Showing posts with label Cosmology. Show all posts
Showing posts with label Cosmology. Show all posts

Wednesday, June 04, 2025

Reading and trip progress

I should be cleaning out my email inbox after just getting back in the office, but I've already talked to people, so I know what the priorities are, so it's just a cleanup process. Not super important or at least not super urgent. In the meantime, let me give a quick update!

I was gone for almost two weeks. I left on a Friday evening, and got back on a Tuesday very late evening almost two weeks later. Flew to Seattle, took a day and a half there, too a 7-night Alaskan cruise, and then came back to Seattle for another day and a half. Seattle was unusually nice; sunny and bright the whole time I was there, and mostly pretty clear; I had good views of the Olympic Mountains, Mt. Rainier and even Mt. Baker most of the time, up near the Canadian border. Alaska, on the other hand, was non-stop rainy, and kind of cool. When you're wet, even reasonably nice temperatures feel cold, and that's kind of what ended up happening to us most of the time. We had a lot of fun. It was my wife's first time to both Washington and Alaska, but my third (and fourth, since we came, left and then came back again) to Washington and my second to Alaska. 

Weather was terrible in Alaska; as it often is, but I enjoyed the Tongass National Forest. While I'd never want to live there, the natural surroundings and history of the area were still fascinating to me. If I ever develop the area in the northwest corner of my map; the Kindattu Mountains and the coast from Dagan Bay up to the edge of the map heading towards Kurushat, that's the terrain I'll use. Ironically, the peninsula around Dagan Bay, which would here somewhat resemble the Salish Sea, I guess, is supposed to be pretty dry; the exact opposite of the Olympic Peninsula. Maybe I can have a thin line of temperate rain forest along the coast before high cliffs that act as a rain shadow or something. Or maybe I just make it a little further north that the climate is wet. It's not like a mapped a jet stream, or anything. 

The trip wasn't as relaxing as I would have liked, but that's mostly because my idea of a relaxing vacation is sitting in the sun with mountains in the background, music playing in the background, and a good book and a bottle of Mt. Dew in hand. My wife thinks sleeping in, watching TV and taking a long time to do things like get ready for the day, eat breakfast, etc. is relaxing. It's not completely compatible, so I brought more to read than I needed, and ultimately feel less relaxed and decompressed than I'd have liked. We kind of had two incompatible goals; spend a lot more time with each other, almost intensely, and relax was the second goal. But to relax and decompress, I really need time on my own. So, one necessarily had to give way somewhat to the other goal. I did, however, read a fair bit. I guess that's just down to my personality. I can't relax and decompress very well unless I'm by myself, and I wasn't very much on this trip, so I should have known that that particular goal was going to fall short.

I finished my Horror in the Museum collection; all (or at least most) of the stories that H.P. Lovecraft revised, edited, or flat-out ghost-wrote. Surprisingly, I'd never read some of these, including really iconic ones like... "Horror in the Museum." I'm pretty sure that I've read "The Curse of Yig" before and I know I'd read "The Mound" before, but there were a few gems that I hadn't ever read. Of course, most of the "secondary revisions" in the back 25-30% of the book he spent less effort on, and for the most part, I liked them less. They came across as pretty standard, forgettable, run-of-the-mill pulp ghost stories from the 20s and 30s. Nothing special. But "The Last Test" and "Out of the Aeons" were particularly good, as was, of course, "The Horror in the Museum." "The Mound" is really more of a bunch of name-checking than it is a really good story, but it's got a lot of really good ideas.

After that, I wasn't sure what to read, but I had ended up at, literally the last minute, tossing the three Book of the Damned Pathfinder sourcebooks in my bag, and I finished Princes of Darkness and Lords of Chaos, as well finishing after getting home Horsemen of the Apocalypse. I think I threw these in because I started the 5e expansion of the old 3e book Book of Fiends by Green Ronin (which, in spite of what their founder says, is not pronounced Green Roneen. I'm sorry; ronin is already an established word in the English language with an established pronunciation. You don't get to change it.) That's an excellent book, or at least the 3e version was, and until the official books Fiendish Codex I: Hordes of the Abyss and Fiendish Codex II: Tyrants of the Nine Hells came out, it was the best work in D&D on the big bad guys. 

Curiously, of course, you'll note that it has devils and demons, but not the "other guys". Because of AD&D's dumb 9-point alignment system, D&D has always made a big deal of the difference between chaotic evil and lawful evil fiends. It's fine to have two "tribes" or "camps" of evil outsiders that work using different methodology, I suppose, but not exactly classic. And the "regular evil" guys have always been an afterthought. Demons and devils were in the AD&D Monster Manual, but the "daemons" were in the Monster Manual II, and just didn't catch on the same way. The fact that they're named daemons is part of it; daemon is exactly the same word as demon and is even pronounced the same way. It would be like saying that Gandalf the Gray is a totally different guy than Gandalf the Grey. Just dumb. Although, kinda like Chris Pramas deliberately mispronounced ronin, a lot of D&D players mispronounce daemon. The oinodamon, for instance. The piscodamon. The Matt Damon. Guess what? That's not how you pronounce daemon. It's just a British spelling for the same word. Gray vs grey. Color vs colour. Traveler vs traveller. You don't pronounce them differently.

