⇈ Title ⇈ ↡ Index ↡ ↑ Contents ↑ → Preface ← ↓ Introduction ↓
Preface
Race and Equality Efforts to part ability score bonuses from race in D&D are not merely problematic for their divisiveness in the community. They also fail on a fundamental level to address the issue of personhood. As with some science fiction, there are ancient myths that invite us to ask “what if?” What if we encountered beings with profoundly different abilities and outlooks along with self-awareness and sapience? These myths typically predate the rise of universal human rights as a philosophical concept. That should not prevent us from considering the implications of one idea on the other.
Removing those differences in ability avoids ethical questions without supporting any stance. It also degrades the fidelity of non-human races derived from older ideas. The essence of those imaginative concepts merits respect, as does the personhood of differently-abled beings. Imagine encountering extraterrestrials who, while operating in our environment, seemed clumsy and communicated poorly in our languages. Would it make sense to judge them as subhuman, or might we acknowledge a fundamental kinship and equality with these otherworldly klutzes?
Eliminating ability score differences in non-human fantasy races is no direct challenge to human bigotry. Yet it perpetuates anthropocentric bias that might already be distorting our understanding of creatures like elephants and cetaceans. Any life beyond our world is likely to challenge that faculty of understanding in much greater ways. Contemplating this possibility exposes the folly of linking personhood to any performance metric beyond the sentience necessary to develop individual self-awareness. Thus I conclude that adventuring races need not be physically and mentally equal to humans to be equally valid as people.
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The
Immaculate System began as a way to bring players of the 5th edition of Dungeons & Dragons into an original campaign world. Earlier efforts with an eye toward old school roleplaying featured the working title
Divine Tapestry. That project had a heavy focus on guilds and secret societies. Its thirty classes and convoluted multiclassing system went from troubling to irrelevant in
2014 when an appealing and versatile body of rules arrived in the new
Player's Handbook. I still saw value in original content covering the cultures, histories, and religions of this world. The third area was most in need of refinement. So the design of the Fivesquare Pantheon took place in conjunction with the earliest compilation of the
Immaculate System.
Selecting a great organizer to structure that pantheon set the tone for the work ahead. Its title is not meant to imply that perfection has been achieved. Instead, it is a constant reminder to seek both balance and clarity. Any platform suitable for a diverse range of conflicts requires clear discussion of sensitive subjects. Nobody can challenge the corruption of misinformation where aristocrats only pay bards to sing the truth. Nobody can oppose the wickedness of slavery where it is trivialized or the institution is altogether absent. Nobody can heal the pain of war if there are no wounded, no orphans, and no refugees in the aftermath. Heroes are the product of opportunities for heroic deeds.
From its eariest incarnation D&D featured a moral dimension to the challenges and perils confronting player characters. This requires balance. The world known to some as Theatron features rare havens where authorities are consistently honorable. Similar efforts were made to be sure that some larger lands remained free of marauders, slavers, and/or witch hunters. Entire campaigns can be built around protecting innocent townsfolk from a series of monstrous threats or hunting evil creatures in service to noble benefactors. Balanced diversity allows for characters to be heroes and villains in stories without any moral ambiguity in the same world that supports less sharply defined and more thought-provoking explorations of right and wrong.
Additional commentary provides depth, allowing each character to be anchored in a personalized context. Racial identity and ethnic identity are discrete. Humans of all cultural backgrounds have the same potential ablilties, though major ethnic groups have varying reputations shaped by unique histories and lore. Stereotyping and outright bigotry can also serve as barriers to be challenged and overcome. Some non-humans may have difficulties integrating into human communities. As adventurers rise in power and prestige, they may find themselves accepting the roles they are cast in by others, or they may craft personal legends entirely on their own terms.
For those who wish to go beyond background and context to take the
Immaculate System as an approach to D&D, this scroll can be adopted as a collection of rules to shape character development. These rules maintain racial ability score modifiers as well as the basic truth that human ethnic groups are not non-human races, nor is the reverse true. Feats are now balanced with Forfeits – disabilities offering a new form of challenges and struggles for adventurers. Systems are also available to engage in exploration of the most dangerous places in or near the world. Further guidance is available for everything from operating a modest farm to pursuing a palace among the stars.
