DnD 5e Races | Upperworld Races of Aventyr

Upperworld Races of Aventyr

Welcome to the diverse and compelling world of Aventyr, where you’ll discover a wealth of distinctive DnD 5e races ready to enrich your campaigns. From the stalwart Dweorg dwarves thriving beneath the open sky to the enigmatic elves guarding the mystical Silent Forest, each Upperworld race offers rich lore, unique cultures, and countless opportunities for storytelling. Whether you’re a player crafting a memorable character or a Game Master looking to add depth to your adventures, Aventyr’s Upperworld races are certain to inspire your creativity.

Dwarf, Dweorg (Upperworld)

Stalwart. Masterful. Reserved. The Dweorg are surface-dwelling dwarves descended from their Underworld kin, uniquely acclimated to life under the open sky. Though their ancient cousins toil in the depths of Aventyr’s endless caverns, these Upperworld dwarves have embraced sunlight, stone cities, and collaboration with human empires — particularly the Klavekian monarchy.

Heirs of Stone and Sovereignty

Forged from the heart of Aventyr itself, the Dweorg are artisans without peer — legendary blacksmiths, fortress builders, and stonemasons. Their iron-banded hammers and rune-etched chisels shape the defenses of Mohkba, the towers of Baevonia, and strongholds across the northern kingdoms. Unlike their subterranean cousins, Dweorg of the surface have no light sensitivity and operate freely beneath the sun.

Their homes blend seamlessly with the mountainsides and cliff edges they inhabit, often half-buried fortresses of stone and metal—both humble and impregnable. Dweorg society prizes legacy above wealth, and a clan’s name is carved deeper than any crown.

“A Dweorg stone sings louder than a human tongue. Let our walls tell the tale.” — Gorim Hearthgrasp, Architect of the Eastern Gate

Bonds with the North

Long-standing allies of the Klavek Empire, many Dweorg lend their expertise to imperial projects in exchange for protection and trade. Some serve as royal quartermasters, fortress commanders, or advisors on matters of warcraft and construction. Though gruff and slow to trust, they hold their oaths with the weight of stone and blood.

While wary of arcane magic, Dweorg revere divine craftsmanship—particularly from deities like The Axiomatic GeneralAncestor Spirit, or Bertramov, the spirit of enduring work. They despise the Gitwerc and often war with their deeper-dwelling kin who’ve succumbed to infernal pacts.

Dweorg Adventurers

A Dweorg character might be:

  • A tactician-architect tasked with reinforcing a warfront fortress
  • A wandering relic-seeker recovering lost clan heirlooms from ruined temples
  • A stoic paladin of the Axiomatic General sworn to defend Baevonia’s mountain passes
  • A master builder seeking to craft a monument worthy of their name and ancestors

Cultural Features

  • Legacy of Craft: Every item made carries its maker’s mark — and a tiny flaw, to humble pride
  • Stoneborn Memory: Dweorg oral histories are etched into stone tablets passed down for generations
  • Sun-Steeped Resilience: Unlike their kin, Upperworld Dweorg thrive in daylight and above-ground society

Related Lore & Resources

Dragonborn

Rare. Hunted. Mythic.
The dragonborn of Aventyr are the stuff of whispered legend, not a people, but a mystery. Their origin traces back to ancient arcane experiments, where powerful elven wizards sought to combine the might of dragons with the adaptability of humankind. The result was a handful of living relics—only six dragonborn ever known to have existed.

Their bloodlines have thinned, scattered, and perhaps vanished… or so most believe.

Echoes of the First Six

The first dragonborn were created not born—crafted by magic through the fusion of a dragon’s soul and a mortal frame. Elven scholars intended them as guardians, weapons, and living vessels of draconic wisdom. But the process was unstable, and once the dragonborn gained self-awareness, they scattered to avoid becoming prisoners of their creators.

