Races

In this article, I’ll present the recommended races for an Aegir campaign first, then go through all of the races currently available in the D&D Insider Character Builder and discuss whether or not they can be fit into an Aegir campaign, and how. Finally, I will discuss a few homebrew races from D&D Wiki that fit well into the Aegir world. For each race, I will go over:
  • The race’s rarity in the campaign world
  • The usual affiliation of the race, in terms of countries/governments
  • Typical religion followed
  • Typical classes. If different from the classes suggested in the normal race text, these will be italicized.
  • Any special rules or differences from the published race information
  • Advice for DMs who have players interested in that race.
  • The source book where more information and gameplay rules for each race can be found.

Recommended Races

In this section, I will discuss the races I recommend for players in an Aegir campaign.

Humans
Humans are industrious, adaptable, and numerous in Aegir. Many are close-minded and intolerant, but there are also quite a few humans who are open to friendships with other races and peoples.
  • Rarity: Numerous
  • Affiliation: The Empire of Goult or The Galachen Islands
  • Religion: The Lady of Light
  • Classes: Any. However bards, sorcerers, and warlocks are rare and somewhat discriminated against in the Empire of Goult.
  • DM Advice: Humans can usually be fit into any adventuring party, though fey are particularly hostile to them. Encourage the player to choose a background that would ease the fey’s initial hostilities if you need the character to work with the fey.
  • Sourcebook: Player’s Handbook
Eladrin
Eladrin are the “pure” fey, who remain in the same form as the original fey created by the Lord of the Land. Only eladrin can sit on the fey’s ruling council. They tend to be a bit snobbish because of this mandate, but they do want what is best for the fey as a whole. They usually live in tree-cities, though some live in the wild.
  • Rarity: Common
  • Affiliation: The Fey
  • Religion: Lord of the Land
  • Classes: Bard, Sorcerer
  • DM Advice: Eladrin may have trouble being worked into a primarily human party, depending on the background of the party and, in particular, if they are under the employ of the Arcanum or the Inquisition. If a particularly difficult situation arises, you may try encouraging the player to try a half-elf instead. Eladrin work well in fey parties, and can fit in most other non-human dominated groups.
  • Sourcebook: Player’s Handbook
Elves
Elves are fey that have transformed over time spent hunting and gathering in the wilds. They are no longer “pure” fey, but have recently been pushing to be given voice on the ruling council. Elves are great hunters and rangers, and often live in the wild rather than in tree-cities.
  • Rarity: Numerous
  • Affiliation: The Fey
  • Religion: Lord of the Land
  • Classes: Ranger, Druid
  • DM Advice: Elves are, like eladrin, difficult to fit into a human party. Half-elves are similar and a good alternative. Elves tend to get along well with non-human races, but are usually fairly confrontational with humans.
  • Sourcebook: Player’s Handbook
Half-Elves
Half-elves are in a slightly uncomfortable position, given that humans and elves typically dislike eachother. However, half-elves can usually get by in either society. There are some communities, both human and fey, who discriminate against half-elves.

===Dwarves=== :Dwarves are hard-working, and can be secretive and mysterious about their traditions and religion. They are typically very religious, and that is often the reason for them journeying outside of their homeland. :’’‘Rarity:’’’ ’’’’‘Common’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Ygvassen|Ygvassen]] :’’‘Religion:’’’ [[Thalysis (4e Deity)|Thalysis]] :’’‘Classes:’’’ Cleric, Invoker :’’‘DM Advice:’’’ Dwarves are easiest to work into a group due to some religious quest of theirs. :’’‘Sourcebook:’’’ Player’s Handbook

===Halflings=== :Halflings are intelligent, shrewd, and love to travel and experience new things. They can usually get along with almost anyone from any race. :’’‘Rarity:’’’ ’’’’‘Common’’’’‘ :’’‘Affiliation:’’’ None :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]] :’’‘Classes:’’’ Bard, Rogue :’’‘DM Advice:’’’ Halflings love adventure, and should be easy to work into any party. :’’‘Sourcebook:’’’ Player’s Handbook

