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One of the great strengths of Droaam is its diversity of species. The following species don’t have unique mechanics presented in this book, but they play important roles in Droaam and can be found on the Western Frontier.

Centaurs

The Sehn’te are nomadic centaurs who roam across the northern Barrens, blending an equine lower body with an upper torso that’s reminiscent of a hobgoblin. Academics debate whether the Sehn’te were created by the Dhakaani or whether they were the work of one of the daelkyr; the centaurs themselves have no written records and their oldest tales speak only of the chaos after the empire’s collapse. The Sehn’te are nomadic hunter-gatherers; throughout the history of the Barrens they clashed with minotaur clans and the Gaa’aram orcs, but they largely chose to evade such threats rather than stand and fight. Since the rise of Droaam, the Daughters have convinced some of the Sehn’te to serve as scouts and couriers, and Maenya’s Fist has an elite unit of Sehn’te cavalry that has had some legendary clashes with the Westwind Riders. Some Sehn’te have settled with the blended villages along the road, and adventurers could potentially encounter a centaur sheriff in a goblin village!

Mechanically, the Sehn’te are Monstrosities. But there’s another form of centaur that can be encountered on the frontier—fey centaurs, traveling south from the Eldeen Reaches. The Twilight Harras are an alliance of centaurs that dwell around the Twilight Demesne in the Towering Wood. Twilight centaurs are fey creatures and take a wide variety of forms, combining elf and stag, dwarf and dog, horse and human, and many more—though all have the same mechanical abilities regardless of their cosmetic appearance. Twilight centaurs have no permanent presence in the region, but can be found serving as Eldeen merchants or couriers, or accompanying other Eldeen travelers.

As adventurers, a fey centaur from the Twilight Harras could be a Druid or Ranger with ties to one of the Eldeen druidic sects. A Sehn’te Fighter or Barbarian could have broken away from their herd; perhaps they’re on a quest for revenge, or maybe they want to become a Westwind Rider!

Changelings

Changelings encountered on the Western Frontier are as likely to come from Breland as from Droaam. Changelings make up approximately 4% of the population of Breland; they can be found living in Brelish communities, or wandering the Western Frontier as merchants, wandslingers, brigands, or any other role a human might play. To the west, the changelings of Droaam come from the nomadic city of Lost, a hidden community that is both disguised and in constant motion. Those changelings that leave Lost are often part of Katra’s Voice, moving among the people of Droaam as mediators or entertainers; in this role, they usually walk openly as changelings, often using their shape-shifting abilities aesthetically to add colors and patterns to their skin. Others gather information as part of Teraza’s Eye, and these changelings typically use their gifts to blend in and move unnoticed.

Changeling adventurers could come from either side of the Border Road. Skindancing is an artistic tradition developed in Lost, which blends motion and transformation; a Changeling Bard of the College of Dance could be a master of this art. The denizens of Lost also hone their innate telepathic powers, and this would be a logical path for a Soulknife Rogue or Great Old One Warlock; in the case of the Warlock, their patron might be the telepathic gestalt of Lost itself.

Goblins and Kobolds

Both goblins and kobolds have historically been oppressed underclasses within the Barrens, dominated by almost every other species in the plains. Over time, they developed their own shared culture that’s entirely different from the cultures of either species elsewhere in Khorvaire; when someone says “goblins” in Droaam, it’s understood that they mean “goblins or kobolds.” Most goblins and kobolds feel a close kinship and look out for each other when possible. They learned long ago to value their cunning over strength; the heroes of their tales are quick and clever. They are patient and enduring, and tolerate endless suffering while waiting for an opportunity to present itself.

Those goblins who serve the Daughters of Sora Kell lead far better lives than their ancestors in the Barrens, and they are among the most numerous inhabitants of the large cities—and the most devoted supporters of the Daughters of Sora Kell. Most are especially excited about Kethelrax the Cunning, the kobold warlord of Shaarat Kol; they believe that this marks the beginning of a new age where goblins will be recognized and rewarded for their work. However, there are still goblin servants in the domains of some warlords—notably Turakbar’s Fist—who live miserable, short lives. While most goblins are content to focus on their work, some seek to help their oppressed kin or take petty vengeance on ogres and giants for the vast suffering inflicted on their people.

While the majority of the smallfolk of the Barrens were oppressed by the chibs, there are a few clans that come from beyond the Barrens and which avoided this fate. The Khaar’paal are a society of kobolds who dwell in the Graywall Mountains, who have learned to harness their innate sorcerous talents. House Orien has hired Khaar’paal kobolds to work on the expansion of the lightning rail. As described in chapter 3, there is a community of Khaar’paal in the town of Quickstone; they might also be found traveling with Orien caravans on the Border Road.