Of course, in 2e, they renamed demons and devils (eventually) as tanar'ri and baatezu respectively, and daemons as yugoloths. While demons and devils (mostly) got their names back, the daemons didn't. And in 3e they were also relegated to the Monster Manual II (I believe; maybe it was the Fiend Folio) and they remained an also ran. Some third party supplements added many AD&D daemons back into the game, as 3PP content. But it's worth pointing out that nothing with these guys ever really struck gold and stuck the same way that classic demons and devils did. Book of Fiends took a totally different tack and tried to create daemons that were separated into the Catholic seven deadly sins after some manner. Paizo decided to pattern them after the Four Horsemen, although most people do not do the Four Horsemen correctly; there is no pestilence, there is conquest. I suppose to many, conquest and war seem too similar for them to make a meaningful distinction, but that's because they try to divorce the concept from Christianity, where conquest means the tyranny of antichrist.

Both of these concepts work better, in my opinion, than the AD&D concept (Gandalf the Gray), but I don't know that they manage to rise to the level of really classic demon lords, archdevils, or even just some of the basic demons and devils, for that matter. But it's been fun to see these three very similar but also distinctly different fiendish cosmologies for official D&D 3e (Book of Vile Darkness which I read a few weeks ago), Green Ronin's stuff from Book of Fiends and Paizo's Book of the Damned. I guess if I wanted to have a really comprehensive review, I could also read the 3.5 updates in the Fiendish Codex series (I'm actually planning on doing just that) and maybe even the updated Paizo Book of the Damned book. I think that that's mostly the same as what it was before, with just a few minor changes and updates, but I don't know for sure, because I haven't ever read it.

Oh, one more thing. I also read most of an Eberron novel, Voyage of the Mourning Dawn by Rich Wulf. It's part of a trilogy, and I'll probably read all three of them in relatively short order. Like most game fiction I've read, it's not... great, but it's not bad, just kind of forgettable, albeit entertaining enough. We'll see how well I do with it the next few days. I'm pretty busy through the weekend, and my sleep schedule has been way off due to the four time zones that I crossed. Blegh. I'd really like to finish that book, and my Greek mythology one sooner rather than later, though.

Thursday, January 10, 2019

Cosmology minor changes

I probably won't keep doing cosmology posts much longer, even though I'm enjoying them for the time being.  It's just not where I want to focus too much of my effort.  I did finish reading, from the library, the 4e Manual of the Planes, so I'm now pretty up-to-date on the 4e cosmology, or at least as much as I can be without the deeper-dive books like the one they did for the Shadowfell, the Planes Above and Below and the Demons, etc.  However, I did tinker a bit with my schematic, and I want to discuss briefly what I did differently:
  • I decided to use more familiar realms, usually from folklore or mythology. Along those lines, I resisted the urge to "translate" those names into Old or Middle or even Modern English.  It's one thing if Tolkien takes orc-þyrs from Beowulf and turns it into orc and made it a popular term.  It's probably another altogether that I'm pushing it to have thurses and ettens, and I certainly don't need to add Wanes from Wane-home to that, which I had briefly considered, along with some others.  (Vanir from Vanaheim to use the anglicized Old Norse terms that are more familiar.)  Ettenshaws as an alternate for Jotunheim is the only exception on the map above, but in actual usage, I'll probably revert to Jotunheim just because everybody knows what Jotunheim is.  Bottom line: I'm no Tolkien, and getting caught up in linguistic games is fine when you're at least a professional linguist.  It can only go badly for me to go very far down that road.
  • (A possible exception to this is the name of the world itself.  It's a time honored tradition to have a funky spelling of Earth or the World or whatever be the name of your alternate earth.  Urth from Gene Wolf, Oerth from Gary Gygax, etc. are just two examples.  I might—and right now I can only emphasize might—use the Anglo-Saxon term Weorold to refer to the World, by calling it the Weorold.)
  • The map also breaks up where I had combined in the earlier iteration.  Instead of the realms of the Old Ones, I have the specific realms of Othrys, Olympus, Asgard, etc.  I changed a few other names too—Dhomus is a fine name, but Lacertus has some Latin linkages to the concept behind it, at least, and is easier to remember.  Jozgorath is another cool name, but because it was more or less evolving into a combination of Aquaman's Atlantis and Jotunheim, then why not just use Jotunheim.  And do I really want Aquaman's Atlantis anyway?  If I do, it can be under the ocean of the World rather than a separate extradimensional realm.
  • I had earlier kept Faery apart from "The Weorold" as an excuse to not really have elves or dwarfs running around; but after reading the Feywild chapter of 4e's Manual of the Planes and having it remind me strongly of Jim Butcher's take on Faeries, which of course, is closely based on Celtic folklore about them, I'm rethinking that strategy.  Elves and dwarfs (and every other type of faery) will not be appearing as player character "protagonist" races, but as monstrous foes, they work very well.  There won't be any Elrond or Galadriel or Legloas, there will be King Oberon, Queen Titania, the Erlking, etc.  This may well mean that I need some more monster entries, honestly—but then I can add a speed modifier to the monsters while I'm at it and just officially bump up the revision level of the document.  I'll probably do that in the next few weeks or so.  Although I don't love calling them Sidhe, which is an Irish word that actually means "mound" (the full title is Daoine Sidhe or the Aes Sidhe, or people of the mounds) there aren't a lot of alternatives that are sufficiently well-known that they work as well, so I probably will anyway.  I'd prefer to go with the Scottish equivalent, because I'm much more partial to the Scottish over the Irish, but that word is Sith.  Although pronounced [shee], no native English speaker is going to see that and think of anything other than Star Wars.  I do wish that the older pronunciation of Sidhe (sheathuh) was still in use, but it's not and most people wouldn't recognize it anyway.)
  • The little black bars are where there are connections between realms.  Although looking at my schematic now, I realize that I inadvertently left one off, between the World and Asgard.  (Yeah, see, calling that Osyard, or even Osguard just wasn't going to work, no matter how linguistically clever it was.)
  • At first, I wasn't sure if the relative sizes of the circles on the schematic were supposed to mean something, but I decided that they were.  The City-state of Brass seems as big as the whole world, which seems odd, but I'm going to assume that actually there's a whole 'nother world there after all, and the City-state of Brass is merely the only relatively friendly place that people know how to get to.  There's also a city of Silver and one of Gold, all of whom are rivals of sorts, and there are vast, fiery tracts of land where the giant king Surt rules his kingdom of Muspel.

