Races in Khalin

Some races are quite prominent in Khalin, while others are extremely rare. This will outline all playable races in the character builder program (including ones from the monster manual).

Dragonborn – Prevalent in Abaerd, their homeland, dragonborn share space with their dragon ancestors. It is very common to see dragons wandering the countryside, and as such, Abaerd has met the undead hordes with sufficient resistance. It wasn’t until the Lich Kings began to arise two hundred years that the dragonborn even felt afraid of the undead, and it has only been recently that they have fortified their cities, following the sacks of several of their lesser townships. The Battle for Eker-Khresha resulted in the decimation of many of the dragons on Abaerd, and they have since retreated into their cavern homes. The dragonborn, however, continue to scour the countryside, intent on finding the Lich Kings and destroying them once and for all.

Dwarf – Prevalent on Nevelen. Dwarves, Elves, and Humans formed a kinship long before the Cataclysm, and have since strengthened that kinship with the construction of Paradisia, a city-state on Sekerem Island. Dwarves, like most races, lost their homelands to the undead and other vile creatures, especially after the undead infiltrated their mines to create tunnels to the Underdark.

Eladrin – Very rare on Khalin. Eladrin favor the Feywild over the chaotic lands of Khalin, though there are several eladrin descendant families living In Abaerd and Nevelen. They are considered outcasts to their Feywild cousins, however, and will never be granted unfettered passage through the Diamond Tower. This has angered them enough to keep some of them off of Nevelen’s soil, instead taking refuge in the city-states of Abaerd. These two families of eladrin are constantly bickering, not unlike the Hatfields and McCoys.

Elf – Prevalent on Nevelen. One of the three primary races on Nevelen (with humans and dwarves), elves have begun a rigorous attempt to reclaim the forests from the undead. Their success has been met with a few treetop villages that seem to be prospering well in the Sadorin Wood, though they are far away from establishing their own city-state. Most elves live as nomads among Nevelen, though all are welcome in Paradisia.

Half-elf – Prevalent on Nevelen. The pact with humans long ago has created a healthy race of half-elves who share the continent of Nevelen with their pureblood brethren.

Halfling – Somewhat rare on Nevelen, common on Septech. Strangely, one of the first races to die out following the Cataclysm were the Halflings. Their quaint villages just weren’t ready to defend against the undead that ravaged the land. The few that survived took refuge in the city-states of Goodstone and Beregin, where they now are finally beginning to repopulate the land. Halflings have become easy pickings for wolves and other predators in Khalin. Recently, Halflings have formed a partnership with the gnomes of the area, learning their tricks of the trade to help survive various creature attacks.

Human – Prevalent in Nevelen, somewhat prevalent everywhere. Humans once dominated the land of Khalin, though after the Cataclysm and the internal and external strife that followed, their numbers dwindled significantly. They still remain their clever, resourceful selves, however, having established the Frozen Citadel, Zelepf, on Quind, as well as the city-states Goodstone and Paradisia. The truth is that most of the undead wandering the lands are human, for reasons which are still unclear, though the most likely conclusion is that all of those humans who died after the Cataclysm are the undead roaming now. This fills humans with an sense of guilt which they have been trying to fix ever since. Humans that don’t live in city-states wander as nomadic shamanistic tribes, or settle into fortified villages for as long as they last.

Tiefling – Prevalent in Septech, rare everywhere else. The tiefling aristocracy in Septech was once the one of the greatest political powers in all of Khalin. The tieflings are descendants of humans who made a pact with a demon long ago, and the tieflings have spent the rest of their existence trying to separate themselves from that viewpoint. They have become shrewd businessmen, and before the Cataclysm, they owned most of the merchant ships, wagons, and trade roads in Khalin. However, following the Cataclysm, the tieflings were one of the first to fall. Septech was the source of the opening undead invasion, again, for reasons unknown (though most point fingers at the tieflings’ heritage), that amounted to all of their cities being sacked. The tieflings, with the aid of the other races, pushed back the undead long enough to fortify Beregin, their largest city, against the hordes. Tieflings now are trying to regain their trade roads and merchant ships, and to reestablish a common currency.

Deva – Extremely rare, period. The only deva seen on Khalin exist in the Temple of the Light monastery on Mount Patarch in Nevelen. They are monks there, worshipping a non-existent divine power, and searching for the Lost Light, the children prophesied to become the new gods. Deva remain immortal, but their power to resurrect after their death has disappeared. Thus, the deva are dying out, as their connection to the gods is gone. The deva in the Temple of the Light refuse to leave their sanctuary, afraid of being cut down and extinguishing the light of the deva race.