A goblin or kobold adventurer could be a hero of Shaarat Kol on a mission from Kethelrax the Cunning, a proud champion fighting for their people. They could have escaped bondage in Turakbar’s Fist and be driven by a desire for revenge on all minotaurs. They could come from Graywall or the Great Crag, having seen the rise of Droaam but now looking out for their own interests. A kobold adventurer could be a Khaar’paal wandslinger who’s come down from the Graywalls; a goblin could have come from the slums of Sharn, or they could be an undercover agent of the Dhakaani Khesh’dar.

Minotaurs

The minotaur clans of Droaam are spread across the plains. It seems likely that their origins can be traced back to the fiendish overlord Tol Kharash. Almost all the minotaur clans revere the Horned King, and believe that the greatest champions will join their king after death. However, each clan has their own private name for the Horned King, and their own beliefs about the conduct he expects from his followers. Regardless of his name, most interpretations follow the basic principles of Tol Kharash: warfare and conquest, using fear and force to crush all enemies. However, the Red Hooves worship He Who Walks Behind, who is much like the Mockery; they focus on the use of terror and in deceiving their enemies. The Blade Breakers worship One Horn, who rewards strength and courage—much like Dol Dorn. The Dawn Harvest was a clan whose version of the Prince—the Dawn Gorer—encouraged followers to fight with honor and to defend the weak, two traits rarely seen in Droaam. The Dawn Harvest was destroyed by Maenya’s Fist after refusing to accept Rhesh Turakbar as the warlord of their region; a few members of the clan survived and are now scattered across Droaam.

Throughout history, devotion to the Horned King has driven the minotaur clans to dominate goblins, kobolds, orcs, and other creatures. However, this aggression prevented the minotaurs from becoming a major power in the region, due to the long, destructive feuds between the clans themselves. The clans were delighted by the decade of conflict with Breland, and minotaurs continue to be the most common reavers found crossing the Border Road in search of glory. Minotaurs are fierce and brave, but they generally lack patience and discipline. They are terrifying raiders, but most lack discipline and have no patience for careful tactics. Most of the minotaur clans are tied to the warlord Rhesh Turakbar, but some clans have integrated with Droaam as a whole, and minotaurs can be found serving with Maenya’s Fist, the Flayer Guard, House Tharashk, and others.

The archetypal minotaur is a Barbarian, eager for battle and to defeat enemies in the name of the Horned King. This devotion doesn’t prevent a minotaur from being a heroic adventurer; the Horned King accepts all worthy kills, no matter the cause or motives of the minotaur. Fiend Warlocks are also common among the clans that dwell near Turakbar’s Fist. However, a minotaur adventurer could have turned their back on the traditions of their people. A minotaur Paladin or Cleric could be one of the last surviving members of the Dawn Harvest, seeking vengeance on Rhesh Turakbar and his masters.

Ogres

The ogres of Droaam are physically powerful, but they are slow—in every sense of the word. They have a slower metabolism than many other humanoid species and generally interact with reality at a slow pace, taking their time whether they are moving or considering a problem. They’re used to their strength and durability carrying them through life and don’t generally have to think quickly; everything will work out in time. Ogres typically pursue simple pleasures: food, drink, and crushing small creatures that annoy them. The various warlords charm them with harpy song and fill them with grist, then set them to work lifting heavy things and smashing things that need to be smashed. They’re often recruited into local brute squads and serve as basic shock troops in the armies of Droaam. But they aren’t innately aggressive. As chibs in the Barrens, ogres would use their strength to gather what they needed to live a comfortable life, including tiny servants. But unlike the Gaa’aram or the minotaur clans, they would rarely raid others or seek conflict for pleasure; in many ways, they can be seen as mighty children. While physically powerful, they’re easily swayed by strong personalities and compelling stories. They are very emotional—though they can shift between emotions rapidly—and love stories and songs, even if stories need to be kept simple. It’s not uncommon for an ogre to develop a deep attachment to their favorite harpy or changeling storyteller. As long as they are happy, ogres can be kind and even gentle.

It’s worth noting that the common ogres of Droaam are a different subspecies from the ogres of Borunan in Sarlona… and that while ogres often serve in brute squads, the skullcrusher ogres of Maenya’s Fist are yet another subspecies of ogre—a clever, aggressive line said to have some of Maenya’s own blood running in their veins.

An ogre adventurer can be represented by using the Goliath species and taking Hill’s Tumble or Stone’s Endurance as their Giant Ancestry. As a Medium creature, the character is small for an ogre, but they tend to hunch and huddle, not wanting to take up too much space. When they use the Goliath’s Large Form trait, it’s not that they are mystically growing in size; it’s that they are just stretching out and standing up, taking up their full space for a short time.

