From Trinity Wiki
Jump to: navigation, search

Trinity, as a setting, is a vast place, ranging across the inner portion of the Philomenic system. From the Earth-like Adnez to the iron- and radiation-laden Ganymede, life - it seems - finds a way.


Race - though perhaps a better term would be species - defines several aspects of your character. The most obvious of these is your appearance: while some races appear similar to humans, with mild differences, some are completely alien in appearance. But some races also think differently, or approach the world in vastly different ways that what most humans would consider normal.

It is also useful to point out that, unlike most other settings, Trinity does not have races that are "usually chaotic evil," or whatever. Literal monsters can be - and have been - good people, while moral monsters can arise in pretty much any population.


The term spoken is used as a general reference to any humanoid creature that is intelligent enough to speak. This is the dividing line between what is considered "people" and what are considered "beasts" or "vilekin." While the list below consists primarily of spoken, there are a few outliers, but their presence on this list should indicate to you that they are - mostly - able to function in society and are treated in much the same way as anyone else.


The term elemental is used for any creature whose existence is primarily tied to one of the nine Forces, as these are the "elementary" components of the Trinity setting. The only reason d20 has air, earth, fire, and water elementals is because the Greeks thought those were the fundamental things that composed the world (likewise, that's why the standard D&D cosmology has the "inner planes" composed of those four). Trinity has a whole other thing when it comes to cosmology, though, and it doesn't make sense to me to keep to something that should be setting-specific.

That's not to say that the "classical" elementals don't exist, they're just a subset of geomentals.