Of those original six, only a few are known to history. Abraxas, a brass dragonborn with a radiant aura and golden eyes, once lived openly in Sturme, a distant city in the Disputed Territories. He vanished after an attack by dragonkin and is rumored to be imprisoned in a hidden fortress deep in the Scorched Lands.

Feared and Coveted

Modern Aventyrians rarely encounter dragonborn. Many doubt they even exist. But those few who do walk the world live burdened lives: hunted by wizardschased by kings, or forced into bloodsport arenas where their resilience and strange powers are put on deadly display.

To most, a dragonborn is a curiosity at best, a threat at worst. Their presence draws attention—and danger.

“There are no dragonborn. Just men who carry a bit too much fire in their blood.”
— Captain Isava Vek, bounty hunter of the Scorched Frontier

Dragonborn Adventurers

A dragonborn character might be:

  • A fugitive sorcerer hiding their scales beneath enchanted glamour
  • A wandering monk seeking others of their kind to restore forgotten lineage
  • A gladiator who escaped the arenas and now seeks revenge on their captors
  • A lone paladin sworn to protect dragons and destroy those who hunt them

Cultural Features

  • Scattered Lineage: No dragonborn culture exists—each is an island
  • Legacy of Power: Inherent draconic magic often manifests, even if suppressed
  • Hunted Existence: Most are loners or hermits out of necessity, not choice

Related Lore & Resources

Elf, Upperworld

Ancient. Mysterious. Enchanted. The elves of Aventyr are timeless stewards of nature and magic who dwell in hidden harmony within the Silent Forest, a forbidden woodland that mortals dare not enter. Long-lived and highly attuned to the spiritual and arcane threads of the world, elves are enigmatic figures viewed with suspicion, awe, or reverence depending on whom you ask. They speak little, reveal less, and are bound to their homeland by sacred pacts far older than the empires of men.

Keepers of the Silent Forest

Elves do not simply live in the Silent Forest—they are part of it. The forest itself is a semi-sentient expanse of ancient trees, magical currents, and unseen watchers, believed by many to be a living expression of the goddess Naneth, the Weeping Maiden of the Leaves. Her teachings of sorrow, beauty, and grace are reflected in elven culture, which values stillness, reflection, and quiet power. Music, poetry, ritual, and starlight mark the elven seasons.

Outsiders are forbidden to enter the Silent Forest. Those who trespass vanish—some are never seen again; others return changed or broken. Elves cannot speak of their homeland’s secrets, even under magical coercion or torture. It is not merely custom—it is a compulsion, as if the forest itself silences them.

“You see trees. We see memory. You hear wind. We hear warning. Leave now, or speak no more.” – Elshaethar, Warden of the First Veil

A Distant People

To the outside world, elves are rare and distrusted. In human lands—particularly within the Klavek Empire—they are viewed as spies, witches, or fey-blooded conspirators. Most elves who travel beyond the Silent Forest adopt false names, concealed appearances, and prepared escape routes. They rarely settle, rarely bond with outsiders, and never reveal more than necessary.

Their lifespans stretch thousands of years, and their memories carry weight far beyond mortal understanding. This temporal vastness often makes them seem cold, dismissive, or uncaring—but to the elves, urgency is the domain of fleeting lives.

Elven Adventurers

An elven character might be:

  • A guardian of the forest sent beyond its borders on a divine errand for Naneth
  • A wanderer tormented by visions from ancient times, seeking answers in the mortal world
  • A spellweaver drawn to forgotten ruins and lost artifacts that predate even elven memory
  • A masked emissary hoping to quietly shape events before another great war threatens the balance

Cultural Features

  • Silent Forest Origin: Elves are bound to the Silent Forest and rarely, if ever, speak of it
  • Tied to Naneth: Most revere Naneth, goddess of sorrow, nature, and the forgotten
  • Arcane or Druidic Mastery: Elves tend to follow paths of magic, either divine or arcane
  • Longevity of Perspective: Their patience can outlast generations, their plans unfold slowly

Related Lore & Resources

Gnome, Pradjnan

Inventive. Whimsical. Harmonious.
The gnomes of Pradjna are not simply tinkerers or inventors—they are visionaries shaped by loss, welcomed by peace, and tempered through centuries of integration into a foreign yet accepting land. Descendants of refugees from a long-forgotten continent, these gnomes now thrive within the tranquil borders of Pradjna, a nation of meditative monks and spiritual serenity.

