Races and SubRaces.
D&D uses Tolkien-esque versions of Earth Legendary Races and in a rather more cosmopolitan that myth and legend did. Unfortunately for those used to that, this is a setting based on those legends more or less. At least the feel of the ones I'm familiar with and could work into the setting.
Races other than human are severely limited in geographic location, and, in some cases, the location may limit one of more of them to a one or two classes and/or backgrounds. This is especially true of Gnomes.
From the PHB in order listed therein:
Dwarves:
Dwarves (either subtype) are exclusively found in Vikingland. They aren't from around here and get places using Yggsdrasil. Not impossible to play, but they won't have a nautical background. You'll be spending that 4th level ability gain on a Feat, most likely.
Elf
6 races, broken down into 3 regional pairs. Most elves don't have clerics, and only the barred subrace has warlocks.
The Sidhe: Daoine Sidhe use the DMG version of Eladrin, and the Aos Sidhe use Wood Elves. Basically noble/Common, or Civilized/Rural, depending on perspective. British Isles
Sidhe have boats and a sailing tradition.
Storm Sorcerers
Seelie: Volo's Eladrin, and Spenser's Faerie Folks. Oberon and Titania's people. France
Storm Sorcerers
UnSeelie: Closed until I run a particular game I have in my note. The Queen of Air and Darkness rules this Court. Also France.
They don't go to sea. Too much like work. <shudder>
The Alfar:
LosAlfar: High Elves. They worship the Vanir and have clerics (Vanir are as listed under the Norse and the elves gods from the PHB). They MAY have some skill at sea travel.
DokAlfar: Drow, no Lloth. Clerics are possible, although deities are, as yet, unknown. They aren't nautical.
Shadow Sorcerers
Halfling
Congo pygmies. Others may be undiscovered (but then, so is the Pacific, right now).
No nautical tradition.
Humans
Plenty of options, but sorcery is Wild Magic ONLY. Be aware your employers may have Role Play limits, as well. Egypt might be a hard sell, and Greek clerics should be of Poseidon.
Human Variant is fine.
Dragonborn
No. They aren't from around here, although if the game lasts until you reach South America, you'll meet them.
I mean it: NO.
Gnome
Highly restrictive in many cases...unless you WANT to play that class/background combo.
Forest Gnomes:
Leprachauns: Guild Artisan, although not limited to cobbling. Either Arcane Trickster or Illusionist, ad the wizards are fairly rare. Nobles do exist, but likely wouldn't be taking to the high seas. Ireland
Brownies: Rangers (some subclass restrictions, but most available), Scouts, and Land Druids. Grassland terrain. Hermit, Guild Artisan, Outlander(Homesteader)
Danish Trolls: Primitive Brownies, basically. No Guild Artisans, and terrain is Forest or Mountain
Rock Gnomes:
Danish Elves: Rogue(thief) not because they steal, but because they hide and are nimble and crafty. An Arcane trickster or Illusionist is possible, as well, of course. Guild Artisan. Not always Cobblers.
German/Santa's Elves: Guild Artisan. Ranger, Scout, Artificer, Land Druid, Illusionist, even an occasional Bard. No clerics.
Forest terrain for those still in Germany, and Arctic for those who moved to the North Pole. Few are left in Germany.
Gremlins: Artificer, Guild Artisan. They will muck about with any device. And when they find a new one, they will take it apart to see how it works. You may have to reassemble it yourself.
Half Elf
Elves are like Greek Gods...they (apparently, from the number of pointy eared humans in games) can't keep it in their pants.
Half elves are often called Fey Touched or Fey Blooded. They are, without exception, raised as and by humans. Half elf variants from SCAG page 116 are available.
-The Half elven Skill Versatility is the default, but, depending on race, substitutions may be made for it.
-A half-elf of Seelie or Aos Sidhe descent can choose the wood elf's Fleet of Foot, or Mask of the Wild.
-A half-elf of Losalfar descent can choose the high elf's Cantrip.
-A half-elf of Dokalfar descent can choose the drow's Drow Magic.
-A half-elf of aquatic heritage can choose a swimming speed of 30 feet. Aquatic Elves are extremely rare. Half elves of this breed are occasionally born to Atlanteans.
Elven Weapon Training is barred, simply because it takes an elf to do the training, and half elves are human raised.
Half Orc
Basically, Troll-blooded Vikings. ("Troll" being what the Vikings call Orcs). Vikings will be a hard sell, because sailor Vikings tend to rape, pillage, plunder, etc.
Tiefling
Someone's parent was a fiendish warlock. You really should pick your parents better. Maybe get some that aren't cursed from selling their souls.
You can try and apply for the job, but you better tick a LOT of boxes.
From other sources, no particular order:
Gensai:
Mostly you'll be interest in Water, although all 4 are found in Araby. In Araby they are mainly Genie blooded.
However, there are other sources. Water Gensai, for instance, could be a reward by Poseidon to a family after generations of devotion, or a by blow of the Greek Deity habit of sowing their seed nearly everywhere, or even a Half-Triton.
Aasimar:
The DMG version is good for Greek Deity by-blows, and the Volo's version for the Royal Houses of Egypt, Cathay, and Nippon. The Royals are barred but the Greeks are possible.
There ARE other races than those listed above, and I might consider one, but it will be a hard sell. Not impossible, necessarily (although some, such as Firbolg, ARE impossible), but the specifics for each will need be taken into account.
This message was last edited by the GM at 04:44, Wed 21 Oct 2020.