Race List

RNG Race Homeworld Origin Type Subtype Force(s) Description Ability Modifiers
1 Human Adnez Natural Humanoid Spoken Neutral A versatile race, humans can be found nearly anywhere that can support life. Relatively short-lived, humans are renowned for being able to take up any profession and excel in it. +2 to one
2 Adu'ja Arcturas Natural Animate Plant Nature Blue After the partial destruction of Arcturas, gradually new life found a way. Always at harmony with nature and memories of those who came before, the adu'ja led a relatively simple lifestyle until the arrival of the Arcturas. Exposure to the Adnezians has led many of their people to wander the worlds of Trinity. +2 Con, +2 Wis, -2 Per
3 Ancelari Arcturas Natural Humanoid Spoken Void Time The original primary inhabitants of the world of Arcturas, the Ancelari fled across the vast reaches of space to escape the Tyranids, while some of their number stayed behind to attempt to destroy their planet to stop the threat. Those ancelari that made the journey became forever changed by it. +2 Per, +2 Wis, -2 Brv
4 Artilect Adnez Elemental Animate Construct Technology A race of sentient machines, the first artilects were built by Ada Fralizte during the 4th century CR. Since then, they have proliferated slowly across the Philomenic system. Artilects are relatively common wherever Technology is present. +2 Con, +2 Int, -2 Cha
5 Burmecian Adnez Natural Humanoid Spoken Neutral Descended from rats and similar rodents that managed to survive the Ageless Winter, Burmecian history is fraught with danger, and they have a particular hated for dragons of all kinds. Burmecians are known for their extraordinary leaping abilities, having founded the art of lancing. +2 Con, +2 Dex, -2 Per
6 Clavat Adnez Natural Humanoid Spoken Psionics Void Standing slightly shorter than humans, clavats hail from the continent of Distarin. In the distant past, they were a warlike race, until the Saint Konoe Ishikaru united them. Known for being strongly family-oriented and having a hint of latent psionic talent, clavats are hard to rattle and tend to be very focused beings. +2 Wis, +2 Cha, -2 Dex
7 Coure Adnez Elemental Humanoid Spoken Chaos Mischievous and elusive, the coure are a race of tiny fairies who revel in tricking other races for entertainment. Their inherent ties to Chaos make them incredibly unpredictable, and their ability to wield strange powers related to that Force are nigh-unparalleled. +2 Dex, +2 Luc, -2 Str
8 Deva Extraplanar Natural Humanoid Spoken Divine Chaos Claiming to be the only race that is truly possessed of free will, the devas are an unusual lot. Born of souls accidentally infused with divine essence when the gods were slain, they choose their path upon death, with many returning to the material world to be reincarnated. Unlike naturalist reincarnation, they retain memory of their past lives, and seek enlightenment in the mortal realm. +2 Wis, +2 Cha, -2 Con
9 Draenei Extraplanar Elemental Humanoid Spoken Divine Travelers from another plane, the draenei speak of their sojourn to escape the clutches of an ancient evil that exists in worlds far distant from Trinity. Immensely tied to their faith, the draenei each seem to have acquired an ancient spark of divinity, a tiny touch of the Divine that resides within their souls. +2 Cha, +2 Brv, -2 Dex
10 Dromite Ganymede Natural Humanoid Spoken Void Blue A race of insectoid humanoids, the dromites are a distant off-shoot of the Tyranids, brought to Ganymede during the Zerg Invasion. Originally intended to serve as the template for their forces on Ganymede, when the Tyranids retreated, they left these creatures on Ganymede, who over time became the dromites. Strongly communal, dromites are - essentially - to Ganymede what humans are to Adnez, being nearly everywhere... or at least were, until the colonists from Adnez arrived. +2 Con, +2 Cha, -2 Str
11 Dwarf Adnez Natural Humanoid Spoken Technology Divine Living beneath the mountains for as long as anyone can remember, the dwarves have been a constant, persistent force in the background of Trinity. Rarely coming to the fore, dwarves instead influence neighboring cultures immensely, their mathematically-oriented minds leading others to forward the fields of architecture and engineering. +2 Con, +2 Wis, -2 Cha
12 Elf Adnez Natural Humanoid Spoken Magic Nature Arrogant and typically ancient, the elven race has seen much of Trinity history. Well-versed in the ways of Magic, elves often find themselves tangled up in the affairs of younger races, where they - typically - try to take charge and ensure that disasters are averted. Elves are known for their ability to hold a grudge. +2 Dex, +2 Wis, -2 Con
13 Esper Adnez Elemental Humanoid Spoken Magic Born in areas saturated with Magic, or born of two Espers, they often lose most of the traits of their parents and instead become living beings made of Magic itself. Able to turn their lifeforce into magical effects - and sometimes, able to absorb Magic - espers are well-known for being more adept with Magic than any other race that walks Trinity. +2 Int, +2 Cha, -2 Str
14 Forsaken Adnez Natural Animate Undead Neutral Sentient free-willed undead, the forsaken are the remnants of various necromantic energies gone wrong over the ages, with the majority having been originally created by Kotrit to serve in his armies. Distrustful and envious of the living, the forsaken generally keep to themselves in small enclaves throughout the worlds of Trinity. +2 Wis, +2 Brv, -2 Cha
15 Gerudo Adnez Natural Humanoid Spoken Neutral Nomadic wanderers of the deserts and other inhospitable places of Adnez, the gerudo are a race of lizardmen who have been present on Trinity since time immemorial. They are highly insular and resistant to change, with a strong culture that has changed little over the millenia. +2 Con, +2 Wis, -2 Dex