Steam, Stone, and Stillness

When the gnomes arrived in Pradjna generations ago, the native human monks offered them sanctuary—not through treaties or ultimatums, but with an invitation: live in peace, or not at all. The gnomes, weary of conflict, embraced the way of stillness even as their minds whirred with invention. Over time, they built workshops beside shrines, and now temples echo with both mantras and the hiss of steam.

The Pradjnan countryside is dotted with bronze windmills, clockwork water gardens, and even steam trains that run through peaceful hillsides. Gnomish technology and monkish philosophy have merged into something entirely new: a contemplative culture of creation, where innovation is considered sacred and invention is a form of meditation.

“The heart must tick as surely as the gears. Only then may the world move forward.” – Master Koriin of the Harmonized Foundry

Way of the Mind and Machine

Pradjnan gnomes are studiousprecise, and deeply respectful of their hosts and home. Most take up engineering, alchemy, or clockwork design as callings, while others explore philosophy, blending logic with introspection in ways other cultures find baffling.

Though their creations often seem miraculous elsewhere in Aventyr, Pradjnan gnomes are modest about their work. They believe technology must serve harmony, not ambition, and fear the misuse of their knowledge by outsiders—particularly the imperial Klavekians.

Some gnomes now travel the world, acting as ambassadors of inventionpilgrims of wisdom, or seekers of ancient truths buried beneath the past.

Gnome Adventurers

A Pradjnan gnome character might be:

  • A gear-priest blending sacred mantras with mechanical miracles
  • A wandering train-builder seeking to unite distant lands
  • A clockwork botanist growing self-watering gardens in the tundra
  • A steamwright spy determined to keep Klavekian eyes off Pradjna’s secrets

Cultural Features

  • Inventive Harmony: Technology serves a spiritual or peaceful purpose
  • Monastic Influence: Deep respect for Pradjnan human traditions
  • Refugee Roots: A lost homeland shapes a cautious but resilient culture
  • Quiet Genius: Gnomes rarely boast—but their creations often speak for themselves

Related Lore & Resources

Halfling, Picollean

Resilient. Community-Driven. Wary. The Picollean halflings hail from the distant island of Picollo, a verdant land of ancient groves and rolling hills now haunted by loss. Once a vibrant halfling homeland, much of Picollo was shattered during the Hoyrall Wars and the Great Schism, leaving large swathes of it abandoned. The surviving halflings scattered across Aventyr, forming diasporic enclaves that cling to tradition even as they adapt to unfamiliar lands.

Children of the Shattered Isles

Picollean halflings were once a seafaring, agrarian people devoted to fellowship, celebration, and harmony with the land. The calamities that fractured their homeland forced many to become wanderers. Yet even now, many halflings carry tokens of Picollo—a seed from a family tree, a pinch of home soil, or an heirloom cooking pan—as symbols of heritage and hope.

Despite their size, Picolleans are fierce survivors. While they still treasure song, stories, and family, their joy is often guarded—shared only with those they trust deeply. Many avoid contact with large nations like the Klavek Empire, wary of being taken advantage of again.

“We survived when our skies fell and our gods wept. Do not mistake our laughter for weakness.” — Maela Farstep, Keeper of the Last Grove

Divided Paths

Modern halflings in Aventyr fall into two broad camps:

  • The Exiles, who uphold ancient traditions of joy, feast, and kinship, forging close-knit communities wherever they roam.
  • The Hardened, who trace lineage to those enslaved or displaced by the Hoyrall. These halflings are pragmatic, skeptical, and often solitary.