↟ Contents ↟ ↡ Index ↡ ↑ Preface ↑ → Introduction ← ↓ Characters ↓
Introduction
Using the Scrolls These documents are meant to be perused with a Hypertext Markup Language (HTML) browser. Like physical scrolls, they can be skimmed by reading up and down their length. Unlike physical scrolls, they contain links for instantly shifting attention to a specific target. Each begins with a table of contents connected to every major section of the document. Each scroll ends with an index featuring a much more extensive extensive list of internal links to specific topics. Each divider between sections facilitates navigation to the table of contents, the index, the previous section, and the following section. These methods provide direct access to every topic of deliberate focus.
Most HTML browsers have their own features to enhance the reading experience. Methods vary by platform. Keyboards offering HOME, END, PAGE UP, and PAGE DOWN keys can be useful. CTRL-F or ⌘-F may make it possible to search for specific patterns of words or glyphs anywhere in the document. Many browsers also offer a scroll bar and other features for looking at new portions of the text. Most allow print sizes to be scaled up or down as desired. Adapted for presentation with a wide range of modern devices, these scrolls each feature the content of a book in the format of a single continuous page like their ancient namesakes. |
Humanity at the Heart Theatron is chiefly a world of human beings. Centuries prior to the Great Consolidation, humanity already surpassed the population of all other adventuring races combined. Humans now constitute over
90% of the three largest empires in the world as well as the majority of many kingdoms, federations, city-states, and tribal lands. Yet humanity is no monolith. Twenty-six human languages are each presently spoken by more than one million people. Every ethnic group is a product of unique histories, traditions, and politics. Even terrain and climate shape the cultures of people who all are ultimately sustained by the land.
Every biological variation among major human ethnicities is purely cosmetic. Cultural forces promote some abilities over others. These emphases are reinforced everywhere from folklore to training techniques. Thus major ethnic groups possess reputations for particular endowments woven deeply into their cultural identities. When raised among non-humans and given no particular encouragement to conform with any ethnic stereotypes, heritage appears to have no bearing on the potential and actual abilities of individual humans. Ethnicity is an important part of self-image for many people. Even so, it provides no physiological advantages.
Most sages understand this. Scholars are often curious about all things foreign and quick to overcome personal prejudices. Others may lack this trait. Political leaders rarely resist appeals to ethnic unity (if not also legal favoratism) in order to secure the loyalty of their own people. Unflattering portrayals of outsiders can be an easy way to entertain a crowd inclined toward ethnic pride. Wherever war looms, hostility toward the people governed by an opposing power is likely to follow. Even though all human beings are essentially the same, pandering and divisiveness can become paths to popularity while obscuring the deeper truth – humans of all ethnicities are created equally.
Non-human Peoples Bodily variations of the non-human races are more than skin deep. Some tower over humanity while others never approach
3' in height. Some races grow natural weaponry. All fey and fiends harbor active magic in their blood. Dwarves, elves, halflings, and humans were created to perform specific duties for dragons. Those four races have some sense of kinship despite different physiologies and perspectives on the world. Other non-human races can be more profoundly alien. Individuals entirely unfamiliar with a race may be disturbed by some routine behaviors or startled by the appearance of ordinary members of that race.
Even so, the twenty-five adventuring races are all broadly understood to be people. In the modern era, the rules of magic are perfectly inclusive on that point. The laws of mortal regimes and the selection criteria for private groups do not always comport with this understanding. Tireless elven diplomats secure adventuring fey legal status equal to humans in nearly every surface realm. Dwarves and halflings enjoy similar goodwill as valued contributors to industry and commerce. Well-established governments tend to have explicit policies dealing with each adventuring race. Provisions for obtaining legal and social acceptance are typically included in these policies. Most governments would consider it folly to make enemies of an entire race of people.
After all, each adventuring race is the source of many living heroes and villains. Most aristocracies extend invitations to non-humans distinguished by great achievements and proven loyalty. Enclaves of non-humans often trace their origins to such an exemplar able to provide leadership and security. Yet some non-human stereotypes reflect underlying realities. Minotaurs will not salute any authority they could easily claim for themselves. Bugbears unable to shelter indoors will dig a personal hole and rest under a pile of debris. Dragonborn, kobolds, and lizardfolk sometimes make celebratory meals from freshly fallen foes. Non-human adventurers can encounter many complications in the human world.