Tuesday, January 08, 2019

The Otherworlds

Much of my noodling, both with the backstory of nations of actual Earthlings from Medieval western Europe coming to my fantasy world, as well as the nature of "gods" familiar from mythology still existing in a setting that endorses Christianity as correct religion, is just noodling.  I don't intend on actually sharing any of that with any players if it's a game, or making that important to any stories if I'm making fiction about the setting.  But it's helpful to me, at least, to noodle around with these ideas just to have a stable backstory that I understand as the creator.

The stuff below, on the other hand, is perhaps more useful.  I don't really see the exploration of the Otherworld as a super important or common occurrence, even for "adventurers", but it's also not completely unheard of, so knowing something about the local cosmology is nice.  As DH4 gobbled up and ate MAMMOTH LORDS and some DREAMLANDS REMIXED to become DH5, why not utilize some of the other concepts that I've come up with but not really done a whole lot with?  So, DH5 will now gobble up the concepts that I came up with for REALMS TRAVELER, and for that matter, even ODD D&D, which will become an important coterminous realm to the World.  Which brings all of this full circle; ODD D&D was largely inspired by reading one of the realms of Beyond Countless Doorways to begin with, before taking on a life of its own and going my own direction utilizing the same high concept.  REALMS TRAVELER was initially envisioned to be a complete setting in its own right; a kind of episodic "plane to plane to plane" journey as an entire campaign; one that maybe never even started out in a standard, regular, "material plane" campaign setting to begin with. Or, depending on the nature of the campaign, maybe it would be more like Asprin's Myth Adventures books; but either way the exploration of new realms and planes was the main purpose of the setting, and the plane to be explored would change from episodic module to module.

In that setting, planes clustered together like soap bubbles, and occasionally moved in relation to each other, but maintained a degree of coterminousness with at least one and often several planes at once.  Other planes would not be coterminous with each other, but were accessible by traveling through a third plane, while others would have even more complicated routes, possibly stopping through multiple planes in the way.

I'm not using that campaign model for DH5, of course, but I am going to use that cosmological model.  Here's a quick and dirty schematic of some of the realms that are near to the World of DH5, and will have an effect on the world that I've already thought of (and probably already added creatures to the Monster list based on these connections, at least a little bit here and there.)  This isn't meant to be complete, and one could certainly find, on further exploration, that more realms connect to the ones shown here, but if so, their impact and influence on the world of DH5 has not really been felt to any degree at all.  Well, with one exception: the Colonists migrated from Earth to this world by traveling through Elfhome, or Faery (or Alfheim; all words used by the Colonists as they traveled through it.)  Although I keep saying that I won't keep talking about it, it's an interesting example of some of the concepts illustrated here; Earth has separated from this entire cluster and is no longer accessible at all, as far as anyone knows, and as it separated it tugged on Elfhome, so that it is now no longer coterminous itself, but hanging out there, and accessible only by first passing through Dhomus.