Despite differing philosophies, all halflings hold a deep taboo: no halfling may kill another. This ancient edict transcends generations, and violators are cast out, stripped of name and kin.

Picollean Adventurers

A halfling character might be:

  • A stealthy herbalist reclaiming sacred plants lost to the Dark Wood
  • A bard chronicling the lost songs of Picollo while seeking a place for their people
  • A druid guarding one of the few living Picollean groves left in Aventyr
  • A rogue trained by halfling resistance fighters during the Hoyrall occupation

Cultural Features

  • Innate Resilience: Centuries of hardship have honed their endurance and adaptability
  • Communal Memory: Oral tradition and song pass down halfling history across the diaspora
  • Sacred Neutrali
  • ty: Halflings rarely take sides in larger conflicts unless directly affected

Related Lore & Resources

Half-Elf

Exiled. Untrusted. Between Worlds. Half-elves are born of two worlds and belong fully to neither. In Aventyr, they walk a lonely road—shunned by the elves of the Silent Forest, distrusted by the rigid hierarchy of the Klavek Empire, and treated as curiosities or pariahs by the rest.

Where one bloodline whispers of timeless forests and ancient magic, the other speaks of conquest, suspicion, and control. Caught in this paradox, most half-elves choose solitude or seek out rare communities where difference is not immediately cause for exile.

Between Root and Steel

Half-elves are often wanderers, mercenaries, or temple-servants. Some are taken in by Vikmordere or orcish clans, where strength and survival matter more than blood. Others find kinship among Chonian tribes, Pradjna monks, or drifting pirate crews. The most faithful turn to the divine—dedicating themselves to the service of gods and dwelling in temple cloisters far from the reach of political prejudice.

Still others disappear into the wild, becoming hermits, lorekeepers, or ghost-story figures whispered of in frontier villages.

“You call me half, yet you fear the whole of me.” — Corven, Silent Forest cast-out and spy for the Crown

Tools of the Crown

On rare occasions, the Klavek Empire employs half-elves as spies, inserting them into border regions or foreign courts. Though valued for their adaptability and grace, such agents are never trusted fully—always shadowed, always watched.

A half-elf who earns such a role must navigate a delicate dance: remain useful, or disappear.

Half-Elf Adventurers

A half-elf character might be:

  • A temple guardian of Naneth, hiding from both elven and human pursuers
  • A forest scout protecting travelers from the darker spirits of the Silent Forest
  • A Chonian bard who knows more of elven lore than they let on
  • A Vikmordere ritualist translating moonlight into prophecy

Cultural Features

  • Dual Heritage: Half-elves often wrestle with identity, caught between contradictory values
  • Outsider’s Insight: Their experiences allow them to read people and situations keenly
  • Liminal Magic: Some half-elves awaken strange, intuitive gifts in moments of great stress
  • Rootless Yet Resilient: Though rarely accepted, they are often more adaptable than either of their parent cultures

Related Lore & Resources

Half-Orc (Bloodbound)

Tough. Watchful. Wounded. Born of violence or war, Half-Orcs in Aventyr are often marked by tragedy before they draw their first breath. Their presence is a living reminder of pain, conflict, or broken boundaries—especially within the Klavek Empire, where suspicion turns swiftly to fear and cruelty.

But from that harsh origin springs resilience. Half-Orcs are survivors, forged by fire, hardened by cold, and driven by an instinct to endure no matter the cost.

Children of the Fringe

Most Half-Orcs are raised in the wilderness, on the fringes of society or deep within remote hamlets. Some grow up in the arms of grieving Klavekian mothers, sheltered from the world but taught to fight it. Others are taken in by orc tribes, learning to hunt, raid, and survive amid harsh tribal expectations. A few find unlikely kinship among the Chonians or Vikmordere, who judge strength and heart over bloodlines.

To many, Half-Orcs are a shameful secret. To others, they are a weapon—blunt, brutal, and expendable.