Monsters Abound Lasting comfort requires vigilant defenders. The Archfey and their dragon adversaries developed all sorts of creatures to battle each other across millennia of magical experimentation. These projects are rare in the modern era, yet bizarre creations continue to escape into the wild even today. Respected institutions sometimes allow certain types of monsters to live openly in cities. Most urban monsters live covertly in secret lairs and/or by way of magical disguise. Some even benefit from networks of supporters active in the community. Orderly cities offer bounties to a guild or cadre of heavily regulated monster hunters. The least secure places have even greater need for this service, though many lack the funds to sponsor large bounties.
Monsters in less populated locales draw adventurers for many reasons. Some preside over hoards of treasure either long forgotten or slowly accumulated. Others serve as guardians of natural wonders or abandoned structures. The Thousandfold Drama during the Age of Heroes saw countless sites lost to conquering armies, divine curses, natural disasters, or rampaging hordes. Those not promptly reclaimed often became lairs for the deadliest creatures in the area. Far from city walls, dangerous monsters roam freely with no disguise. Where governments falter or clash, locals must provide their own security. Danger is intensified as bandits and outlaws share rough territory with monsters that no aristocratic authority would abide.
Political leaders are expected to deal with any deadly monsters prowling their lands. The best military organizations respond quickly to reports of trouble near major roads or outlying settlements. Many palaces feature trophy rooms where preserved remains and dramatic sculptures are staged to glorify ancestors and the monsters they killed to tame surrounding territory. Some aristocrats respond well to impressive trophies offered in tribute. Major universities, religious institutions, and noble houses all sponsor quests to recover items that convey prestige. Often these retrievals have not already been completed because formidable monsters claimed the lives of parties to previous attempts.
Opposition and Confrontation There are also goals defended by more conventional adversaries. Uncovering secrets of great value often requires doing battle with the keepers of those secrets, even if they are people. The endless intrigues of royal courts quickly make persistent participants into formidable figures. There are also all manner of clashes that welcome public participation, from armies locked in struggle to religions striving to attract new followers. Some individuals develop impressive abilities despite rarely encountering monsters of any kind. Artists, entertainers, evangelists, merchants, messengers, politicians, researchers, smugglers, and thieves are among those who experience serial adventures while dealing mostly with civilized people.
Small neighborhoods and ordinary towns see little internal conflict. Effective leaders will settle any disputes slow to resolve on their own. Larger communities inevitably see factions forming as organized interests compete and popular values diverge. Heavy-handed authorities create enduring rifts. Fringe groups of outsiders may become less marginalized when their numbers grow or their elders thrive. Some organizations feel a duty to seek out and challenge traditional counterparts. Every metropolis sees a proliferation of popular faiths, privileged families, productive industries, and secret societies pursuing their own agendas. Managing any huge and diverse population is less about achieving harmony than successful harm reduction.
Authorized urban monster hunters may be obligated to promptly heal victims and extinguish fires to the best of their abilities. All who serve a noble cause are expected to behave appropriately while in the public eye. Even where duelling is not legal, most bystanders will be astute enough to move away from any active combat. Far from any regulatory oversight, heroes and villains alike are not restrained by any taboos against cruelty, malediction, necromancy, poison, weaponry, or witchcraft. Yet each of these things can create conflict if observed by survivors in jurisdictions with relevant bans. This may force a choice – become identified as an outlaw or kill witnesses like the most dangerous outlaws often do.
Growth Through Struggle The fate of no living mortal is carved in stone. Each sunrise brings with it opportunities to make change. Even the most desperate souls might yet connect with the power of prayer. Those who are already fit and free have the means to leave their mark on the world. Successful efforts also leave marks of their own on adventurers. Those steadfast in their beliefs and loyalties will strengthen those bonds. Figures more inclined toward shifting allegiances and values will become familiar with new perspectives on the world. Be it a winding journey across a broad spectrum of attitudes or an unyielding pursuit of a singular ideal, each meaningful advance contributes to the development of new or enhanced abilities.