Anyway, let's talk very briefly about what all of these places actually are.  I'm not sure how to best approach this, or rather, in what order makes the most sense, so I'll just do them as I glance at the next one and decide that's the one to talk about.
  • The World: The dark green circle in the middle of this cluster is the regular world of DH5.  I still haven't actually sketched a modern map of this setting, but I have an older sketch and a pretty good idea of what it looks like, plus I've talked about it enough that it should be broadly familiar by now.
  • Dhomus: This is the world of ODD D&D, or at least a somewhat translated version of it.  While it was meant to be used with D&D 3.5 originally, and referred to some specifically D&D-like elements, most of them can be used pretty well with my DH5 ruleset with some obvious changes (like replacing yuan-ti with my serpentmen, for instance.)  Dhomus is generally a hotter environment than DH5, and the lizardmen and snakemen kingdoms there aren't super comfortable in much of the DH5 setting, except the further south.  That said, they keep an interested eye in the World, and would like to conquer it, and have a number of plans brewing that would allow them to colonize it en masse; probably after exterminating most of the peoples that already live there now.
  • Faery: Is probably the name most commonly used, but Alfheim and the English equivalent, Elfhome, are also used by large numbers of Colonists and natives alike.  The Colonists are perhaps more familiar with this realm than the natives.  It is no longer directly connected, and can only be reached by traveling from touchpoints or gates from the World to Dhomus, and then traveling through Dhomus to places where gates or touchpoints that reach Faery reside.  These are poorly chronicled, as the Elfs and other fairies have little interest in the lizardmen and snakemen of Dhomus or vice versa.  Because of this, and the low likelihood that the elfs and fairies travel outside their realm, Faery has become somewhat mythical to people in the World, very, very few of whom have anything like first-hand knowledge of it anymore.  What is known is that it is a wild and beautiful place, full of magic and wonder and danger for mortals.  The elfs and fairies divide themselves into massive clans based on the seasons, and the magical lands of, for instance, the Spring clans are always in a state of Spring, never aging into summer, and covered at all times in flowers and new growth and blossoms, etc.  Many of the "gods" of Avalon are here, rather than in the realm noted below, and some of the lords of Faery are equivalent in all ways to the Outsider lords; Queen Mab, King Oberon, Baba Yaga, the Erlking, etc. are equals to Odin, Zeus, Thor or others.
  • Old Ones Realms: This is actually a patchwork of many realms "sutured" together, and some of them have slightly different traits to others, but mostly it is a realm not unlike Faery.  In fact, some Realms-scholars believe that Faery and this Realm were once the same, and somehow it split and Faery drifted off away from the Old Ones Realms, given that both are wild, beautiful and fey and very similar in features.  However, where Faery is the home of elfs and dwarfs and gnomes and other fairy creatures and ruled by the Winter Queen and the Summer King, etc., the Old Ones Realms are the homes of powerful beings that were once worshiped as gods and their retinues.  Olympus is one of these realms (as is Othrys of the Titans), Asgard is among these realms (as is Vanaheim), Avalon is here, etc.  Basically, this is the source of classical mythology.  Unlike Faery, which is now somewhat distant and remote, these realms are actually coterminous with the World, and inhabitants of Asgard or Olympus, (or even the darker realms like Tartarus and Hades) are not completely infrequent travelers in the World, although when they do arrive, they tend to be monstrous and cause nothing but trouble for the locals.
  • Underworld: As you might imagine, the Underworld is a vast underground realm.  Whatever surface it connects to is completely unknown, although occasionally walking through caves in the World, or even more likely, places like Tartarus or other Old Ones Realms that are underground, will connect you to the Underworld.  I haven't done a lot of work on this one yet; I imagine that it will borrow from all sorts of similar concepts as seen in fiction and gaming, from Lovecraft's Dream-Quest, the hollow worlds of Pellucidar and Journey to the Center of the Earth, the home of Wells' morlocks, and of course, D&D's own Underdark (or Paizo's Pathfinder equivalent, the Darklands.)
  • Shadow: A dark realm, home of all kinds of creatures of darkness, including the Undead, presumably (certainly Shadow has lots of undead crawling about it now.)  This will have all kinds of similarities to the Plane of Shadow from D&D, the Upside-down from Stranger Things, and any other perpetually dark, shadowy alternate dimensions.
  • Jozgorath: A vast watery world; a gigantic sea.  Much of the action takes place with aquatic life that lives in the water full-time, but there are also many sailors and others who ply the surface of the water.  Where it freezes in colder parts, it is also the home of the ettins, or jotuns as they are called by the Vikings; large creatures that sometimes, in their most powerful form, are able to manipulate elemental energy and are creatures of frost or storm or lightning.  Although called Jozgorath by the natives of the World, because it was known to them from long ago, the Colonists often call it either Jotunheim, or the English equivalent, Ettinhome, but more properly, that corresponds only to the portion of this realm where the ocean is frozen solid and the ettins hail from originally.
  • Daemon Realms: Much as the Old Ones Realms are a patchwork of various realms ruled by various Old Ones, or what the old pagan gods are now known as, the Daemon Realms are also a patchwork of many realms, ruled by Daemon Lords and their servitors.  Despite it's slightly more distant connections to the World, the daemons have taken a strong interest in mortals and vice versa, and a great deal of contact has been sought out by both.  Many daemons have traversed the Shadow realm or Jozgorath making those realms even more dangerous than they otherwise would be, although powerful cosmological structure of unknown and poorly understood nature make their entry into the World itself difficult and limited.  Exploratory parties of daemons are often sent on errands from their masters to find another route, much like the mythical Northwest Passage, although there is no guarantee that any such other route even exists, of course.
  • Abominatus: This is not a part of creation, and it's connections to it are often tenuous and fickle.  This is good, because the beings that live here are so alien, so hostile, and so horrifying, that they represent an existential threat to all of creation.  Few of them have managed to leak through, but occasionally one of the smaller, weaker and sneakier ones does, which is the source of the specifically Lovecraftian monsters in the monster list.