“I was not born for your comfort. I was born to outlast you.” — Korga of the Broken Shield

Mistrust and Muscle

Half-Orcs are often denied opportunity in the cities and courts of the Klavek Empire, and thus gravitate toward roles where their brute strength or wilderness acumen is valued. Mercenaries, guides, monster-hunters, or caravan guards—they make their own way in a world that seldom welcomes them.

When allowed to thrive, Half-Orcs can become champions of unmatched loyalty and determination. When cornered, they become something far more dangerous.

Half-Orc Adventurers

A Half-Orc character might be:

  • A scarred soldier-turned-paladin, trying to earn the honor their father never had
  • A tracker seeking the orcish tribe who rejected them—and justice
  • A Vikmordere scout, silent in snow, watching imperial roads for signs of invasion
  • A Chonian beast-rider whose fury is as legendary as their poetry

Cultural Features

  • Harsh Origins: Born from conflict, they understand hardship from a young age
  • Wilderness Strength: Many Half-Orcs are raised in the wilds and favor survivalist skills
  • Stoic Spirit: They often say little, but their presence commands attention
  • Balance of Bloodlines: A Half-Orc may draw from either heritage or forge a path entirely their own

Related Lore & Resources

Baevonian, Human

Disciplined. Devout. Unyielding. The Baevonians are a war-forged human culture who dwell in mountain strongholds carved from stone and discipline. Known for their martial prowess, rigid hierarchy, and unwavering devotion to the Axiomatic General, Baevonians believe that order is sacred, and law is the only true path to salvation. From the cold fortresses of Baevonia Pass to the edges of the Disputed Territories, their boots have left an indelible mark on the world.

Fortress-Born and Duty-Bound

Baevonians are born into ranks and raised for war. Every citizen trains for combat from youth, with many serving in the military, clergy, or both. They wear thick plate armor even in daily life, carrying ancient family blades or pikes engraved with the tenets of the Axiomatic General. Their cities are symmetrical, their rituals exact, and their faith zealous.

Loyalty to the state and family honor are core values. Baevonian homes display relics of fallen ancestors and war medallions like holy symbols. Even art and literature serve as tools of instruction—morality plays, martial ballads, and tactical treatises fill their libraries.

“We are the bulwark between chaos and civilization. If the world must burn, we will stand in the ashes, unmoved.” — Lord Marshal Thamoras Jendek

The War for Old Grekia

The Baevonians view themselves as righteous guardians of civilization, bringing order to the “wild lands” beyond their borders—most notably Chonia. This belief has led to centuries of bitter conflict. The Baevonians consider the Choniansunruly nomads, while the Chonians see Baevonians as invaders and oppressors.

Recent campaigns have pushed Baevonian forces deep into Chonian territory, sparking unrest at outposts like the Baevonian War Camp and violent skirmishes across ruined sites such as Womataja and K’tarik Sanctuary. Civil architects back home call it “the war to rebuild civilization.” But for many soldiers on the front, it’s a cycle of blood, guilt, and buried truth.

Baevonian Adventurers

A Baevonian character might be:

  • A tactician exiled for questioning a corrupt general
  • A war-priest who bears visions of the Axiomatic General’s will
  • A lawbringer sent to judge a frontier town spiraling into chaos
  • A swordbearer seeking redemption after razing a Chonian holy site

Cultural Features

  • Unshakable Order: Baevonians are highly lawful and structured
  • Religious Zeal: Many are devoted to the Axiomatic General, others to deities of war and dominance
  • Militarized Society: Armor, discipline, and weapons training are part of daily life
  • Staunch Traditions: Rituals of honor and duty define personal and public action

Related Lore & Resources

Chonian, Human

Nomadic. Resilient. Reverent. The Chonians are a horseback-riding human culture native to the wind-swept plains between the mountains and Lake Chonia, in a region historically known as Old Grekia. Known for their deep connection to the natural world and a proud oral tradition, Chonians value freedom, family, and balance above all else. Their ancestral lands have long been the battleground between tradition and tyranny.