ADVENTURING CLASSES |
| Martial | | Magical |
† | Barbarians | ♪ | Bards |
♥ | Fighters | ✠ | Clerics |
∅ | Monks | ♣ | Druids |
∞ | Paladins | ≬ | Sorcerers |
✶ | Rangers | ★ | Warlocks |
♠ | Rogues | ∢ | Wizards |
The earliest spellcasting dragons devoured large numbers of other mighty creatures to accumulate power. Slaughtering entire armies of dragons provided a path to immortality for the Archfey. Many thousands of clerics, fighters, magic-users, and thieves each battled their way to legendary prowess during the Age of Heroes. Hardship and violence have always seen survivors emerge with a measure of personal growth. The gods of the modern era inspire their worshippers with narratives crafted to promote mortal conflict. Though some territories have experienced centuries of peace, great nations go to war with the largest armies ever assembled. Those who seek a fight often need do little more than to choose a side in some ongoing clash.
The most prodigious adventurers begin to make their mark before coming of age. Others are already elderly when they answer the call to action. A typical origin sees institutional studies or military service preceding a series of adventures. No two stories are precisely the same, though each pairs a mix of exceptional challenges with exceptional rewards. Victories drive personal empowerment. Tremendous capabilities become available to the most accomplished adventurers. Heroes may grow into superheroes while villains grow into supervillains. Many other persons of great power do not fit neatly into either archetype. All are unified by a string of triumphs over tests most people would sooner avoid than attempt.
↟ Contents ↟ ↡ Index ↡ ↑ Introduction ↑ → Characters ← ↓ Feats ↓
| CON | CON | CON | CON | CON | CON |
ABILITY SCORE MODIFIERS |
Race | STR | DEX | CON | INT | WIS | CHA |
Bugbears | +2 | +1 | +1 | 0 | +1 | -2 |
Cambions | +1 | +1 | +1 | 0 | -2 | +2 |
Dragonborn | +2 | 0 | 0 | 0 | 0 | +1 |
Dwarves, Hill | +1 | 0 | +2 | 0 | +2 | -2 |
Dwarves, Mountain | +2 | +1 | +2 | 0 | 0 | -2 |
Elves, Drow | 0 | +2 | -2 | +1 | 0 | +2 |
Elves, High | 0 | +2 | -2 | +2 | 0 | +1 |
Elves, Wood | 0 | +2 | -2 | +1 | +2 | 0 |
Firbolgs | +2 | -2 | +1 | 0 | +2 | 0 |
Gnomes, Rock | -2 | +2 | +1 | +2 | 0 | 0 |
Gnomes, Forest | -2 | +2 | 0 | +2 | +1 | 0 |
Goblins | 0 | +2 | +1 | 0 | -2 | 0 |
Goliaths | +2 | 0 | +2 | 0 | +1 | -2 |
Halflings, Lightfoot | -2 | +2 | 0 | 0 | +1 | +2 |
Halflings, Stout | -2 | +2 | +2 | 0 | +1 | 0 |
Half-Elves | 0 | +2 | -1 | +1 | +1 | +1 |
Race | STR | DEX | CON | INT | WIS | CHA |
Half-Orcs | +2 | 0 | +2 | -1 | +1 | 0 |
Hobgoblins | 0 | 0 | +2 | +1 | 0 | 0 |
Humans | +1 to any two abilities |
Kobolds | -2 | +2 | 0 | 0 | 0 | +1 |
Lizardfolk | +1 | 0 | +2 | 0 | +2 | -2 |
Minotaurs | +2 | -2 | +2 | +1 | 0 | 0 |
Nymphs | -2 | +2 | 0 | +1 | 0 | +2 |
Orcs | +2 | 0 | +2 | -2 | +1 | 0 |
Pixies | -4 | +2 | -4 | 0 | -2 | +1 |
Satyrs | +1 | +2 | 0 | 0 | -2 | +2 |
Sprites | -4 | +2 | -4 | +1 | 0 | -2 |
Tieflings | 0 | +2 | +1 | 0 | -2 | +2 |
Tritons | +1 | 0 | +1 | 0 | 0 | +1 |
Typhonians, Canine | +2 | +1 | 0 | 0 | 0 | -2 |
Typhonians, Cathartine | -2 | +1 | 0 | 0 | +2 | 0 |
Typhonians, Leonine | +1 | +1 | 0 | -2 | 0 | +1 |
Race | STR | DEX | CON | INT | WIS | CHA |
First Steps An initial adventure can be the next logical course after many years of preparation. It could instead arise from a journey that is altogether unexpected. Fledgeling adventurers lack legendary powers. Even so, they outclass ordinary human civilians. Any who are not dedicated spellcasters are sure to be capable combatants. Each is inspired by, or at least aware of, famous members of their class and race. Spectacular clashes between superheroes and supervillains generate stories that echo across the drama, literature, and music of the world. Not all adventurers aspire to those levels of power or recognition. Survivors of long campaigns frought with dire perils often accumulate both.