Monday, January 07, 2019

What's so "dark" about Dark•Heritage, anyway?

While before the holiday, I was talking about the likely next projects for me being something like Western Hack and Swashbuckler Hack; modular add-ons to Fantasy Hack that have rather than a Medieval European sword & sorcery, have an American Old West and Renaissance Europe or Golden Age of Piracy backdrop (although equally fantastic and meant to take place in a secondary world, not in the real world but with fantasy.  Once I've got these modular rules nailed down, whatever exactly they may end up being, I have to work on some setting assumptions to go with it: Dark•Cowboys&Injuns or Dark•Pirates or whatever.

But I haven't done that.  In fact, I haven't thought much about it during the holiday, and on coming back, my eye has been turned elsewhere.  I've actually been somewhat captivated by the setting assumptions of 4e.  4e, as I've said before, was not my cup of tea.  I never bought it, I never read it, I never played it, and I don't wish to.  The game itself went he completely opposite direction from where I wanted 3.5e to move.  But, they did an awful lot of stuff correctly with the setting.  I won't reiterate it here, but I was actually amazed how much they mirrored directions that I was independently going, so I've always been pretty happy with the setting assumptions of 4e, which made D&D into something that I would have liked.  If only it had been paired with a ruleset I could have played!  I might have lingered in D&D instead of becoming (again) the prodigal son who wanders into other fields.  But, it wasn't, so I did wander.  And now when 5e is several years old, I'm reading 4e fluff and getting more up to speed on it than I had been.  And the similarities between the 4e cosmology and setting assumptions and my own directions are so strong that I'm feeling more inspired to work on cosmology than anything else, even though it's not really something that matters day to day with the setting.

So why do it?  Well, I'd like to think that there is interesting stuff I can do with the cosmology, even if it's a bit beyond the day to day comings and goings of the setting.  And the cosmology of DH5 will look fairly familiar to anyone who knows the 4e cosmology, although less overtly D&Dish.  And the reasons for it are the same as they are for 4e, to wit: 1) It's more similar to familiar, mythological cosmology, so it has a kind of cultural resonance that the Great Wheel never did, 2) much of the Great Wheel (and I include the Inner Planes as part of the Great Wheel model) was created specifically to fill holes that seemed apparent because of the artificial nature of tying everything to either an element or an alignment.  This meant that there was a lot of stuff that was created and sitting out there, but wasn't very interesting, and nobody actually much liked it.  3)  In spite of the arbitrary difficulty in actually setting any adventures on a plane made of, say fire or negative energy, or whatever, planar adventuring was, all too often, quite frankly really boring.  Vast expanses of literally nothing make up most of the planes, punctuated by something that doesn't really fit the character of the Plane, but which was at least usable.  Why have a cosmology that spends so much effort on stuff that's both boring and unusable, instead of focusing on the stuff that's interesting and usable?

Now, granted, 4e was really more about pruning the Great Wheel down to its best elements and chucking the rest, whereas I'm more about borrowing from folklore and mythology and yes, occasionally gaming or fiction products too, as needed.  So they're largely converging from two different ends of the creative process, but because I'm perfectly happy to borrow D&D elements that fit into my assumptions (often because they were borrowed themselves into D&D from some folklore or mythological source in the first place), that difference is probably more academic than substantive.

Anyway, this is also tied to the question posed in the post title.  Dark•Heritage originally had a meaning, but now it's mostly become just a label for the current version of my setting, and the meaning that it originally had is one that was dropped many iterations ago.  It also still worked when I was much more overtly a "dark fantasy", or fantasy/horror hybrid in terms of tone, and there's still plenty of echoes of that left, but it's still probably not enough to continue with the name based on that alone.  But buried in the cosmological backstory it still works; now I just have to actually articulate that so the title doesn't just feel like a legacy going back to earlier iterations of the setting.  So what makes Dark•Heritage Mk. V so dark?  Why is heritage a thing, and why does it have to be dark, anyway?

Two things come to mind.  First off, while DH5, like all DH settings, is primarily humano-centric, I have purposefully eschewed using very many traditional fantasy races such as are common in D&D and mostly come to us as bowdlerized Tolkien products.  Instead of elfs and dwarfs and halflings and stuff, I've gone the same direction as I did in my now quite old Bloodlines setting, which pre-dated Dark•Heritage by some degree, and which while also humano-centric, was focused on the notion of magical or monstrous admixture with humanity to create racial variety.  At that time, that meant that there would be nations of tieflings, aasimar, and the four types of genasi alongside populations of humans, but I've gradually "evolved" those concepts.

