Gray Folk

A Manifold People
A vast and superstitious people, the Grays have an unparalleled adaptability, aided by expansionist aims befitting a proud and ambitious dynasty. Over the centuries, they have made the unexplored and hostile lands of the Eastern Mark their home, and the focal point of a culture that gathers customs from a variety of sources.

Laboriousness, craftsmanship, and propensity for military strategy have made the Gray Folk famous throughout Faerun. They hold great political power over the peoples who have settled in their cities after surviving the Lunar Age, and their own numbers have suffered fewer losses than most.

Lords of the Eastern Frontier
When the Grays colonized the territory of the Eastern Mark, expanding and claiming the entire region, they were led by the first of their rulers: Erven the Mighty. He was an Anireth of noble lineage who abandoned his roots to start conquering new lands. His three sons gave rise to three distinct noble families who inherited control of the new kingdom, moving from an absolute monarchy to a form of oligarchy centered on a triumvirate. The heads of families, whether male or female, of the three dynastic lines became regents, renamed Lords of the Mark, and each of them exerted absolute power only over their own fiefdom, where consultation with the other two was mandatory regarding matters of war and state, as established in patriarch Erven’s written bequest.

Over the years, the different political organization and environmental conditions led the inhabitants of the Mark to detach themselves culturally from the First Men. This was also due to the integration of other peoples from the surrounding lands. It was only natural to secede from Daggerford’s authority during the Second Age.

The new government once had three neuralgic centers of power: Hislith’s Spear, Arberon, and Penumbra, all of which are now nothing but ruins, haunted by anguished memories and spectral silences. The sacred place of the Gray Folk, where the triumvirate gathered at the war table, was in the White City: a mountain stronghold now presided over by the wise Masters of Tradition. This was once the solitary outpost of power of Erven the Mighty, hence its present name of Erverun, in the First Language. Here, relics of the ancient king, along with his body, considered a source of strength for those who took the long pilgrimage to reach it. In fact, each new regent had an obligation to periodically go to pay tribute to the first ancestor of the house, invoking its mighty and beneficial influence to protect the people.

Unparalleled Versatiilty
Among the most sought-after memorabilia and musical instruments in all the lurmen region, none compare to the artifacts of Gray artisans, as they are well-versed in all forms of craftsmanship and metallurgy.

They are also skilled in warfare. In fact, near Ervenrun, many aspirants to the position of Warden of the Dead are of Gray descent.

Racial Traits of the Gray Folk
The Gray Folk took this name from the indiscriminate mixture of various ethnicities, with their customs and beliefs, to remember that all colors, when amalgamated, produce gray.

During the Second Age, in a few decades, these people experienced rapid population growth, allowing them to still be the most numerous survivors during the Lunar Age.

Among them can be found humans with the most varied somatic traits, pigmentations, and physical peculiarities (such as, for example, the epicanthic folds in the eyelids).

Names of the Gray Folk
The Gray Folk have welcomed many different ethnicities over the centuries, consolidating as one diverse people. The names often include four categories, which depend on the offspring of individuals: Exotic Names and Gray Names, Ishdrim names, and Anireth Names (for those of the oldest families).

Male Exotic names: Ayaki, Beyu, Bumeeki, Chanso, Doriya, Emeko, Eunijio, Fosumu, Gothei, Gumirai, Idineru, Linxu, Miuyo, Oshi, Qunyaki, Tehiru.

Female Exotic names: Anixi, Chira, Corliin, Dareye, Exiji, Fijumi, Ghinshi, Jmata, Jumichi, Kharine, Kyuku, Nusixia, Qunshi, Thiliine, Veydri, Xinlith.

Male Gray names: Armeth, Bonev, Carald, Dirmion, Enern, Erven, Galirmiol, Kephild, Korald, Marken, Movald, Nextern, Osvol, Ruphur, Sarven, Urdhur, Zarald.

Female Gray names: Alysandira, Amanda, Belaria, Charlane, Dissaril, Emirya, Favial, Forel, Hislith, Indre, Lauril, Murian, Nayanda, Philisa, Richarna, Uthlenn, Viyolan.

  • Ability Score Increase: Your Charisma score increases by 1; In addition, two other ability scores of your choice increase by 1.
  • Age: The longevity of the Grey Folk is the same as that of other humans.
  • Alignment: Often followers of the Ancient Tradition, Gray Folk tend to not preclude any kind of religion; they can therefore manifest alignments and beliefs on all kins.
  • Size: As humans, your size is Medium, although sometimes different builds can be spotted.
  • Speed: Your base walking speed is 30 feet.
  • Skillful People: You are proficient in two skills of your choice.
  • Martial Training: You are proficient with short swords, long swords, heavy crossbows, and pikes.
  • Stubbornness: Each time you complete a short or long rest, you gain Temporary Hit Points equal to your Charisma modifier (min 1).
  • Warrior Prowess: Your speed is not reduced by wearing armor, and you ignore the Disadvantage on Dexterity (Stealth) checks imposed by heavy armor.
  • Languages: You can speak, read, and write in Common.

Source: Adaptation of Nightfell © Angelo Peluso & Mana Project Studio 2021.