Riders of the Wild Frontier

Chonians live close to the land—riding swift horses, hunting game across the plains, and following the ebb and flow of nature’s cycles. Their way of life is deeply spiritual, with many venerating Vasi, the goddess of water and renewal, or other deities tied to nature, animals, and balance. Storytelling, music, and dance are integral to their culture, used to pass on wisdom, history, and ritual.

Though largely nomadic, some tribes maintain semi-permanent settlements near sacred sites like K’tarik Sanctuary or the ruins of Womataja. These are protected fiercely and only entered by outsiders with great care—and often great cost.

“We do not fence the wind, nor claim what belongs to the spirits. We borrow the land, and we will return it better than we found it.” — Shaman Kael of the Red Wind Clan

War and Displacement

For generations, the Chonians have been locked in conflict with the militaristic Baevonians, who seek to impose order upon the plains. Baevonian invasions have razed Chonian settlements, driven tribes into exile, and triggered internal strife between clans who wish to fight back and those who seek peace.

Some Chonians have turned to raiding Baevonian traders and border camps, such as those stationed at Baevonia Pass. These raids are born from desperation as much as tradition, and retaliation from Baevonia is often swift and brutal. The once-unified Chonian tribes now fracture, torn between nomadic resilience and the dream of rebuilding permanent homelands.

Chonian Adventurers

A Chonian character might be:

  • A wandering hunter who interprets dreams as omens from Vasi
  • A former raider seeking redemption after witnessing Baevonian cruelty
  • A plains-scout navigating ancient trails between ruined sanctuaries
  • A beast-rider who shares a sacred bond with their mount

Cultural Features

  • Spiritual Reverence: Chonians often follow nature deities such as Vasi
  • Nomadic Wisdom: Skilled in survival, tracking, and reading the signs of the wild
  • Mounted Expertise: Most learn to ride before they can walk
  • Distrust of Empires: Deep-rooted suspicion of imperial powers, especially Baevonia

Related Lore & Resources

Klavekian, Human

Resolute. Orderly. Driven. The Klavekians are the dominant human culture in the frigid north of Aventyr, forming the backbone of the sprawling Klavek Empire. Forged in the crucible of ice, war, and ceaseless expansion, they are a pragmatic people who value discipline, loyalty, and the survival of their realm above all else.

Born of Ice and Iron

Klavekians grow up in a brutal climate where food is scarce, winters are long, and only the strong endure. Their society is steeped in militaristic tradition—every citizen, regardless of gender or status, is trained to wield a sword. Even the most humble trader or fishmonger likely knows how to hold the line in a shield wall.

Their cities—especially Mohkba, the capital—are fortified with towering spires, onion-domed churches, and labyrinthine streets watched by the king’s ever-vigilant agents. The Klavekian ideal of order permeates all things, from architecture to etiquette. Yet beneath that stern surface lies a people who prize strength, cunning, and the tenacity to rise in the ranks.

Rule of the Crown

Under the authoritarian rule of King Tokolvor XIII, Klavekian society has become increasingly rigid and paranoid. The king is a tyrannical despot who brooks no dissent and uses fear to maintain control. Magic is tightly regulated—only those trained and licensed through the Velkovniy Citadel (formerly the Fortress of Arcane Arts) are permitted to wield it.

Whispers of rebellion stir among common folk, especially in outposts like Rybalka, where imperial ambition meets the cold resistance of the Vikmordere.