Dark•Heritage's earlier incarnations dropped most of the elemental types, with the exception of the fire genasi (probably here under influence from Freeport's azhar race) but picked up some other races that had other monstrous or cursed admixture.  While my races today aren't really the same as the D&D race which prompted me to add them in the first place, and I prefer, when borrowing from D&D, to go back to the original folkloric or mythic source material (if any) and utilize as much of that as I can rather than the D&Diana version of the concept, one can still draw a line of sorts from a race that is known in D&D to one that is in DH5.  Most of these are either cursed or monstrous, certainly qualifying as a dark heritage, I'd think.  A few other races are indeed merely monstrous races to begin with.  Let's have a quick look, shall we, at the races in the DH5 game and discuss them briefly, including how their heritage can be seen as "dark" compared to real world people.
  • Human: All humans in DH5 belong to one of two groups: 1) exiles from the early medieval Europe, who's heritage is affected by the fact that they know that they don't really belong here unless they can make themselves belong by carving out and defending their place here, or 2) ancient slaves to other races who have only relatively recently come to freedom, and who struggle with a heritage where they were sources of contempt and abuse.  They have no real cultural or civilizational heritage of their own to draw upon, and have to forge one anew still.
  • Skraelings: Are they human?  Or not quite?  The debased inhabitants of the most wicked of all nations that ever existed (well, that may be arguable.  Baal Hamazi certainly gives them a run for their money) these former Atlanteans have their backs against the wall, their homes in exile now overrun with the Colonists and their own numbers drastically reduced.  They live a life in the shadows preying on the weak, when they can, or giving up their culture and attempting to mingle when they can't.  Although represented by a different stat-block, these aren't meant to be non-human, but merely a highly divergent population.
  • Orc: Much like orcs as everyone knows them, these are clearly not humans, and their origin is shrouded in shadow.  Perhaps they never were human, but persistent stories of their former humanity until corrupted by a Dark Lord of unparalleled power (who came from Atlantis himself, and he may have been the cause of the sinking of that evil place) linger still.  If that doesn't remind you of Sauron and the sinking of Numenor, then you can't call yourself a fan of fantasy.
  • Goblin: If the origin of orcs is mysterious, the origin of goblins is even moreso.  Most people believe them to be merely a much smaller, weaker morph of the same species, much as pygmies are still people in spite of their size, but some wonder if they have a completely different origin altogether.
  • Cursed: As the Skraelings are the final dregs of Atlantean civilization, the Cursed are the remnants of Hyperborean civilization.  Unlike those from Atlantis, they still retain some vestiges of living in their far northern home with its glorious capital city of Zobna.  They are in exile, chased southwards by the advance of Inuto savages and the gradual failing of their own nation and culture, but they still linger yet.  These guys retain something of the nature of the shadar-kai from D&D (although more like the Pathfinder fetchling interpretation than the 4e shadar-kai interpretation) but in origin, they were probably originally more like the dhampyr.  I see them as retaining some of the tone and flavor of both still—both races that posit a cursed backstory.
  • Jann: One of the few remnants from Bloodlines.  Probably because of Freeport's azhar, at least in part, I always had more interest in the fire genasi than any other type of genasi, and the jann inherited that mantle; mostly human but with monstrous ifrit admixture from the City of Brass.  In spite of how D&D has always done it, the ifrit (or efreet or afrit; there are various transliterations) were evil and daemonic spirits, not elemental spirits.  While more overtly fiery, of course, than the kemlings (see below) and still retaining some of their origin as fire genasi originally, this is still a dark heritage to have.
  • Kemling: Started out as tieflings in Bloodlines, were carried forward into the earliest versions of Dark•Heritage.  Later, some of the Bael Turath lore from 4e got bowdlerized by me (mostly because I didn't know much about it other than that it was a long-lost tiefling empire, so I was working on just the concept and the name, not any details).  Needless to say, the whole schtick of the tiefling race is that it has a dark heritage, which carries on to the kemlings too.
  • Nephilim: While the aasimar race that my Bloodlines setting had is hardly a dark heritage, it occurred to me that the only real explanation for the existence of the aasimar in the first place is that the angels involved are fallen angels.  Looking into old Second Temple Hebrew traditions of the Nephilim and Samyassa, a notorious fallen angel, that gave me the details of this race as it came to be.
  • Wose: While the name comes from Tolkien, and Tolkien got it from folklore, I had to, of course, look deeply in the wood-wose or wildman of the wood folklore to work on this race.  But it really started as the shifters (from Eberron); the descendants of werewolves who lost much of the potency (but not necessarily the savagery) of their curse over time.
But all of that isn't really the reason that the heritage of Dark•Heritage is dark.  No, the reason for that is that the world is somewhat more challenging and difficult than most, because The Plan has been sent somewhat askew.  Whereas in our world, a third of the Heavenly Host fell and were cast out, in this world, an additional third refused to participate at all, and stayed neutral.  Because these were lukewarm, neither cold nor hot, they were also spewed out of Heaven, but did not become devils, but rather inhabit the near domains of the Otherworld.  The most powerful of these are mighty beings like Odin or Zeus, and pagans in the past worshiped them as gods.  Others took monstrous forms, like Scylla or Typhon. Lesser members of the host became smaller elfs, faeries, or other denizens of the Otherworld. Together, they were tasked, as a means of redemption, with protecting mortals from threats from outside creation, but the lukewarm have generally done a poor job of it; either because they were resentful of their fall in status and became bitter and uncooperative, or because they were poor in judgement and lost track of their task, or because they quarreled with each other, jockeying for power or influence in their Otherworld courts and domains.