===Lizardfolk=== :Lizardfolk tend to be violent and distrustful. They are extremely loyal to their tribe and to bonds forged in battle. Lizardfolk are very territorial and seldom leave their homeland, but occasionally have need to venture into other lands. :’’‘Rarity:’’’ ’’’’‘Common’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]] :’’‘Religion:’’’ [[Shalrikk (4e Deity)|Shalrikk]] :’’‘Classes:’’’ Warlock, Ranger :’’‘DM Advice:’’’ Lizardfolk tend to be very contrary. When working one into a party, try to force a combat situation in which the party and the lizardfolk character are on the same side, or if possible where the party rescues the lizardfolk character. These sorts of bonds are viewed very strongly by lizardfolk and should help tie them to the party. :’’‘Sourcebook:’’’ [[Lizardfolk (4e Race)|D&D Wiki Homebrew]]

===Goblins=== :Goblins are superstitious, somewhat cowardly, and at least mildly insane. They are usually loyal to their tribe, and occasionally raid the settlements of other races. Often, however, they just fight amongst themselves. They also have an insatiable love of shiny things. :’’‘Rarity:’’’ ’’’’‘Common’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits :’’‘Classes:’’’ Warlock, Shaman, Barbarian :’’‘DM Advice:’’’ Goblins can be difficult to work into the party. Putting the goblin on a quest from his tribal shaman, or giving him some other special circumstances might help – be creative, goblins are a weird lot and all sorts of things might motivate them. :’’‘Sourcebook:’’’ Monster Manual

Other Races In this section, I’ll discuss each race not mentioned above that is currently available from the D&D Insider character builder, and how they might fit into Aegir. Some do not fit into Aegir at all, but most can be made to work by creative DMs and players.

===Bladeling=== :Bladelings are somewhat difficult to fit into Aegir, since the cosmology of this world is somewhat different. An Aegir bladeling might be the product of a wizard’s experiment, or an oddly mutated, singular fae. Bladelings do not exist as a society on Aegir. :’’‘Rarity:’’’ ’’’’‘Singular’’’’‘ :’’‘Affiliation:’’’ Unknown :’’‘Religion:’’’ Unknown :’’‘Classes:’’’ Barbarian, fighter :’’‘DM Advice:’’’ If a player truly wishes to play a bladeling, you can make it work with one of the two scenarios described above. The advantage here is that it will probably be fairly easy to integrate a bladeling character into a group, depending on it’s background. :’’‘Sourcebook:’’’ Manual of the Planes

===Bugbear=== :Bugbears and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with “goblins” the same way elves, eladrin, and the like are simply termed “fey” by those outside their racial group. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits :’’‘Classes:’’’ Barbarian, Shaman, Warden :’’‘DM Advice:’’’ See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above. :’’‘Sourcebook:’’’ Monster Manual

===Bullywug=== :Bullywugs are shy swamp creatures hunted to near extinction by the lizardfolk. They still live in remote areas of the swamp-jungles in the north-east, but they are rare and seldom seen. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ Tribal :’’‘Religion:’’’ Various nature spirits :’’‘Classes:’’’ Shaman, Warden, Druid :’’‘DM Advice:’’’ Bullywugs hate and fear lizardfolk, and integrating them in a party with them would be very difficult. Bullywugs are also fairly shy, but might join a group if it will help save their tribe. :’’‘Sourcebook:’’’ Monster Manual 2

===Changeling=== :Changelings are singular creatures, most likely the result of a wizard’s experiment gone wrong. Or, possibly, they are a creature of chaos created by [[Agshasa Muren (4e Deity)|Agshasa Muren]], attempting to break free of their heritage. :’’‘Rarity:’’’ ’’’’‘Singular’’’’‘ :’’‘Affiliation:’’’ Unknown :’’‘Religion:’’’ Unknown :’’‘Classes:’’’ Unknown :’’‘DM Advice:’’’ If a player desperately wants to play a changeling, use one of the scenarios suggested above. :’’‘Sourcebook:’’’ Eberron Player’s Guide

