Races of Cimmeria

Cimmeria is home to many different humanoids and magical creatures. All of them vie for their place in the world, struggling to build better lives for themselves in their own ways.

The Conclave Races

Dwarves Dwarves are a strong and stocky race made for mining and working with metal. They have a brusque attitude towards outsiders, but within their halls they love wine, music, and fatty food. Dwarves have four kingdoms that were recently united under High King Torngar.

Elves Elves have thin builds, long lifespans, and excellent senses. They value art and beauty. Many elves become amazing craftsmen after centuries of study. They are an insular people, rarely emerging from their forests for any other purpose besides trade.

Halflings Halflings are short and small, but they have naturally athletic bodies and a knack for magic. Halflings operate businesses throughout Cimmeria as friendly merchants, innkeeps, or craftsmen. While rarely the centerpiece of history, halflings are happy to support the heroes that protect their world from danger and destruction.

Humans Humans are a bit larger than most other races in Cimmeria with a large variety of cosmetic differences in hair, eye, and skin color. They are the most populous race in the region with many cities, towns, and villages across the plains and hills of Cimmeria. As the most populous, humans are constantly guiding the history of Cimmeria whether for good or ill.

Orcs Orcs are the strongest of the Conclave races with massive muscles and tusked faces. They value freedom above all else and judge their worth off individual deeds rather than relationships. Orcs are split into dozens of different tribes that were only recently united under King Gregor.

Monstrous Humanoids

Giantkin Giants are huge, strong and ferocious humanoids. They are descended from the giants that fought against the Olympians in the Gigantomachy and the Cyclopes smiths, Brontes, Steropes, and Arges. Giantkin menace most of Cimmeria, but stay in the Terror Mountains, Aractrashan Jungle, and the Underdark to avoid counterattacks from civilized society.

Githyanki Githyanki are extradimensional psionic beings from the Astral Plane. They raid other planes for food, drink, and entertaining cultural pieces to consume. The githyanki once raided Cimmeria, but left when their Lich-queen was banished by Tracy and the Gish Trio.

Goblins Goblins have greater diversity than other races with three main variations of goblin, hobgoblin, and bugbear. These variants are due to the blessing of the Goblin Pantheon which was defeated by the Olympians during the Goblin War when the Olympians first came to Cimmeria. Goblins live as slaves to the other races now, except for a few that survive in the Hobgoblin Lands east of Cimmeria.

Kobolds Kobolds are small dog-lizard people that were born from sown dragon’s teeth. In the Heroic Age dragon’s teeth created powerful Spartoi, but that magic has dwindled to create only kobolds now. They are a selfish race that is obsessed with food for themselves and their pack above all else. This singular focus makes it difficult for peaceful coexistence with other races as kobolds will often steal rather than trade for desired goods.

Lizardfolk Lizardfolk are anthropomorphic reptilian predators who occasionally eat other races. They have lived in the waterways of Cimmeria longer than anyone can remember. Lizardfolk and their troglodyte cousins are happy to live separate from civilization, but their cannibalistic habits frequently bring them into conflict with riverside towns and villages.

Magical Races

Fey Fey are magical tricksters that live in the wild places of Cimmeria away from civilization. They were created long ago during the Golden Age of Cronus and have a disdainful opinion of the other races of Cimmeria. They live apart from the other races and are ruled by the good Seelie Court and the evil Unseelie Court.

Outsiders Outsiders are immortal, magically powerful beings defined more by ideology than biology, coming in many types of angels, demons, elementals, and beings of law. Their societies lack material needs, instead focusing on art, games, and engagement with mortals through rigid divine hierarchies, where they serve gods, enforce cosmic rules, or cruelly exploit lesser beings. Throughout Cimmerian history, outsiders have shaped mortal events as allies and enemies.

Snakeshifters Snakeshifters are humanoids with innate magical powers that allow them to don illusionary disguises. Snakeshifters hate physical labor and insert themselves into other societies to live off other people’s work. This behavior has earned them many enemies, forcing snakeshifters into hiding across Cimmeria.

Water Races The water races of Cimmeria are adapted to life in the Caspian and Aral Seas. They were once helped by the Dragon War Heroes but their history below the waves has proceeded without a word in surface dweller history. While some water races interact peacefully with the surface world through trade and diplomacy others are drawn to violent raids and dark rituals.

Monsters

Dragons Dragons are beasts of terrifying strength with a combination of teeth, claws, wings, elemental breath weapons, poison, and frightening intelligence. Dragons ruled over Cimmeria during the Age of Monsters but were defeated by mortals during the Dragon War. Dragons are obsessed with treasure and raid settlements for wealth of all kinds.

Lycanthropes Lycanthropes are humanoids that can transform into a predator animal or a hybrid half-animal/half-humanoid form. Inexperienced lycanthropes transform under the full moon and prey upon the people around them. More experienced lycanthropes control themselves and hide their nature to avoid persecution.

Undead Undead are the animated corpses and spirits of the deceased, reborn as heartless monsters. They seek to destroy and desecrate all living things. Necromancy, the magic of creating undead, is taught in the undead city of Crux.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

83 – Call of Cthulhu's Garden (Hem and The Sprouting) Setting the Stage, Campaigns for D&D and Other RPGs

Hem tells us about their actual play campaign, The Sprouting. Within the world of The Sprouting, Earth's history diverged during the 1800s when an eldritch horror was summoned into our reality. The horror lay in wait for centuries, building up a secret army of plant monsters. In 2020, the plant monsters struck, ruining infrastructure and attacking population centers across the world. One hundred years have passed and our heroes learn that the next stage of the plant apocalypse has begun…We also discussed some of the difficulties and pleasures of actual play podcasts and how the RPG community varies internationally (Hem is in Iceland).If you want to try listening to The Sprouting its available on all major podcast platforms. You can learn more on The Sprouting's website.For other shows produced by Hem check out Blighthouse Studio's website.Hem mentioned The Lucky Die actual play show of theirs several times which used D&D 5e.And the broader network of Fable and Folly has their website too.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stageon Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  2. 82 – Tarot Ghosts (George and Fears & Fortunes)
  3. 81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica)
  4. 80 – Dynamic RPG Countries (Travis and Tetara)
  5. 79 – Dragon Age Degenerates (Zoe from Degenerates with Dice)