Because of this, the threats from Outside creation have become a bit more emboldened here, and leak into Creation more readily than they do in any other Creation.  This lends a Lovecraftian edge to the setting, on top of the mythological edge that the lukewarm former Heavenly Hosts have done.  And these lukewarm Otherworld residents aren't usually very friendly to mortals anyway, even if they still remember their mission to mortals overall, they tend to see individual mortals as occasionally interesting, but usually unimportant in the long run.

These Otherworldly creatures and beings can be fought and killed, but because their substance is immortal, they will eventually reform.  They won't have their memories, but they do retain their abilities, or rather, they will grow into them as they mature.  In this sense, they operate much like the immortals from my MYTHS REVISITED project.  Let me quote a small part of that which explains how this will work for DH5.  And before I do, let me reiterate once more that this is all backstory, and doesn't really matter too much in terms of what any character, or even player, would know or need to know.  It's just me noodling around with cosmology and deep backstory about how things work.
One of the great mysteries of humanity is exactly what happens to the souls of those who die, however, such is not the case with these Outsiders, as they are collectively sometimes called.  While not actually immortal, and certainly capable of being slain, the souls of Outsiders eventually re-coalesce and reform to be reborn when one is slain.  They will grow up to possess all of the abilities that they had before, although none of the memories of their prior lives.  This does grant them a measure of immortality, but a very limited one, since if you are killed, have to be reborn a number of years later, grow up, and then still don't have any of your prior memories, death to the Outsiders is fairly final, and is certainly a viable solution to dealing with the plans of a rival or enemy. 
Certain rituals can give characters random (and usually more confusing rather than helpful) glimpses into their past lives, and can be done on occasion, although they are very fearful of doing so because prolonged exposure to these glimpses leads to insanity and violent, paranoid madness. 
Outsiders can often manipulate magic and exhibit Otherworldly traits, as befits their nature as Otherworlders.  There are also a number of other, more exotic beasts that live in these Otherworld domains—creatures that may be semi-human like, as in centaurs or rusalka, or others that are purely monstrous, such as trolls, hydras or worse.  
In the past, various populations of Outsiders usually had limited geographical exposure to Earth, but as the population of Earth has become increasingly scattered and intermingled, that is no longer true, and the various populations of Outsiders now interact not only with humanity, but also with each other quite a bit.  In addition, as their wars and often brutal politics proceed, in many cases, individual heroes are reborn, or hidden after their birth, on the Earth, where they may be completely unconnected from their forebears (and in an ironic twist, may in fact grow up to later become more familiar with a rival population of Outsiders.)  Also, the myths as presented show a point in time only--echoes of past upheavals are reflected in the mythology, such as in the Æsir-Vanir War or the Titanomachy--are merely past upheavals, and others of often similar scope have taken place since the time that the myths were first transmitted to "mortals."
And the following reposted text uses Greek mythology an example to show how these beings can exist in a setting that is specifically Christian in its cosmology.
Zeus, the Skyfather, Lord of Lightning and Thunder, is the King of the Olympians according to most treatises on Classical Mythology. Most treatises on Classical Mythology, however, ignore the long history and historicity of the cults of the various Greeks about the Olympians, where they came from, and what happened to them. Consequently, these details are shrouded in over-simplified myths and metaphor. 
In reality, Zeus came upon the Greek pantheon as wandering Outsider prior to its identification with Mount Olympus. At the time, a loose collection of Outsiders including Artemis, Athena, Dionysos, and the Mistresses (Demeter and Persephone), Hephaestus, Hermes and Hera, along with a number of others that later became more or less forgotten—Paean, Erinya, Eileithyia, and Despoina ruled a small realm in the Otherworld that was tied to Greece on planet Earth, allowing them to occasionally roam over this circumscribed geographical area. Over this loose collection of Outsiders, Poseidon was champion and "first among equals"—a powerful force individually, but their loose collection made them vulnerable to another militaristic pantheon, the so-called Titans of Mount Othrys, who’s own realm in the Otherworld was anchored in another part of the Greek peninsula, putting them at odds because of proximity. 
Zeus arrived with some of his young and untested allies: Ares, Apollo, Hades, Aphrodite, Herakles, and others, and due to his own war-like nature and off-the-charts personal magnetism and physical power, was able to unite the disparate Mycenaean pantheon into a powerful force. They set up their paradise on Mount Olympus (in reality, a pocket dimension called Olympus, which is most often accessed via a semi-permanent portal on Mount Olympus in Greece) and waged the terrible war known as the Titanomachy. This was one of the first and most terrible examples of open warfare between pantheons of Outsiders, and the triumvirate of Zeus, his "brother" Hades, and Poseidon, the champion of the region before the arrival of Zeus and his entourage, proved to be unstoppable.