16 Githyanki Extraplanar Natural Humanoid Spoken Psionics Time A servitor race brought to Trinity by the invasion of the illtihids in ages past, the githyanki hail from a strange plane on which time passes in incredibly strange ways. They have an alien outlook, and since the destruction of the gate back to the Penumbral Empire, they are now trapped here in the worlds of Trinity. +2 Con, +2 Int, -2 Cha
17 Gnome Adnez Natural Humanoid Spoken Technology Blue Traders of information, gnomes are sensitive to the Blue, the memory of the world itself. Able teachers, merchants, and researchers, gnomes often seclude themselves from the world, preferring instead quiet lives of research and study, though some are at least partially responsible for some of the greater technological wonders of the world, such as the flying city of Urilaulri and the construction of the Analytic Network. +2 Con, +2 Int, -2 Str
18 Goblin Adnez Natural Humanoid Spoken Psionics Blue Originally a race of barely-sentient primitives on the continent of Lotharien, goblins were enslaved during the reign of Anabstercorian, to be used primarily as grunt labor. As with most other races on the continent, however, the goblins eventually developed innate psionic abilities; due to how rapidly they breed, goblins became among the most psionically-powerful among the Lotharie peoples, and were instrumental in the downfall of the alhoon. +2 Dex, +2 Wis, -2 Cha
19 Goron Ganymede Natural Humanoid Spoken Neutral Dwelling deep within the lava tubes that form a labyrinthine network beneath the surface, the gorons are a race of lithovores, feeding upon the rocks and metals of the land. Composed primarily of rock themselves, they are able to survive in the harshest of environments. +2 Str, +2 Con, -2 Int
20 Gremlin Adnez Natural Humanoid Spoken Technology Chaos A race of scavengers and hoarders, gremlins were discovered by the dwarves during the Ronkan Empire. Adaptable and with keen intelligence, gremlins rapidly attempted to integrate themselves into society, though most find their lack of understanding of privacy and social etiquette prevents them from escaping the ghettos to which their kind naturally tends toward. Gremlins have an almost-racial barely-friendly animosity with moogles, with whom they typically vie for jobs. +2 Per, +2 Int, -2 Cha
21 Gria Adnez Natural Humanoid Dragon Neutral The descendents of dragons, the gria are most of what remain the legacy of the true dragons of Trinity. Sporting wings and tails of the color of their progenitor, gria are strong, proud, and haughty, often finding work as bodyguards and gladiators. +2 Str, +2 Brv, -2 Dex
22 Halfling Adnez Natural Humanoid Spoken Neutral Wanderers of the world, halflings are short of stature, but braver than their appearance would suggest. Renowned for being able to take any field of study and put it to near-immediate applicable use in their travels, halflings are a pragmatic but optimistic people, and often pick up a variety of skills. +2 Per, +2 Brv, -2 Str
23 Hobgoblin Adnez Natural Humanoid Spoken Neutral Highly militaristic and with a strong, albeit strange, sense of honor, hobgoblin society is a complex and intricate system of bureaucracy and hierarchy. Evolved from predatory stock, they prefer to communicate with hand signals and value stealth. +2 Str, +2 Int, -2 Wis
24 Isci Extraplanar Elemental Humanoid Spoken Void In ages past, the Void sought to wage war on all of creation itself. To do so, it fashioned creatures as a mockery of those of the world, and these became the isci. Intrinsically tied to the Void, the isci are a disturbed people, quiet but often incredibly determined, and those that manage to survive to adulthood are either incredibly stoic or incredibly fanatical. +2 Cha, +2 Brv, -2 Str
25 Ivathi Adnez Natural Humanoid Spoken Nature Time Not all of the creatures that would one day become prophet moths did so: developing keen minds, the ivathi are elusive, reclusive mothfolk. They are attuned not just to the natural world, but to the shape of things to come, naturally gifted with an uncanny ability to predict the future. +2 Dex, +2 Wis, -2 Str
26 Merdhrai Adnez Natural Humanoid Spoken Neutral Natives of the cold northern shores of Adnez, the merdhrai descend from otters and similar creatures, at home both on land and in sea. Close-mouthed and clannish, they tend to keep to themselves, often mistaken for mere beasts at a distance. +2 Con, +2 Dex, -2 Cha
27 Minotaur Adnez Natural Humanoid Spoken Neutral Bestial in appearance, minotaurs are natives of Chaliraz. With a warrior culture designed to constrain the beast within, minotaurs struggle to maintain civility in society while keeping their anger and animalistic mannerisms in check. +2 Con, +2 Brv, -2 Int
28 Miqo'te Adnez Natural Humanoid Spoken Magic Time A race of cat-like humanoids native to the forests of Chaliraz, the miqo'te are a keenly curious race, and some believe that they are not truly native to the worlds of Trinity - but where they may have come from, none can say. +2 Dex, +2 Cha, -2 Str
29 Moogle Adnez Natural Humanoid Spoken Technology Nature Descended from rabbits, moogles - also called mogri - hail from Distarin, where they were found by clavats and introduced to the notions of civilization. With an intrinsic tie to the rhythms of elemental energy in the world, but a curiosity that immediately led to them seeking to understand technology, moogles often move, speak, and think at a frenetic pace. +2 Dex, +2 Int, -2 Con
30 Murloc Adnez Natural Humanoid Spoken Neutral A race of short, amphibious frogmen, murlocs inhabit coastlines and lakes in many temperate parts of the world, though some groups have adapted to polar regions as well. Murlocs are a relative rarity in civilized places and prefer to keep to themselves, but can sometimes be found amongst the zora. +2 Con, +2 Dex, -2 Brv