===Deva=== :Devas in Aegir are souls of the dead who have been reborn into the physical world in order to further the cause of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]]. They are very rare but are not unheard of, and typically when they do show themselves, great events follow. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] :’’‘Religion:’’’ Any member of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]] :’’‘Classes:’’’ Invoker :’’‘DM Advice:’’’ Devas have the potential to bring some real spice to a campaign, but also present a problem of being so rare and special that they take over the spotlight. Devas respond well to motivation that furthers the goals of the [[Religion_(Aegir_Supplement)#The_Divine_Court|Divine Court]] :’’‘Sourcebook:’’’ Player’s Handbook 2

===Dragonborn=== :Dragons are so rare in Aegir that Dragonborn don’t make sense as a race. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Player’s Handbook

===Drow=== :Drow are a less common cousin to elves who live underground and are mostly evil. They are part of a group known as the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]]. While the drow and elves don’t often get along, they still band together against outside threats – essentially, the “no one is allowed to kill you but me” mentality. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|The Lord of the Land]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]] :’’‘Classes:’’’ Ranger, Rogue, Warlock :’’‘DM Advice:’’’ Drow are not too difficult to fit into fey groups, but might cause problems in other groups. They can also cause tension in a fey party, particularly if elves are involved, but if handled properly it can serve to create interesting and powerful relationships within the party. :’’‘Sourcebook:’’’ Forgotten Realms Player’s Guide

===Duergar=== :Duergar are very rare dwarves who stayed in the eastern lands during the mass exodus at the end of the first age. These dwarves were warped by the taint that covered the land during that time, and most are evil. However, a few may be seeking to escape from their dark heritage. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ Clan :’’‘Religion:’’’ [[Thalysis (4e Deity)|Thalysis]] or [[Agshasa Muren (4e Deity)|Agshasa Muren]] :’’‘Classes:’’’ Cleric, Fighter :’’‘DM Advice:’’’ Duergar might be difficult to work into a party, particularly one where dwarves are present. If they follow Thalysis, religious motivation may help smooth the way. :’’‘Sourcebook:’’’ Monster Manual 2

===Genasi=== :Genasi do not exist as a race in Aegir, but might have been created by a wizard’s experiment or as a strange magical phenomenon, such as the manifestation of a soul from Threysos into an element from Aegir. :’’‘Rarity:’’’ ’’’’‘Singular’’’’‘ :’’‘Affiliation:’’’ Unknown :’’‘Religion:’’’ Unknown :’’‘Classes:’’’ Unknown :’’‘DM Advice:’’’ If a player desperately wants to play a genasi character, use one of the scenarios described above. :’’‘Sourcebook:’’’ Forgotten Realms Player’s Guide

===Githyanki=== :Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Monster Manual

===Githzerai=== :Mind flayers have never been numerous to enslave large groups of people on Aegir. The Githyanki and their cousins the Githzerai do not exist in Aegir. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Player’s Handbook 3

===Gnoll=== :Gnolls and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with “goblins” the same way elves, eladrin, and the like are simply termed “fey” by those outside their racial group. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits :’’‘Classes:’’’ Barbarian, Shaman, Warden :’’‘DM Advice:’’’ See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above. :’’‘Sourcebook:’’’ Dragon Magazine 364

===Gnome=== :In Aegir, gnomes are a rare and shy member of the fey family. Occasionally captured and enslaved by the [[Nations and Cultures (Aegir Supplement)#The Dark Fey|dark fey]], they tend to be clever and quick enough most of the time to escape notice. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|The Lord of the Land]] :’’‘Classes:’’’ Bard, Sorcerer, Warlock :’’‘DM Advice:’’’ Gnomes can fit into most fey groups, but would have a lot of trouble adjusting to a group that did not already have at least one fey in it. :’’‘Sourcebook:’’’ Player’s Handbook 2

===Goliath=== :Goliaths are a rare, nomadic people who wander the mountains in small, familial bands. They are friends with the dwarves of the western lands, but do not take kindly to goblins. They tend to stay out of the business of plains and forest dwellers for the most part. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ Familial :’’‘Religion:’’’ Nature spirits :’’‘Classes:’’’ Warden, Barbarian :’’‘DM Advice:’’’ Goliaths might adventure if their homeland or family is threatened, or if they have a spiritual reason to. They don’t hold grudges against many peoples, but dislike goblins. :’’‘Sourcebook:’’’ Player’s Handbook 2