“Loyalty is survival. Doubt is death.” —Inscription over the barracks gates in Mohkba

Klavekian Adventurers

A Klavekian character might be:

  • A former royal soldier turned mercenary, seeking honor outside the Empire
  • A noble spy working to root out corruption in the king’s court
  • A sanctioned mage from the Velkovniy Citadel keeping dangerous secrets
  • A priest of the Axiomatic General, spreading law and justice at any cost

Cultural Features

  • Religious Focus: Many Klavekians worship deities of law, war, and strategy—especially the Axiomatic General
  • Militarized Upbringing: Sword training is common; discipline is prized
  • Distrust of Outsiders: Elves, magic users, and the Vikmordere are often feared or hated
  • Cold Resistance: Generations of life in the tundra grant Klavekians natural resilience

Related Lore & Resources

Vikmordere, Human

Fierce. Spiritual. Unyielding.
The Vikmordere are a proud tribal people shaped by the icy wilderness of the Vikmordere Valley, a rugged land of snowbound forests, glacial lakes, and ancestral magic. Bound by blood to the Ancestor Spirit, they value tradition, kinship, and the raw wisdom of nature above all else. Though viewed by outsiders—especially Klavekians—as barbarous raiders, the Vikmordere see themselves as guardians of the old ways, protectors of sacred lands long defiled by imperial ambition.

Ancestral Blood and Frozen Steel

The Vikmordere are skilled seafarers, hunters, and warriors, navigating the icy expanse of Serpent Lake in dragon-headed canoes and longships of dark redwood. Each tribe etches its own stories into totemic birchbark, and every elder speaks with the weight of generations behind them. Their connection to the Ancestor Spirit—a spiritual force encompassing all life and death—guides their rites, their battles, and their way of life.

Even their tools and weapons are sacred: every axe, bow, or canoe carries meaning beyond its function. For the Vikmordere, survival is a story—and every survival a victory for their ancestors.

Isolation, Invasion, and Resistance

Once, the Vikmordere dominated the Vikmordere Valley freely. But after the rise of the Klavek Empire, the region became a flashpoint of conquest and defiance. The Empire seized the tribal village of Rybalka, capturing its iron mine and desecrating ancestral sites. In response, many Vikmordere tribes retreated deep into mountain caves, snow-choked forests, and remote islands—while others turned to raiding imperial outposts.

Despite the occupation, the Vikmordere endure. Elders whisper of a prophesied champion who will one day unite the tribes and reclaim their lands.

“The ice remembers every bloodstain. One day, the lake will rise and return what was taken.”
— Elder Brennak of the Icewhisper Tribe

Notable Tribes and Clans

  • Umzear Vikmordere – Nature-bound mystics and druids, known for living in harmony with the wilderness and practicing ancient seasonal rituals.
  • Wo’Cla Vikmordere – Arcane seekers who delve into ancestral magics and forgotten ruins; often feared even among other Vikmordere for their esoteric knowledge.
  • Rybalkan Vikmordere – A displaced group now living under imperial rule in Rybalka, quietly resisting cultural assimilation while honoring ancestral ways in secret.

Vikmordere Adventurers

A Vikmordere character might be:

  • A shaman seeking forgotten totems in the Dark Wood
  • A lone warrior avenging fallen kin after the fall of Rybalka
  • A seafarer in exile, learning from outsiders to one day return wiser and stronger
  • A druid echoing the Ancestor Spirit’s call across the frozen wilds

Related Lore & Resources

Orc (Ironbound)

Indomitable. War-Hardened. Proud. The Ironbound—orcs of Aventyr—are a battle-forged people native to the rugged mountain ranges that border the Klavek Empire and Old Grekia. Known for their strength, martial discipline, and harsh codes of honor, they thrive in cold, inhospitable climates where others would perish. Despite being branded monsters by the Klavekians, the Ironbound possess a structured, tribal culture rooted in family, survival, and legacy.

Warlords of the Frozen Heights

The Ironbound live in strongholds nestled in snow-capped cliffs and icy valleys. Their society is clan-based, led by the strongest and most cunning warriors who command loyalty through deeds and strategic might. In colder seasons, Ironbound warbands descend into the lowlands to raid or trade, depending on the temperament of their leaders. Though feared by their enemies, these orcs are not without honor. Mercy is rare, but oaths are unbreakable, and debts—whether of blood or coin—are always repaid.