Gnome – Rare in general. Gnomes, like eladrin, prefer to live in the safety of the Feywild. However, more gnomes were established in Khalin when the Cataclysm occurred, and thus more live in Khalin now than eladrin. The gnomes were successful in aiding the Halflings in hiding and preparing for the hordes by teaching them their tricks. Gnomes now live on their own, avoiding detection by creating cities in hidden tunnels under the earth.

Goliath – Common in Abaerd, uncommon in Nevelen and Septech. A lot of tribal groups have at least one goliath in them, as a protector. Goliaths live in the mountains of Abaerd, side-by-side with the dragons that dwell there, and thus have created a friendship with the dragonborn. Their relationship is playful and symbiotic, a mixture of mutual defense and competition. While there are goliaths outside of Abaerd, they are mainly mercenaries or, as stated before, live with nomadic tribes.

Half-orc – Very rare in general. The treaties signed with the monster races after the Cataclysm effectively put an end to orc and human breeding (specifically, rape). Half-orcs are not a common sight in Khalin these days, though not entirely impossible, considering the truce between men and orcs is only bound by the onslaught of undead.

Shifters – Uncommon in general. Many of the descendants of lycanthropes were killed during the initial undead sieges following the Cataclysm, since shifters had no real home to call their own. A significant group of shifters do live in Tirusia.

Monster and Etc Races

Bladeling – Nonexistent. There has never been a sighting of a bladeling in Khalin. In fact, no one would know what it was if you asked them.

Bugbear, Goblin, Hobgoblin – Common everywhere. These are all goblinoids, typical monsters that breed quickly and spread across Khalin. They have an uneasy truce with humanoids, only because of the undead that roam. There are goblin strongholds that have effectively repelled the undead by virtue of being well hidden and underground.

Bullywug – Common. Bullywugs survive just fine, as they tend to exist in areas where the undead aren’t so apt to go.

Changeling – Common? If there are changelings, they do not show themselves to be changelings.

Drow – Common, Underdark. Drow are one of the primary forces in the Underdark, and while they also have their own truce (of sorts) with the Lich Kings, the drow despise other creatures taking over their home.

Duergar – Common, Underdark. Unlike the drow, the duergar have readily accepted the coming of the Lich Kings, and are now employed by them to create their weapons and armor.

Genasi – Rare, Septech. A few genasi tribes exist in Abaerd, though they mostly keep to themselves.

Githyanki – Nonexistent. Githyanki exist in the Elemental Chaos and have no reason to be in Khalin.

Githzerai – Extremely rare. Some Khalinites have had the rare fortune of meeting githzerai travelers in the past. The dragonborn of Abaerd have also created a good relationship with the race ages ago, and since then, githzerai merchants have occasionally arrived (maybe once a year) in Khalin to trade goods and services. Since the Cataclysm, this has stopped, and unfortunately, a few githzerai families were living in Abaerd when the Astral Sea portals collapsed. Their ancestors currently live in Reled, but are dwindling fast.

Gnoll – Common. Another monster that signed a truce, the gnolls tend to keep to themselves these days.

Kalashtar – Nonexistent. Kalashtar are just too specific to Eberron to be a part of this campaign.

Kenku – Common in Septech. Kenku have a good relationship with the tieflings, acting as brokers between the monster races and character races, allowing for the trading of goods. The tieflings once enslaved the kenku, but this practice stopped over two hundred years ago. It is unknown if the kenku harbor ill-will towards the tieflings anymore.

Kobold – Common, especially in Abaerd. Kobolds are the least of the dragon descendants, and they are the only monster race that is allowed access to city-states (ones in Abaerd, at least). The dragonborn tolerate them and hire them a cheap labor.

Minotaur – Rare, some in Nevelen. There are several children’s stories about the lost minotaur cities, and while there is evidence of these ancient cities, even then spattering of minotaurs that live in Nevelen have no recollection of them.

Orc – Common, especially in Nevelen. Same story as the gnolls and the goblinoids.

Revenant – Nonexistent. Though they still lived after the death of the Raven Queen, the revenants have all died out since then.

Shadar-kai – Extremely rare. Shadar-kai live in the Shadowfell, and they have their own problems. Some might’ve migrated to Khalin, but they most likely keep to themselves.

Warforged – Nonexistent. Unfortunately, they are too bound to Eberron to be workable for this campaign.

Wilden – Very rare, some in Septech. Wilden’s are native to the Feywild, and most retreated to their home following the death of the gods. However, a few remained to help the Khalinites reclaim their home from the undead hordes. Currently, there are very few wildens in Khalin, and most of them live in Beregin.


The Lost Light zornog