Oni

Oni do not have a culture in Droaam; each one is unique. There are two distinct origins for the oni found on the frontier. Some oni are the children of hags, possibly even the Daughters themselves. Other oni are ogres who have been infused with the essence of a lesser fiend, as a form of living prison. The two have similar abilities and use the same stat block, and few outsiders can tell them apart. A hagborn oni may have an ongoing relationship with their parent, who they could call on for guidance or who might demand assistance. A fiend-bound oni might struggle with the fiend trapped within their blood; they could pursue rituals that would suppress the bound spirit or allow the oni to draw on its power. Within Droaam, oni are often invited to serve with Maenya’s Fist or Katra’s Voice; others serve as administrators or chibs in important communities.

Oni are powerful creatures, and there are no rules for playing an oni. An oni adventurer could use the Goliath species as a base, taking the Cloud’s Jaunt ancestry option. As a Wizard, Warlock, Eldritch Knight Fighter, or Arcane Trickster Rogue a player character could present their class abilities as being tied to their oni nature. An oni adventurer could serve the Daughters of Sora Kell, work with their hag parent, pursue ways to manipulate the fiend bound within them, or just seek their fortune on the frontier.

Orcs

The orcs of the Barrens developed into two distinct cultures over countless generations of life in the region. The larger of the two are the Gaa’aram—Children of Wrath. The Gaa’aram embraced the chaotic, raiding lifestyle of the Barrens. Where the goblins and kobolds were often enslaved by more powerful creatures, the Gaa’aram voluntarily rallied around the most powerful leaders and served as fierce warriors. To an orc of the Gaa’aram, who you fight for is less important than the fact that you fight and fight well. As such, Gaa’aram orcs were often encountered as raiders; they’re the reason for the name of the fortress that guards the gap between the Graywall Mountains and Silver Lake; Orcbone. Gaa’aram orcs can be found in all the diverse cities, and they’re passionate supporters both of Droaam and their local warlords.

In the days before Droaam, few people of the Five Nations had even heard of the smaller of the two cultures, the Gaa’ran—Children of Sacrifice. The Gaa’ran orcs are pacifists and farmers—one of the few cultures to farm in the open Barrens. They believe that violence stains the soul—that those whose souls are pure when they die will pass beyond Dolurrh, but that killing another forever destroys a piece of your soul. The Gaa’ran held firm to their beliefs even in the face of torment and slavery, and over time it became common for the Barrens chibs to allow Gaa’ran settlements to stand—with the understanding that the local raiders would regularly show up and take their produce. While this was a harsh life, the Gaa’ran have prospered under the Daughters of Sora Kell. Though grist is the primary source of sustenance in Droaam, the Daughters recognize the value of agriculture, and Gaa’ran tribes have been given resources and placed in charge of a number of agricultural projects.

There is, of course, a third source of orcs one might meet on the frontier: House Tharashk. The House of the Mark of Finding has come to an understanding with the Daughters of Sora Kell. Tharashk prospectors are searching for dragonshards in the Barrens, Tharashk bounty hunters ply their trade across the frontier, and Tharashk recruiters urge Droaamite mercenaries to broker their services through the house. The house has its local seat in the Calabas district of Graywall, where viceroy Kundran Torrn oversees the enclave and the district. While Tharashk scions may be orcs, humans, or jhorgun’taal (half-orcs), orcs make up the majority of the house agents on the frontier.

An orc adventurer on the Western Frontier could be a fierce Gaa’aram Fighter who’s forged a bond with a former enemy; a Gaa’ran Druid on a quest to restore the fertility of the Barrens; or a Tharashk bounty hunter waiting for their next assignment.

Shifters

Shifters encountered on the Western Frontier may have come from any direction. Within Droaam, there are fierce shifters among the Gaa’aram; the orcs call them taarka’ve, wolf brothers. The Ur’hakaar are a tribe of shifters who live in the Watching Wood, alongside the worgs and other creatures of the Great Pack. Beyond that, shifters are part of the general population of the Droaam. They lived alongside goblins and kobolds when the chaotic chibs dominated the Barrens, and can be found in Droaamite villages along the Border Road. But shifters also travel south from the Towering Woods, where many have ties to one of the druid sects. They can also be encountered as citizens of the Five Nations; in the town of Quickstone, the smith Beleth is a shifter from Cyre.

So, shifter adventurers could have a variety of origins. They could be Eldeen rangers, Cyran refugees, Droaamite warriors, or just settlers trying to find a safe haven on the frontier.

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