Ideally, the initial ability scores of an adventurer are selected through a balanced system allowing choices no higher than
15 nor lower than
8. This method makes it possible to begin play with a value of
18 in a score by combining two points of racial bonus with one point acquired through a Feat. Entering play in this way reflects a natural ability surpassing
99% of humanity. Aptitude so extreme allows little room for further improvement. Be it built upon a blessing of birth or hard-won through extensive effort, maintaining an innate ability score above
20 is impossible for mortal adventurers without authorization from a living deity.
Representatives of every adventuring race thrive in every adventuring class. Some must overcome natural disadvantages. The most unlikely of all combinations – sprite or pixie barbarians – encounter ridicule enough to fuel fits of violent rage. Social prejudices in the paths of aspiring orcish wizards, goblin clerics, minotaur monks, and bugbear bards are comparatively modest obstacles. Persistence makes it possible for individuals in each of those categories to achieve the full potential of their chosen class. Of course, many adventurers will join more than one class, but few manage to maximize more than one or two ability scores over the course of their careers.
Unique Upbringing Every character inhabits some sort of racial and ethnic context. Learning at least one human language is widely considered essential for purposes of trade and negotiation. Many non-humans identify as citizens or subjects of a specific human regime, actively promoting an associated culture among their own families. Yet there are locales where only non-human languages are spoken and non-human cultural norms dominate the daily routine. Likewise, some of the most isolated human communities preserve obscure languages and cultures distinct from those of any major human homeland. Adventurers originate across the full spectrum of backgrounds from the most secluded isles to the most sophisticated urban centers.
Over
2,300 years ago the Great Consolidation reconfigured the magical environment of the world. Humanity shifted more resources into general education over the centuries to follow. Expanding empires normalized literacy. The sagacious faculties of thriving universities uncovered new knowledge, including statistical analyses of economic and social policies. Emphasis on learning is now so widespread that even small tribes often teach their children to read and write multiple languages. Curious and intrepid by nature, most adventurers will already have a firm grasp of at least two languages before embarking on their first campaign. Though only wizards must be literate, most adventurers are also avid readers.
Linguists generally recognize fifty-two modern tongues as major languages. Thirty-six of these belong to groups with common origins. Conversations can cross language barriers within these groups, albeit awkwardly. All skill and ability checks have disadvantage if they rely on the shared vocabulary of a language group. A diverse travelling party might be conversant with most of humanity and numerous non-human races, yet still struggle to exert influence in foreign cultures. Abyssal, Celestial, Deep Speech, Draconic, Gnomish, Halfling, Infernal, Primordial, Saurian, Sivelsh, Sylvan/Tuathish, Thracian, To-Shinese, Typhonian, and Xe-Shanese are profoundly unlike any other tongues. Each is considered a major language, but none provide any ability to communicate in other languages.
LANGUAGE GROUPS |
Group | Languages |
Desert Speech | Iskreshi, Serpian, Wabahar |
Elvish | Drow, Greenfey, High Elven |
Fell Speech | Bugbear, Goblin, Hobgoblin |
Forester | Albionish, Carmatian, Sylvanian |
Gruntwise | Ogrish, Orcish, Troll |
Heartlander | Gallorian, Helvetican, Truscan |
Jade Tongues | Celedinese, Elatolian, Ontolonese |
Low Speech | Fitch, Joryani, Maniac |
Mountain Speech | Cyclopian, Dwarven, Giant |
Norlandic Tongues | Darrestygian, Norish, Lachlandic |
Oceanic | Merfolk, Sahuagin, Triton |
Southlandish | Kohaddic, Melange, Zintu |
Final Preparations Widespread literacy and multilingualism are joined by other means of promoting personal growth. Even though countless forms of useful training have been lost to history, thousands are well-documented in academic archives. Even more are perpetuated by reclusive elders or secret societies. All adventurers have a solid grasp of the fundamentals associated with one class. The most capable reveal themselves by acquiring a Feat before their first true campaign. Access to a greater range of institutional support allows human adventurers a second Feat before purposefully plunging into peril. Further Feats can be obtained to balance hardships incurred by making meaningful Forfeits.