The New Olympians overthrew the Titans, incorporating some few of their members who surrendered into their own growing pantheon and imprisoning the rest so that they couldn't be reborn to threaten their rule later. Zeus, Poseidon and Hades, the most powerful of the new Olympian pantheon, declared themselves brothers, retroactively declared themselves sons and heirs of Cronus, the King of Othrys and the Titans overall, and ruled Olympus jointly, with Zeus the new "King of the Gods." In truth, Zeus, Hades and Poseidon don’t always get along, or trust each other too much, and the lusts, envies and politics between them are often brutal and cruel. However, all three of them recognize that it is the power of their joint triumvirate that has led to their long dominance. Breaking their triumvirate will expose them to their enemies (of which there are many, mostly due to their own aggressive nature) and creates a situation in which as much as they may not like it, all three have a vested interest in maintaining the status quo. Indeed, all three of the triumvirs have at times been killed, but on being re-embodied and reborn, the other two remaining triumvirs made sure that they were raised and taught their place so that they could assume it smoothly again on reaching their full maturity of power. 
The Olympian pantheon later made war against two smaller pantheons; those later known on Earth as the Etruscan gods and the Roman gods. After suffering a number of losses in lightning raids that left their forces imprisoned and depleted, the Etruscan and Roman pantheons merged, and brought a titanic battle to the Olympians. Echoes of this struggle remain in mythology in garbled form as the Gigantomachy, but the effects of the war are better illustrated in the practices of the worshipers of these pantheons. The Etruscan pantheon, as transmitted to archaeologists, adopted more and more Roman and Greek influences, and the Roman pantheon adopted the stories and personalities of the Olympians, although in most cases the names remained Roman. As with the titans, many of the original Roman and Etruscan deities were imprisoned and their places taken by Olympians, who adopted their names and titles for local worshipers, while others were integrated into the Olympian pantheon.  
There were some bitter and brutal moves during this integration. Ares was slain and his reborn soul was hidden by the Romans, for example. Later, the Roman Mars took his place in Olympus, leaving Ares as an exile with no knowledge of his heritage for many centuries. Today, Ares remains a bitter outsider, unconnected with the Olympians, since Zeus and the triumvirate had to "adopt" Mars as part of the cessation of hostilities with the remaining Roman pantheon. Hades "adopted" a number of Outsiders with similar interests—Orcus, Pluto, etc. and announced that they were permanently part of his entourage. 
This was the last great Outsider war in which the Olympians participated—following the naked aggression of Zeus and his brothers against the Roman and Etruscan pantheons, few other outsiders would trust or deal with the Olympians anymore, and many would rather make common cause with their rivals against the Olympians rather than give the powerful Zeus a chance to work his way into another pantheonic conquest. That said, two additional powerful Outsiders were later associated with the Olympians during the later Roman times—Isis, a princess from the Eqyptian pantheon who dallied for many years with Poseidon and had a powerful alliance with him (and him alone, not with the rest of the Olympians). Zeus also befriended Mithras, a wandering Outsider who was part of an pre-Avestan pantheon that imploded in brutal warfare and politics, and the Mithraic mysteries were an important part of Roman worship for some time. Mithras eventually wandered again, although his friendship with Zeus remains an important trump card that Zeus can pull when needed, for Mithras was a solar figure and infamously powerful warrior. 
The Olympians had a long-running "Cold War" with a Celtic pantheon that was separate from the later attested Irish and Welsh mythologies, but this never erupted into full-scale war. While historically the Roman mortals did eventually conquer and assimilate most of the continental and many of the insular Celtic peoples, the pantheon of Outsiders who knew them best was able to form a temporary alliance with the up and coming Teutonic pantheon, an early incarnation of what is later known better to us as the Norse pantheon, where it was actually transmitted to archaeologists via writing. Having just come off a war of their own, in which the Æsir and Vanir merged to form a much stronger Teutonic pantheon, they were a militarily powerful group and rival for the Olympians that the Olympians were not ready to tackle. Some small part of the warfare and politics between the Teutonic—later Asgardian, Celtic—later, Avalonian, and Olympian pantheons is reflected in the complex relationships between the Celtic, Germanic, and Romano-Greek peoples, but as all three populations were eventually Christianized and became significantly intermingled culturally and ethnically over time, later events in the pantheons are not reflected in mythology or history, but in the secret history of the Outsiders, which is unknown to most peoples.  Once Christianity took over these peoples, their relationship with the Outsiders waned; but the Outsiders endured nonetheless.
This later history, however, mostly coincides with that of the other pantheons—as worship of the Outsiders as gods has faded and failed their sacred sites, which were anchors between their realms in the Otherworld and earth were disturbed and the links between them became unreliable and unpredictable. This has also led to a dampening of hostilities between pantheons, as without easy access to Earth,, they don't have the means to make war on each other as easily. It also means that individuals are often stranded on Earth, and sometimes are even killed here. Re-embodied without the ability of their "home" pantheons to raise them to take the same place that they held before their deaths, many pantheons have holes missing in them, and the presence of Exile outsiders, who have little or no knowledge of who or what they are, is growing. Some believe, for example, that Samson or Beowulf (or perhaps both!) were actually lives of Herakles, who while wandering far from Olympus was slain, grew up among a foreign people when re-embodied and reborn, and became a local hero to them before being killed again.
As the Dresden Files says about Old Gods, "It is said that most gods are the first generation scions of angels, demons, or powerful beings of the Nevernever. Some of them are derelict angels—not cast out of Heaven, but just departed on their own.  Millennia ago, such beings gathered into tribes (the Olympians, the Aesir and Vanir, the Jotuns, and so on) and were eventually venerated as gods by the local mortals. The strongest, most capricious, most frightening, most helpful, or most stylish are the ones that tend to be remembered today."