Peoples of Ashkar

In a post-apocalyptic society, wherein all civilizations have crumbled and almost everyone is died.. Survivors of many races have banded together to form communities

DWARVES

Hill Dwarves – Hill Dwarf clans make their homes on the rocky isles of Ashkar, working as miners and builders. They maintain stables of fierce griffons for defense and transport.

Mountain Dwarves – Mountain Dwarf clans lair in huge, floating iron strongholds, sailing their immense dragonships, and selling their services as warriors and mercenaries.

ELVES

High Elves – High Elves are nomadic people, sailing the skies in living ships known as skytrees, using their magic to grow and guide the trees.

Wood Elves – Wood Elves are reclusive, with hidden treetop villages on forested isles, raising eyries of giant eagles or owls that they use for air transport.

Avariel – Travelers tell stories of beautiful winged elves that live among the clouds, playing and singing haunting music, and flying carefree across the skies.

GNOMES

Forest Gnomes – Forest Gnomes often lair near Wood Elf communities, maintaining hidden villages on wooded isles. They are burrowers, and often befriend the giant bats who lair in the caves that they call home.

Rock Gnomes – Rock Gnomes are scavengers and inventors who have learned to harness the essence of lightning to power their fleets of aircraft. They send harvestors down into the Stormfloor to gather the lightning, which they bottle and use as a power source for all manner of inventions. They travel in search of ruins and wreckage to salvage to build their projects.

HALFLINGS

Stout Halflings – Stout Halflings live pastoral lives in small hillside villages, making their living farming or fishing, and keeping to themselves. However, they pride themselves in their hospitality, and most good inns and waystations are managed by stout halflings.

Lightfoot Halflings – Unlike their cousins, Lightfoot Halflings are travelers and merchants, making their way from settlement to settlement in gypsy-like caravans of skyships. They get along with almost everybody, and can often be found in the settlements of larger folk. Lightfoot Halfling sailors are said to be the best sailors in Ashkar.

MEN

Humans – Human settlements tend to be the most diverse, with dwarves, elves, and halflings alike calling them home, along with more exotic races such as dragonborn and half-orcs. Humans tend to congregrate in large cities, which serve as trade hubs for other races to mingle and peddle their wares. They are highly adaptable, and often make use of the technologies of other races.

Half-Elves and Half-Orcs – half-humans are generally tolerated but distrusted in human society. However, those who prove themselves capable are valued for their strengths.

Tieflings – Tieflings are not a race in themselves, but many humans have a trace of fiendish blood somewhere in their ancestry, as a remnant of the days of corruption before the world shattered. In one child for every thousand, this fiendish blood will manifest as a tiefling. In most societies, these tiefling children are considered ill-omens and abandoned, but enough have survived that there are now a good number of tieflings running about.

DRAGONBORN

Dragonborn live in stone fortresses on secluded isles on the outskirts of civilization. Their society is caste-based; with those Dragonborn with the purest lineage rising to the top. The rigid structure of their caste system leads to an emphasis on honor and duty. Those who are considered dishonorable or who have failed at their duty are outcast, and seek their fortune amongst other races.

MONSTROUS RACES

Gnolls - Gnolls are a plague of carnage with an insatiable appetite. They travel in packs or vast hordes, devouring everything they can get their claws on.

Goblins - Goblins are nuisances that plague the lives of all honest people. They are pervasive thieves and raiders; a constant threat. They are pirates whose fleets are made up of whatever ships they can capture; then modified by goblin engineering. They plague the open skies.

Orcs - Orcs are the feared foes of men. They are slavers and warmongers, piloting Iron Warships powered by slave labor, and riding fierce wyverns into battle. Laying waste to the landscape and killing or enslaving all they encounter.

KOBOLDS and LIZARDFOLK

Kobolds – Kobolds are constantly underfoot – they lair in dark places near human settlements, acting as parasites, emerging at night to carry off stragglers to eat, or raiding for supplies.

Urds – the winged cousins of the kobolds, their origins are uncertain, but they are often found in kobold warrens, and work together with kobolds to further their aims. Occasionally, a group of urds will act independently, often in locations that rely on flight for access.

Lizardfolk – Enemies of the dragonborn, often, lizardfolk and kobolds will work together, the kobolds using lizardfolk for their superior muscle, the lizardfolk relying on the kobolds for their agility and intelligence. Such groups are usually managed by both a lizardfolk chieftan and a kobold one in a pseudo-symbiotic relationship.