===Half-Orc=== :Half-Orcs and similar brutes are usually part of goblin society, though half-orcs are accepted in the Galachen Islands if they make their way there. They are rare but not unheard of, and are usually lumped with “goblins” the same way elves, eladrin, and the like are simply termed “fey” by those outside their racial group. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]] :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits :’’‘Classes:’’’ Barbarian, Shaman, Warden :’’‘DM Advice:’’’ See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above. :’’‘Sourcebook:’’’ Player’s Handbook 2

===Hobgoblin=== :Hobgoblins and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with “goblins” the same way elves, eladrin, and the like are simply termed “fey” by those outside their racial group. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits :’’‘Classes:’’’ Barbarian, Shaman, Warden :’’‘DM Advice:’’’ See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above. :’’‘Sourcebook:’’’ Monster Manual

===Kalashtar=== :Kalashtar don’t fit into the style and lore of Aegir, and are a restricted race. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Ebberron Player’s Guide

===Kenku=== :Kenku don’t fit into the style and lore of Aegir, and are a restricted race. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Monster Manual 2

===Kobald=== :Kobalds exist in Aegir mostly as servants and slaves to lizardfolk. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Golva Shalrikkan|Golva Shalrikkan]] :’’‘Religion:’’’ [[Shalrikk (4e Deity)|Shalrikk]] :’’‘Classes:’’’ Warlock, Sorcerer :’’‘DM Advice:’’’ See the [[Races_(Aegir_Supplement)#Lizardfolk|lizardfolk entry]] above. :’’‘Sourcebook:’’’ Monster Manual

===Longtooth Shifter=== :Longtooth Shifters are decedents of [[Aruman (4e Deity)|Aruman the Wolf]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|Lord of the Land]] :’’‘Classes:’’’ Fighter, Ranger, Warden :’’‘DM Advice:’’’ Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature. :’’‘Sourcebook:’’’ Player’s Handbook 2

===Minotaur=== :Minotaur don’t fit into the style and lore of Aegir, and are a restricted race. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Dragon Magazine 369

===Orc=== :Orcs and similar brutes are usually part of goblin society. They are rare but not unheard of, and are usually lumped with “goblins” the same way elves, eladrin, and the like are simply termed “fey” by those outside their racial group. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#Goblin Tribes|Goblin Tribes]] :’’‘Religion:’’’ [[Mabdig (4e Deity)|The Red God Mabdig]], various nature spirits :’’‘Classes:’’’ Barbarian, Shaman, Warden :’’‘DM Advice:’’’ See the [[Races_(Aegir_Supplement)#Goblins|goblin entry]] above. :’’‘Sourcebook:’’’ Monster Manual

===Razorclaw Shifter=== :Razorclaw Shifters are not decedents of [[Aruman (4e Deity)|Aruman the Wolf]], but instead come from the lineage of a great jungle cat touched by the [[Lord of the Land (4e Deity)|Lord of the Land]]. They can crop up both in human and fey society, though are typically more accepted by the fey. They are rare but far from unheard of. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]], [[Nations and Cultures (Aegir Supplement)#The Empire of Goult|The Empire of Goult]], or [[Nations and Cultures (Aegir Supplement)#The Galachen Islands|The Galachen Islands]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|Lord of the Land]] :’’‘Classes:’’’ Fighter, Ranger, Warden :’’‘DM Advice:’’’ Shifters are usually pretty independent, and can fit into most groups. They usually get along especially well with the fey due to their connection to nature. :’’‘Sourcebook:’’’ Player’s Handbook 2

