Ethnicities of EndWorld

Most common to least common in Five Fingers

Description: Fair hair and ruddy tones. Strategic minded, excellent learners.
Region: native to eastern Iron Kingdoms

Description: Light skinned, med build but often shorter. Outgoing, broad reaching, explorer mentality, can be oblivious
Region: originally native to the Iron Kingdoms, but widespread in EndWorld.

Description: Ashen/grey skin, thin, black to grey hair. Quiet, insular, stealthy, often poor. Often abused by others.
Region: native to the southern continent, but found everywhere in numbers
Using slavic names

Description: Olive skinned, short. Cosmopolitin, talkative, social.
Region: Ammad states west of the Iron Kingdoms.
Using Hindi names

Description: Smooth ebony skin, very thin. Violent tendencies, intricate art and culture.
Region: Zaramel, far east of Iron Kingdoms

Description: a tough, traditional people known for their stubbornness and national pride.
Region: ethnic majority of Urgolia.

Description: Light skinned, hairy, rugged. Suspicious, independent.
Region: Dominant ethnicity of Urgolia, north of the Iron Kingdoms
Using Norse names

Description: Brown skinned, broad shouldered. Determined, patient.
Region: great Karnish empire on the southern continent.
Using Persian names

Description: dark, thick hair. square built, weathered, hard expressions. Closely knit, guarded dispositions, pride in martial skill.
Region: Urgolian outlying provinces, north of the Iron Kingdoms. Few in number.

Nonhuman Races

Most common to least common in Five Fingers

Goblin – ingratiating, talented with tinkering and alchemy

Trollkin – large, tough, minor regenerate, value clan and bloodlines loyalties

Ogrun – very large and strong, form dependencies on others easily

Dwarves – hardy, hard working, talented with crafts

Elves – woodsy, primitive, communal, isolative

Faun – impulsive, charismatic and/or annoying

Minotaur – violent, talented sailors, value strength and skill with arms. From far northern oceans.

Eldar – very rare offshoot of elves, proud, vain, bitter, dying race


Situation: a huge dragon sweeps down on a small city and over the course of a few days completely destroys it, eating everything it can grasp, razing the tallest buildings and blackening everything with fire.

The Jinn sees the event as an echo of the great destruction and rebirth of our world. With patience he watches fresh green sprout from burnt fields, animals overhunted tenatively repopulate, empty husks shelter gobber scavengers moving in and out of the ruins and eventually men with swords and tools return to kill, clear and reset the stone. The dragon destroyed the old world birthing a new one in a literal retelling of the old Jinn creation myth.

A Karn witnesses the event and notes the stark imbalance in the elements. The dragon, clearly a champion of fire, has vomitted his fury onto the city, people, and deep into the land. The Karn feels the land is within reach of his domain and leads builders, warriors and holy men to the site to realign it. Water is channeled onto the site and fresh earth is laid. The men scavenge the metal remaking them into weapons and tools with which they fell great trees bringing in the sacred element of wood. Holy men roam the site tying small flags and engineering the placement or relocation of buildings and roads. The Karn’s superior is alerted to the danger and specialists are sent to find the dragon and assess what can be done.

An Ordic adventurer wanders onto the situation and sees a cruel untamable beast, a challenge worthy of legends. A dream of glory and profits flits though her mind before being replaced with the fear of a certain death. The concept of the land as anything other than something to be explored, used and transversed is a foreign one. The Ord follows the great wurm’s trail attempting to get one glance of it before departing. Who knows, maybe if she is lucky the beast will be absent and she can steal a discarded scale or tooth.

An elf views the destruction and feels deep despair for the dying but also an affinity for the powerful mythic beast exercising its nature. No woodelf would be so foolish as to settle in the shadows of something so dangerous. The woodelf cannot imagine a society that is so disconnected that it could not have clearly seen the dragon’s presence marked on the local flora and fauna. Weaving a settlement requires drawing together all of the elements of the area.

The Eldar views the attack with bored scorn. Humans grow like wild grass and spread everywhere. It is entirely predictable that they should crash into greater powers than themselves. With their short memories and rapid breeding they replace the fallen with new pink and brown babies to stupidly throw away again. Only time will tell if they will first stomp away all that is precious in the world or will instead wake something with a greater hunger than their own and have us all consumed.


Dark Moon Rising feydras