Magic both wild and transformative still echoes from ancient times. Many believe this explains why some people are born with unusual abilities and/or intrinsic disabilities. Others may become permanently disabled through experiments, mishaps, or punishments. Healing and conventional restorative magic cannot remedy these conditions, even if an anatomical absence is the underlying cause. Overcoming a Forfeit is a developmental process no less demanding than acquiring a new Feat. This remains true whether regaining something lost or learning to use a new ability for the first time. Each of these changes is a major personal accomplishment. Together, Feats and Forfeits do much to distinguish adventurers from others of the same subclass.
The magic of the world also supports supernatural growth. Sufficiently rugged adventurers might cultivate armored skin. Some barehanded brawlers transmute their own forearms to inflict greater damage, and others sport effective claws. There are alterations to permanently apply exotic or monstrous appearance to a previously ordinary looking person. Several processes enable recipients to acquire the Innate Spellcasting of another race. The profound passion of a supplicant or the momentary whimsy of a deity can lead to Layfolk Spellcasting. Adventurers can even become lycanthropes or undead over the course of their exploits. Habitually confronting danger while charting the unknown leaves all survivors substantially changed.
↟ Contents ↟ ↡ Index ↡ ↑ Characters ↑ → Feats ← ↓ Forfeits ↓
Campaign Integration All aspects of game play are subject to DM approval, alteration, or denial. This is especially important when dealing with Feats and Forfeits. Not all game mechanics are appropriate for all campaigns. A particular capability or limitation could be incompatible with a vital story element. Perhaps the scope of the campaign is confined to a region where some forms of training are unavailable. Perhaps some players would prefer not to feature a specific disability in the fantasy stories they personally develop and share. Whatever the concern, it is important to remember that none of these options are mandatory.
Also, character growth works best when it is tethered to the ongoing narrative. Feats facilitate a measure of personality development in addition to individualizing tactics. Specialized equipment or a new exercise regimen might be adopted in anticipation of acquiring a Feat. A challenging mission might be undertaken to honor a respected mentor. Relationships with other party members may deepen as some study the lore and techniques of others. Roleplaying the addition of a Feat should not convey new abilities prematurely, but some DMs rewards these efforts with inspiration and/or experience. |
Feats There is no singular path to acquiring these extracurricular abilities. Feats may result from arcane enhancement, divine providence, elite training, natural aptitude, relentless practice, or unholy covenant. Most are produced by some blend among those possibilites. Each marks a character as gifted beyond the norms of class and level. In a world where many songs already depict wizards throwing
Fireballs, news may yet be quick to spread about the individual who did likewise while clad in chainmail. Few remark about encountering a bard able to facilitate international diplomacy while speaking many languages, but the barbarian who does likewise is sure to inspire colorful stories.
Established adventurers normally combine progress with sacrifice to acquire any new Feats. For each progression into a higher character level, a single Feat may be exchanged for another. Perhaps an old ability falls out of practice. Perhaps a neglected magical weave falters and fades away. The adventurer remains formidable and focused, but that focus has shifted to different practices and techniques. It is also possible to gain Feats by giving up earned ability score increases. Adventurers may have as many as seven of these opportunities for development over the course of a personal saga. Sacrificing an ability score increase when it becomes available grants one Feat beyond those a character already possesses.
Feats can also be acquired by accepting Forfeits. The particulars of that process are covered in
the next section.
Annointed Soul (requires a patron deity and matching character Alignment) Choose your patron god or goddess. You gain the Layfolk Spellcasting feature associated with that deity. You may also choose to become versed in the practices of one suitable religion, becoming esteemed among members of that faith.
Inspired Soul (requires Layfolk Spellcasting) Your patron deity honors you with a personal vision. You gain use of the
3rd level spell associated with your Layfolk Spellcasting. Display of this magic will serve as evidence to other worshippers of your patron that you have been favored by that god or goddess.
