen”). They dwell throughout the lands of Cherubar, Rhoth, Palastan, and the Sea Kingdoms. Most gnomes are forest gnomes, though there are a few rare tribes of rick gnomes who live mostly with the Grailwarden Dwarves. Both races are as presented in the PHB.



As with gnomes, most creation myths and stories name halflings as an original race of elvenkind. They frequently live among humans, although many halflings wander the plains to the south and southwest as nomads. They do not call themselves halflings, of course, but they no longer find the name derogatory, either. Their own name for themselves is saelas faen: “quicklings.” They are equally divided between the lightfoots and stouts fromthe PHB.


Half-elves and Half-orcs

Although understandably rare, these races are more common in Ptolus than many places in the world. Half-elves are always half Shoal elf, since a Cherubim elf would never pair with a human and Harrow elves always breed true. Half-orcs usually come from the Ornu-Nom tribes of Palastan and Rhoth, although evil half-orcs might be half Toruk-Rul or Sorn-Ulth.



The rarest of all the playable races, they are drawn to Ptolus by the presence of House Dallimothan. Though most feel like the noble family are the natural leaders of their people (and many stories claim they are the result of ancient Dallimothans' magical experiments, something the nobles firmly deny), very few actually belong to the house, and none are actual family members. Most serve as mercenaries in the various fighting groups in the city. They follow the rules as presented in the PHB.


Litorians (Great Cat)

Litorians are bestial, honorbound hunters. Usually found roaming open grasslands far from civilization, litorians only rarely separate from their tribes. Unlike members of the common races, only the unique individual litorian interacts with other species.

Personality: Litorians are thoughtful and quiet until provoked past their limit. Once angered, they become savage and brutal, almost incapable of showing mercy. Litorians love the outdoors, good food, and long, well-considered stories (not boastful or exaggerated ones). They have a deep sense of personal honor—personal in that it’s not about “saving face” but about being true to oneself. A litorian will not compromise her morals for fear of losing her own self-value, even if this makes her appear strange or foolish to others, and even if it means making a choice others might not consider the best one. All litorians develop their own sets of morals and ethics, although some principles remain true across most members of the race. Because they highly value both honor and life, for example, their need to repay those who save their lives—a lifedebt—is very strong.

Physical Description: Litorians are taller and more muscular than humans. Their bodies are covered in light brown hair, and their faces are clearly feline in appearance with a pronounced snout, a flat, catlike nose, and sharp teeth. They have dark eyes with narrow pupils. Manes of brown hair surround the heads of males. Most people notice a thick, almost musky scent around litorians, but few think it unpleasant. Litorians mature much faster than humans, but have a similar lifespan.

Relations: Litorians have little history with most other races except aram, whom they respect (but do not entirely understand). In Ptolus, they get along best with halflings, who surprisingly share many of their sensibilities regarding loyalty (this may come from their similar nomadic lifestyles). They get along with the Ornu-Nom tribes of orcs in Palastan and Rhoth fairly well, but not with the Toruk-Rul or Sorn-Ulth.

Alignment: Litorians lean toward chaos rather than law simply because of their tribal upbringing. They believe in only a very loose organizational structure. Litorians organize their tribes by strength and respect, not by law. Litorians find the concept of delineated parameters of right and wrong difficult to understand; they are much more likely to judge situations on a case-by-case basis. Bound by their sense of honor and respect for others, far more litorians are good or neutral than evil. They are very rarely selfish or cruel and hold concepts of personal freedom quite dear.

Litorian Lands: Litorians are nomads, but to call their wandering “random” shows a profound misunderstanding of their culture. They subtly control the open grasslands upon which they wander: Their power and cunning makes them clear masters of the region they inhabit. No one passes through the plains where they live without their knowledge—and, therefore, their leave.

Religion: Litorians have no concept of worship and see little need for ritual. They simply do not understand or crave the need to trust in a higher power. When confronted with proof of a powerful being’s might, a litorian grants respect, but not reverence.

Language: The complex litorian language proves difficult for humans and many others to speak. It is a tongue full of deceptive subtlety, and few nonlitorians attempt to master it. Litorian has an alphabet of its own, but by the standards of other races, its written form is fairly crude and basic.

Names: The tribe gives all litorians names that carry a special meaning in their own tongue. These names are then transliterated into Common for use by others who have difficulty with Litorian speech. Here are some sample names:
Litorian Male Names: Charnaset, Chron, Malethar, and Rastor.
Litorian Female Names: Marel, Rann, Sorret, and Yintra.

Adventurers: Litorians away from their tribe are usually hunters, mercenaries, or members of another profession that allows them to use both their outdoor instincts and their natural strength and agility. Frequently shunned by members of other races (because they find the “lion-people” intimidating), litorians often find acceptance and friendship among adventurers—many of whom are loners or wanderers themselves.

Abilty Score Increase: +2 Dex, +1 Str
Swift Hunter: Base move 35 ft.
Keen Senses: A litorian has proficiency in Perception checks.
Scent: A litorian has advantage in Perception tests involving the sense of smell.
Noble Hunter: A litorian has proficiency in any two of the following: Athletics, Animal Handling, Nature, Stealth, Survival, Litorian Warclub, Litorian Bolas.


Aram (Centaurs)

Note that centaurs at a severe disadvantage in exploring the Dungeon due to their size. Keep this in mind when creating your character.

Although quite rare elsewhere in the Empire, centaurs—or, as they call themselves, aram—live in great numbers in Palastan, and thus in Ptolus. They have earned the respect of the humanoid folks of the region thanks to their forthright and open manner and because of their help against Ghul and other enemies of the past.

