Races in Arranoon

Approximately 10,000 people make their home in Arranoon. Another 2-3,000 can be found on the surface level in the shanties and makeshift houses near the Two Brothers. There is relatively little conflict between races—mostly between classes and sects, rather than racial lines.


The city of Arranoon is approximately half human. However, the entire government is mostly human. The Assembly of Seventeen is made up of human Consuls, representing the powerful Houses, who control the regions or interests of the city. Various ethnicities of humans have settled at different times in Arranoon, and the city’s cosmopolitan nature and tolerance for other ways of life comes from this. The humans are not monolithic in their political views, religion, or attitudes, often “siding” with the other races rather than their fellow humans in matters of import.


Dwarves exist alongside the human culture. They are mostly symbiotic. Positions in the government are reserved specifically for dwarves out of respect for the contribution the dwarven people made to the construction of Arranoon. The population of dwarves equals half that of the human population. Legends tell that deep beneath the sinkhole lie a series of dwarven caverns, leading to one of the legendary spots where the dwarves broke free of the earth in their Quest for Sky. A dwarven stronghold has been recently found and cleared of interlopers. Perhaps it contains information about the missing gaps in dwarven history? A group of dwarves will depart from Arranoon to resettle. Other dwarves have been invited as well. Arranoon will soon receive more refugees than ever before.


As with the dwarves, elves seem to coexist with the human inhabitants, though the elves are vastly outnumbered. Little hostility exists between these elves and the other races of the city. A tribe of elves, fleeing a catastrophe of their race, settled in the city long ago and are almost single-handedly responsible for Arranoon’s legendary underground hanging gardens—a misnomer that encompasses not just gardens but an almost completely self-sustaining farming system. The elves have their own ruling council in addition to having a permanent ambassador to the City Assembly.


Half-elves are routinely “lumped in” with the humans. Few of the people calling themselves half-elf are actually one-half elf, but the descendants of those who were.


Half-orcs are, surprisingly, welcomed in Arranoon. A small band, a few decades ago, found the city as a refuge and found the hard work of mining and trading conducive to their inherent hardiness. Though second-class citizens, the fact that these half-orcs have found anywhere that they belong is astounding to many visitors. A borough of the city is jokingly referred to as Goblintown and is somewhat rough by human standards, but under the representation of a Consul. Some of the half-orcs have caused some minor problems for the City Guard, but few are deliberately malicious. The sheer amount of brute force these people contribute to the city more than makes up for a few drunken brawls here and there.


Ubiquitous. Halflings are part of the city and fully integrated. A large Halfling population is involved in the criminal element of Arranoon, but an equal amount is a part of the City Watch and guards. Some halflings have made a name for themselves as entertainers and bards, due largely to the success of the Strewsh clan’s arrival and integration into society as performers, including the great halfling playwrights. Most halflings are treated as human by the political establishment. A large group of halflings are also dedicated to exploring the cavernous lowest levels as well as another group exploring the surface around Arranoon. Halfling Hall is located on the fifth level of the city, a majority halfling neighborhood that is visited by the wealthy to hear the latest halfling bard’s performance. The three great halfling theaters are also located adjacent to the Halfling Hall area.


Gnomes are perhaps the one major race that is most under-represented in Arranoon. Three large families of gnomes live on some of the lowest levels, occupied with invention. It is a passion and excludes all else, including furthering the families’ fortunes and influence. Each of the families are interested in a different aspect of invention and at the yearly Gnome Invention Convention, the families present their latest and greatest gizmos and gadgets. A fourth family of gnomes did live in Arranoon at one time, but no one ever speaks of them or what happened to them—even if they left or were killed.

The gnomes have little interest in politics at all and have been misused by the government and some greedy corporations, but the gnomes themselves don’t regard it thus, they were happy to invent, create, and build for whatever reason.

It is very rare for gnomes in Arranoon to pursue magic, either divine or arcane. They have no interest, no time, and no one to encourage the exploration of these powers. Essentially gnome culture has embraced science to accomplish what many of the others have done with magic. However, gnomes have been known to strike deals with wizards to enable their creations to work, spark-cheating is what some gnomes call it and view it as not playing fair. Most gnome inventions seem to involve lots of brass, steam, lights, noise, and smoke.

Most of the other races think gnomes are at best slightly crazy, and at worst a manic nuisance.


The smallest of fey creatures also reside in Arranoon. Unseen by most of the locals, these pixies and sprites often help the inhabitants as often as they annoy them. Wise innkeepers and food sellers leave a bit of excess out as a gift to the wee folk. Generally, the fey here are harmless. They are tied to the larger courts and political groups, however.


Though not members of the community of Arranoon, one finds groups of so-called monsters roaming the upper levels as well as the towers of the surface. Most of the citizens give the creatures a wide berth, but some visitors are unsettled by the presence of orcs, goblins, gnolls, and even a few giants (usually the runts of their tribes). These monsters do respect the civilization of Arranoon, mostly because they desire the goods obtainable from the merchants. They are not above making a deal. However, the City’s military and constabulary forces are quite quick to “take care of” any disturbances these monsters cause with the swiftest of results and prejudice. The White Council of Mages and some clerical societies have also enchanted areas with protection and non-violence spells. Some of these magical wards even work….


General Population- 10,000 people

Race Percentage Numbers (approximate)
Humans 50% 5,000
Elves less than 5% 400
Dwarves 25% 2,500
Half-Elves considered human
Half-Orcs 2% 200
Halflings 10% 1,000
Gnomes 1% 100

Return to A Player’s Guide to Arranoon

Races in Arranoon

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