↟ Contents ↟ ↡ Index ↡ ↑ Forfeits ↑ → Motivations ← ↓ Alignments ↓
Roles
⦼Executive Some groups work best with one person occupying a clear leadership role. Executives regulate how democratic a party is from moment to moment. An ideal executive encourages valuable input when possible and decisive action when the group is unable or unwilling to reach a consensus. Aristocrats and financiers make logical selections for this role due to the value of their participation; but the qualities of a great leader are not dependent on title or wealth.
⦼Fool Misfits may be naturally inclined to say and do things at odds with the overall intent of a group. This problematic behavior can be converted into a useful dynamic when a renegade coordinates well with allies. The party might successfully disavow the timely distractions of a designated fool. Such individuals may also perform outreach to factions or persons normally hostile to the group as a whole. Fools may gather gossip that would not likely be shared around their misaligned companions.
⦼Gatekeeper Most travellers desire measures of physical and social isolation for their own peace of mind. An effective gatekeeper will naturally establish security precautions around any campsite or lodgings where the group rests. Ideal gatekeepers are also physically or magically formidable enough to prevent unwanted visitors from infiltrating the heart of the group.
⦼Historian maps and journal
⦼Interrogator barring physical as well as social access
⦼Lookout maps and journal
⦼Punisher dishing out bad stuff
⦼Purser maps and journal
⦼Spokesperson Often one member of a group is more diplomatic or respected than the others.
↟ Contents ↟ ↡ Index ↡ ↑ Motivations ↑ → Alignments ← ↓ Faiths ↓
Metaphysics Unlike most other worlds, Theatron was already home to many millions of intelligent beings before the arrival of the first gods. People here struggled to find hope amidst seemingly endless violence between dragons and elves. When human scholars learned about other worlds, a great rush of spirituality prompted a spree of divine interventions. All Archfey were abruptly captured and confined inside the Moon. New faiths flourished everywhere mortals managed to do likewise. This attracted all sorts of deities eager to cultivate their own followings.
The Great Consolidation was more than a victory against the last opposition to the Fivesquare Pantheon. It was a complete reconfiguration of spiritual processes throughout this plane of existence. The souls of the deceased are now distributed among five Death Gods. Prayers and miracles now flow along channels optimized for discretion and efficiency. Yet this structure was built atop an ancient foundation reaching out to all known Outer Planes. Thus modern religions derive clarity and zeal from the clashes of believers with traditional alignment contrasts. |
Alignments The multiverse is permeated by profound influences tracing back to the most remote fringes of existence. From featureless expanses of pure thought to fiery pits teeming with malevolent entities, these Outer Planes could hardy be more removed from ordinary reality. Most spellcasters never approach the level of power required to facilitate planar travel. Celestials, fey, and fiends sometimes experience dreams or visions from one of the Outer Planes even if born in this world. Deities are even more closely linked. Each god favors one Outer Plane as a platform for projecting into countless material worlds.
The Age of Heroes saw hundreds of greater gods and thousands of other supernatural beings empowering mortals of this world through channels of energy connected to the Outer Planes. These influences sculpted the ethics and morality of life on Theatron. Struggles pitting good against evil and chaos against order strengthened spiritual channels while attracting more attention from across the multiverse. The turmoil from constant incoming deities stymied development and growth until the Great Conslidation.
2,317 years ago, twenty-five gods drove off all remaining rivals while joining together in a regime that localizes and stabilizes flows of spiritual energy.
Working through their wandering stars, members of this Fivesquare Pantheon now keep this world as their exclusive domain. Heavenly fonts support the pooling and sharing of spiritual energy while containing it within this plane of existence. The Fivesquare Pantheon features an even distribution of alignments by design. This diversity captures the broadest practical range while emphasizing earnestness and urgency in mortal prayers. Overlapping spheres of influence require delicate metaphysical collaborations. Yet these collaborations minimize volatility across the network, providing the Regal Deities with tremendous overflows of spiritual energy while their least privileged colleagues still prompt worship no less than
70% as rewarding.