31 Orc Adnez Natural Humanoid Spoken Neutral In the savage peaks of Sarteri, a race of would-be prey rose up and instead became predators. More bestial than humanoid, orcs are barely capable of language and civilization, and their own culture has barely become more than that of animals. Their incredibly versatile genetics allow them to interbreed with almost any known species, and some varieties of orc have taken to more intellectual pursuits. +2 Str, +2 Dex, -2 Int
32 Rito Adnez Natural Humanoid Spoken Neutral A race of birdmen, the rito roost high in the mountains of the world. Flighty and prone to wanderlust, many of their kind travel throughout the worlds of Trinity, taking to the skies on whatever world they call home. +2 Dex, +2 Per, -2 Str
33 Sahagin Adnez Natural Humanoid Spoken Neutral Living far beneath the surface of the oceans, the sahagin dwell in the deep waters of the world. Kin of sharks and other predatory aquatic creatures, the sahagin are also capable of functioning in air-based environments. +2 Str, +2 Wis, -2 Cha
34 Seeq Adnez Natural Humanoid Spoken Neutral A seafaring race of pigmen, the seeq sail the seas of Adnez - and in more recent times, the skies, and space as well - generally terrorizing folk and engaging in piracy. Not all seeq take to this way of life, and while not particularly bright, they are capable of finding their way in modern society. +2 Str, +2 Brv, -2 Int
35 Shardmind Adnez Elemental Animate Construct Psionics When Kotrit Wayveri shattered the Force of Psionics, some of the fragments of the force became sentient in the process. Able to manipulate their crystalline bodies, these individuals came to be known as shardminds. Alien in mindset and elemental in nature, these creatures wander the worlds of Trinity seeking purpose. +2 Int, +2 Wis, -2 Dex
36 Thran Arcturas Elemental Humanoid Spoken Time Refugees from the far future of an alternate timeline, the thran were originally ancelari: in their time, however, the attempt to thwart the Tyranids failed, who then devoured almost all life in the Philomena system. The few ancelari left adapted to these conditions, eventually transforming themselves utterly in the quest to right what had gone wrong. +2 Wis, +2 Brv, -2 Per
37 Thri-kreen Adnez Natural Humanoid Spoken Neutral Standing tall over most other races, the thri-kreen are mantislike humanoids that hunt and travel in packs throughout some of the more harsh terrains in Trinity. Six-limbed and covered in chitinous plates, they have an alien mindset that meshes with most humanoid societies in strange - but acceptable - ways. +2 Dex, +2 Brv, -2 Wis
38 Tiefling Adnez Natural Humanoid Spoken Magic Divine The cursed lineage of one of the participants in the battle that created the Lost, tieflings have an unnaturally demonic appearance. Descendants of a mage who had brokered deals with infernal powers in exchange for arcane knowledge, they remain twisted in that image as a reminder, both for themselves and others, of the power of the Lucavi. +2 Dex, +2 Int, -2 Cha
39 Troll Adnez Natural Humanoid Gigas Magic Void Natives to the jungles and lowlands of Ashkar, the trolls have persisted in lands that most find inhospitable for a very long time. Engaging in unsavory practices - namely cannibalism - a great many found trolls at least somewhat abhorrent, but since their introduction to society and a prolonged war with the elves long ago, the trolls have since abandoned most of their repulsive cultural norms. +2 Con, +2 Dex, -2 Int
40 Vesuvan Adnez Elemental Humanoid Spoken Blue Shrouded in mystery, the vesuvans universally hail from the Vesuvan Archipelago off of the coast of Ashkar. A people of reflections, vesuvans are able to change their shape, mimicking that of others. Partially composed of memory itself, vesuvans are able to sustain themselves simply by learning new information. +2 Dex, +2 Cha, -2 Con
41 Viera Adnez Elemental Humanoid Spoken Nature Strange fey creatures borne of trees, the viera are an ancient race that has dwelled quietly in the forests of the world since antiquity, their culture almost unchanged from its inception. Few of their number venture out of their forests, and those that do are considered outcasts. +2 Dex, +2 Wis, -2 Brv
42 Vulpine Adnez Natural Humanoid Spoken Nature Chaos Natives to the forests of Chaliraz, the vulpines are a small race of fox-folk, and have strong cultural attachments to nature. Strongly curious with a trickster streak, vulpines often come across as whimsical to other peoples, with a reputation for flighty and eccentric behavior. Their culture is naturally strongly divided along gender lines. +2 Dex, +2 Per, -2 Con
43 Yuanaga Adnez Humanoid Humanoid Spoken Neutral One of the first sentient races on Adnez, the yuanaga are serpentine creatures that were among the first to investigate the nature of the Forces. However, during the Ageless Winter, many went into a deep slumber within citadels they built in the hidden parts of the world, and few have emerged - those that do rarely come to the forefront, preferring instead advisory roles to the younger races that have risen since. +2 Wis, +2 Cha, -2 Per
44 Zora Adnez Natural Humanoid Spoken Neutral Dwelling within the coral reefs scattered across the world, the zora are an aquatic people, living beneath the waves for nearly as long as anyone can remember. Their ability to transition between living beneath the waves and functioning in land-based societies has led them to become a versatile people, exploring many avenues of thought. +2 Con, +2 Per, -2 Str
45 Zzithrani Ganymede Natural Humanoid Vermin Psionics Nature Originally simple insects, the zzithrani have mutated greatly over time, primarily due to the nature of their homeworld, but also due to the interference from the Tyranids. While they have attained sentience, they have done so as a hivemind, and as such come off as incredibly alien. +2 Con, +2 Brv, -2 Cha

Back to Main Page d20 Mechanics