Personality: Aram are boisterous, arrogant, and boorish, yet many find them likable nonetheless. Centaurs sometimes refer to humanoids derisively as “sitters.” The biggest difference they seebetween themselves and most other people is that others are content—or even happy—to sit for long periods of time in the same place. Aram cannotstand to remain in one place for long unless they are eating or sleeping. In their herds, it is the sick,the old, and the infirm who perform tasksthat require stationary work, like sewing garments or making tools. In the city, they simply rely on others to do such things.

Physical Description: These half-horse, halfhuman appearing people stand almost seven feet tall. While those who live on the plains prefer to wear minimal clothing and travel with as little gear as needed, city dwellers have adopted the clothing and equipment of their humanoid neighbors.

Relations: Aram probably don’t look as positively upon humanoid races as those races look upon them. Still, the centaurs have seen that humans, dwarves, elves, and the rest clearly dominate the lands, and so they have made their peace with them and many willingly live among them. There has never been open conflict between the aram and any of the major humanoid races, although there once were great wars between centaurs and orcs and, less frequently,battles between centaurs and lizardfolk. These are all events of the distant past.

Alignment: Centaurs are usually neutral good.

Centaur Lands: Aram once roamed the plains to the south and west of Ptolus in huge, nomadic herds. Today, however, the herds have dwindled. Aram in Ptolus find work in physical roles, hauling loads in warehouses or for other businesses. Some work as imposing bodyguards or hired muscle. Still others serve as messengers or even pull small carts for hire, hauling goods or people. They almost never have jobs as merchants, clerks, artisans, or other employment that would require them to remain stationary for long periods.

Religion: Again we see a difference between city dwellers and herd aram. While Ptolusites tend to honor a variety of deities, most tribal centaurs revere an aspect of Melann, a nature goddess. Some aram also pay homage to Rajek the Wanderer, a god of luck, protection, and travel, or Torskal, aram god of just vengeance.

Language: Although they have a fairly complex spoken language, the aram long ago developed a written language that focuses on brevity. Few centaurs have the patience to either read or write a book, so they have their own set of simple symbols for conveying general ideas. Other than that, however, aram rarely know how to read the languages they speak (generally Elvish, Sylvan, and Common). Most centaurs living in Ptolus learn to read enough Common to get by—enough to understand signs, for example, and things of a very general nature.

Names: Aram go by a single name only, with no tradition of surname use. Tribal centaurs may refer to themselves by their name and tribe name: “Carak of the Redhooves,” for instance.

Aram Male Names: Carak, Norris, Reddik
Aram Female Names: Esthana, Narenth, Susail

Adventurers: The aram respect those who bravely face danger to accomplish great deeds. In fact, their culture values heroes greatly. Centaur adventurers seek adventure for its own sake. They want to undertake mighty quests and perform acts of great heroism; treasure and other rewards
are secondary.

Ability Score Increase: Your Strength score increases by 2, and either your Dexterity or Constitution score increases by 1 (your choice).
Age: Centaurs experience rapid maturity, reaching physical maturity at age 3, but they have expansive life spans. Ranging from 300-500 years old.
Alignment: Prone to maintaining ancient patterns and traditions while simultaneously defying the formal societal order, centaurs tend toward neutrality in all regards.
Size: Most centaurs stand between 6 and 7 feet tall, and their horse bodies are about 8 feet long. Your size is Large.
Speed: Your base walking speed is 40 feet.
Tauroid Build: Even though your size is Large, your upper, humanoid torso is still of similar scale to that of other humanoid races. You use equipment and wield weapons as if you were a Medium-sized creature. You have twice the carrying capacity of a Medium creature, and you require four times as much food and water as a Medium creature would. But most accommodations and buildings are not built for your ease of use and access. Travel into the Dungeons often proves disasterous for the aram.
Hooves: You are never unarmed. Your hooves are a natural weapon, which you can use to make unarmed strikes. When you make an unarmed strike with your hooves, the damage die for your unarmed strike is a d8. You are considered proficient in these strikes.
Nomadic Heritage: By the time a centaur reaches adulthood, they have become experts at navigating the lands that they are most familiar with. Choose one of the following environments: deserts, forests, grasslands, hills, mountains, or swamps. While you are traveling through the chosen environment, you add twice your proficiency bonus to Intelligence(Nature) and Wisdom (Perception and Survival) checks related to your immediate surroundings, instead of any proficiency bonus that you would normally apply. Additionally, you ignore difficult terrain while in your chosen environment.
Trample: When you use your action to take the Dash action on your turn, you may make one attack with your hooves as a bonus action.
Ungainly: You cannot make use of mounts and have trouble with things your humanoid counterparts may not such as climbing stairs, ladders, and rope.
Languages: You can speak, read, and write Common, Elvish, and Sylvan.


Tieflings and Aasimars

Given the presence of so many fiends and celestials in the city, it is little wonder that the largest concentration of these two plane-touched races is to be found in Ptolus (which isn't to say they are common - only dragonborn are rarer). Most, however, want nothing to do with the battles of their ancestors, prefering instead to simply try to live as normal a life as anyone else.

Aasimar find they are most welcome among the followers of Lothian, Gaen and Mocharum, though almost all gods of good faith receive them as blessings from the gods. Most mortals seem to speak a little softer, stand up straighter, and in general treat them with a greater degree of respect than other citizens. Some aasimar take advantage if this slight reverence, and have become rather adept at being con artists.

Tieflings tend to be treated as second-class citizens, at best (the notable exceptions in Ptolus are the Vladaam family members), and people react to them with inherent distrust. The Killravens welcome them with open arms, however, thanks to their inherent magical abilities, and many "teefs" are thus drawn to the darker parts of society.

Both follow the normal rules for the races in the PHB and DMG.


(I am not including lizardfolk at this time - there are some major issues with converting them appropriately to fit the setting's lore.)