Orcs from southern climates rarely survive long among the Ironbound. The freezing winds and thin air of the high mountains are part of the Ironbound’s inheritance, just as much as the iron rings braided into their braids or the frostbite scars that mark their youth trials.

“We are not made for your cities of fire and steel. Our bones were shaped by the storm. Our hearts beat with the thunder.” — Kolrakk, Stone-Tooth Clan Chieftain

Exiles and Allies

While many Ironbound keep to their cold dominions, some orcs venture beyond the mountains—either as emissaries, exiles, or explorers. Rare alliances have formed with Chonian clans, mountain dwarves, and even a few Vikmordere tribes. However, in the Klavek Empire, orcs are viewed with deep suspicion or open hostility, often mistaken for savage invaders rather than the disciplined, honor-bound warriors they are.

Ironbound Adventurers

An Ironbound character might be:

  • A wandering war-chanter seeking to reclaim a lost clan relic
  • A frost-scarred veteran seeking revenge against a Baevonian betrayal
  • A chieftain’s child sent into the world to earn glory and insight
  • A beast-tamer bonded with a mountain drake, traveling to prove its worth

Cultural Features

  • Cold-Weather Resilience: Ironbound thrive in frozen, mountainous terrain and often falter in warmer climates
  • Clan Honor: Social status is determined by deeds, not wealth or blood
  • Forged for War: Raised in constant conflict, martial skill is expected from birth
  • Harsh Law: Justice among Ironbound is swift, direct, and sacred

Related Lore & Resources

Tiefling

Cursed. Clever. Haunted.
Tieflings in Aventyr are not a wide-spread people but a rare bloodline born of infernal legacy. The overwhelming majority trace their origins to the shadowed region of the Dark Wood, where devils tore open a rift to another world nearly a millennium ago. The result was a slow corruption of forest, beast, and blood — and from that mingling of devil and mortal, the first tieflings emerged.

Spawn of the Rift

For nearly 1,000 years, the cursed magic of the Dark Wood has seeped into the land. In that time, unholy unions between devil and human (willing or not) have birthed generations of tieflings. Some were raised among the infernal denizens of the woods. Others were smuggled away by frightened villagers or secretive druids. The Klavekians call them “forest-born devils,” and often execute tieflings on sight unless they serve the empire’s interests.

The Vikmordere, however, hold no such prejudice. To them, one’s actions define them — not their ancestry. A tiefling who proves their worth can find welcome, even kinship, among the snowbound tribes of the north.

“A tiefling is not born evil — only born watched. Prove yourself, and the spirits will judge the rest.” — Ulvik Stonebranch, Umzear Shaman

Survivors Between Worlds

Tieflings born in the Dark Wood or its surrounding regions often inherit strange marks: curved horns like antlers, blackened eyes, smoldering skin, or voices that echo in unsettling tones. Some tieflings embrace their infernal heritage, while others flee it entirely — seeking purpose in temples, distant lands, or remote solitude. A rare few have infiltrated the Klavekian Empire, working as spies, agents, or court magi — though they are never fully trusted.

Because of their lineage, tieflings often turn to deities of redemption, secrets, or vengeance. Many whisper prayers to Eureum for renewal, or Bertramov for protection against prejudice. Some darker souls make pacts of their own, drawn back to the devils that first shaped their bloodline.

Tiefling Adventurers

A tiefling character might be:

  • A druid raised by corrupted forest spirits, seeking to undo the devils’ taint
  • A charismatic wanderer who passes as human, fleeing a past they barely understand
  • A warlock who embraces their legacy, channeling infernal power for personal vengeance
  • A reluctant hero from Rybalka, determined to be more than a cursed name

Cultural Features

  • Cursed Heritage: Tieflings often battle the pull of their lineage, both in society and soul
  • Cold-Blooded: Most have adapted to the frigid climes around Dark Wood and Rybalka
  • Stranger in All Lands: While some societies tolerate them, few welcome them — unless earned

Related Lore & Resources

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