===Revenant=== :In Aegir, Revenants are souls of the dead who had enough will power to maintain a humanoid form. Revenants make up most of the warriors fighting in the [[Religion_(Aegir_Supplement)#Sorastraz.2C_the_Divine_Battle|Divine Battle]], on both sides. They cannot usually cross back into Aegir without a physical host, though some may be given the power to do so by their patron deity. In Threysos, Revenants look much like their former selves, but once they cross into Aegir they take on the appearance described in the race’s normal game information. :’’‘Rarity:’’’ ’’’’‘Rare’’’’’ (in Aegir), ’’’’‘Numerous’’’’’ (in Threysos) :’’‘Affiliation:’’’ [[Religion_(Aegir_Supplement)#The_Divine_Court|The Divine Court]] or [[Religion_(Aegir_Supplement)#The_Pact_of_Ruin|The Pact of Ruin]] :’’‘Religion:’’’ Any :’’‘Classes:’’’ Any :’’‘DM Advice:’’’ Incorporating a Revenant into the group is not too difficult, provided his/her goals and the goals of the group match up. Usually Revenants are only sent back to Aegir for very important missions by their deity. :’’‘Sourcebook:’’’ Dragon Magazine 376

===Shadar-Kai=== :The Shadar-Kai are humans who crossed over into Threysos and stayed there. Living in a spirit realm while maintaining human form, surrounded by souls of the dead, has transformed them over the centuries. They are now considered native to Threysos, but due to their physical form they can cross into Aegir more easily than most denizens of Threysos. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ Any :’’‘Religion:’’’ Any :’’‘Classes:’’’ Avenger, Rogue, Invoker :’’‘DM Advice:’’’ Shadar-Kai are usually particularly difficult to work into a party, since they tend to be selfish and violent. Use motivators that effect the character’s self-interest to help direct them along the same goals as the party. :’’‘Sourcebook:’’’ Dragon Magazine 372

===Tiefling=== :Tieflings are rare in Aegir, but they do crop up occasionally, particularly among the lizardfolk. :’’‘Rarity:’’’ ’’’’‘Rare’’’’‘ :’’‘Affiliation:’’’ Any :’’‘Religion:’’’ Any :’’‘Classes:’’’ Rogue, Warlord :’’‘DM Advice:’’’ Tieflings are mistrusted in most societies, so access to disguise magic or working in a more accepting area is helpful when tieflings are in the party. :’’‘Sourcebook:’’’ Player’s Handbook

===Warforged=== :Warforged don’t fit into the style and lore of Aegir, and are a restricted race. :’’‘Rarity:’’’ ’’’’‘Restricted’’’’‘ :’’‘Sourcebook:’’’ Eberron Player’s Guide

===Wilden=== :Wilden are fey whose people lived for centuries in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|Lord of the Land]] :’’‘Classes:’’’ Druid, Invoker, Shaman :’’‘DM Advice:’’’ Wilden do not get along well with non-fey, particularly humans. They do best in all-fey parties with missions that protect the wilds. :’’‘Sourcebook:’’’ Dragon Magazine 374

D&D Wiki Homebrew In this section, I’ll go over some homebrew races here on D&D Wiki that fit well into the Aegir campaign world.

===Satyr=== :Satyr are a subgroup of the fey. Though normally jovial and mischievous, they become quite fierce when their homes are threatened. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|Lord of the Land]] :’’‘Classes:’’’ Bard, Ranger, Rogue, Sorcerer :’’‘DM Advice:’’’ Satyr can be selfish and greedy, and this can be a problem in a party. Use selfish motivators to encourage the satyr to get along with his group members. :’’‘Sourcebook:’’’ [[Satyr_(4e_Race)|D&D Wiki Homebrew]]

===Pixie=== :Pixies are a subgroup of the fey. They are playful and mischievous, and usually adventure just for fun and excitement. :’’‘Rarity:’’’ ’’’’‘Uncommon’’’’‘ :’’‘Affiliation:’’’ [[Nations and Cultures (Aegir Supplement)#The Fey|The Fey]] or [[Nations and Cultures (Aegir Supplement)#The Dark Fey|The Dark Fey]] :’’‘Religion:’’’ [[Lord of the Land (4e Deity)|Lord of the Land]] :’’‘Classes:’’’ Bard, Rogue, Sorcerer :’’‘DM Advice:’’’ Pixies are great party members for fey groups, but are hard to disguise if they need to fit in among non-fey races. :’’‘Sourcebook:’’’ [[Pixie_(4e_Race)|D&D Wiki Homebrew]]

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Races

Aegir Jiyambi Jiyambi