Neutrality Neutral alignments are ambiguous indicators. Some reflect the belief it is important to blend good with evil and/or law with chaos. Others reflect a personal priority that transcends conventional morality. From sworn defenders of natural wonders to architects of great office towers, spiritually gifted people may uphold values indifferent to the priorities of any polar alignment. Balanced and indifferent forms of neutrality are equally valid, yet their behaviors and beliefs are not the same.
For example, Agents of Equilibrium teach it is vital to restrain any sort of totalitarian perspective. Practitioners may deliberately do something evil to offset the consequences of extensive heroism. They would likewise feel pressure to perform good acts to balance out a streak of sustained villainy. Perpetual Students are also fully neutral despite harboring no strong beliefs about balance. For them, long service to a figure or institution driven by some unrelated moral agenda conveys no burden so long as no special consideration was granted based on alignment. To them nothing matters more than the preservation, sharing, and study of credible literature.
The reasoning behind moral decisions is especially important for some neutral characters. Those concerned with balance can be led astray by behaviors or relationships that would not compromise characters with other priorities. Yet neutral characters indifferent to alignment still may have coherent moral codes unrelated to chaos, evil, good, or law. All spiritual spellcasters derive their power from a continued commitment to some sort of belief system. Other sorts of neutral characters are free to exploit this ambiguity. So long as they do not emphatically embrace the values of any polar alignment, it does no harm to take indifferent neutrality at face value. |
⇥CHAOTIC⇤ These beings believe groups are only valuable to the extent they benefit members as individuals. Chaotic thinkers are slow to enforce rules they do not support and quick to flout rules they oppose. Chaotic armies are normally volunteers, more self-sufficient yet less disciplined than typical soldiers. Chaotic authorities rarely allow themselves to be bound by precedent. The most fitting judgement for the case at hand is often more important to them than the systematic implications of a decision. Chaotic adventurers can be a disruptive presence, especially just after entering a new social context. Chaotic folks can be reluctant to compromise personal freedom in service to any norms or standards.
⇥EVIL⇤ These beings believe it is right to make life better for themselves without any regard for others. Evil people often find acts of theft or coercion personally satisfying. Those unable to perpetrate such things may yet aspire to them. Evil armies tend to take whatever they can grab, then raze settlements in their wake. Evil authorities may systematically persecute entire categories of people, and they often engineer economic desperation to keep the public compliant. Evil adventurers tend to be widely feared, especially any known for inflicting atrocities on peaceful comunities. Some evil people become so twisted by their own actions as to earnestly idealize sadism or nihilism.
⇥GOOD⇤ These beings believe it is right to help and support others. Good people will seek personal gain primarily through acts of mutual benefit. They take satisfaction from constructive and restorative accomplishments. When battles rage in settled lands, good armies strive to spare bystanders from vandalism and violence. Good rulers are often beloved for acts of charity and mercy. Giving others opportunities to be happy, productive, and secure are common goals among good people. Their communities discourage abuse of low status individuals and practices like predatory lending. Good adventurers often become known as heroes, though their primary desire is to be of service rather than accumulate fame and fortune.
⇥LAWFUL⇤ These beings believe individuals achieve their potential by contributing to an orderly group. Lawful thinkers value consistency. They can be reluctant to break with custom or tradition. Lawful armies are especially inflexible regarding chain of command and discipline in the ranks. Authorities with a lawful bent may prioritize literal interpretations of public orders over their general intention. Immediate concerns are often deemed less important than precedents or technicalities. Lawful leaders almost always favor old ways of doing things over any sort of bold upheaval. Lawful adventurers can be insistent about respecting legal authorities and paying applicable taxes.
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⇥LAWFUL EVIL⇤ These beings are generally loyal to a hierarchy greater than themselves. Their order might be hostile to mainstream society, including legal authorities. Yet it will demand insiders comply with its own code of conduct. This tends to require silence in some circumstances. Criminal gangs and other secret societies often make extreme rules about discretion. Where a lawful evil regime publicly prevails, open expressions of allegiance are common and occasionally mandatory. Yet some topics of discussion may be outlawed, and political disloyalty tends to be treated as a serious crime. Lawful evil authorities are especially uncompromising in matters of enforcement and punishment.
Lawful evil adventurers are not necessarily bound to a villainous destiny. Embattled regimes may rely on lawful evil agents to maintain discipline while fending off destructive threats. Lawful evil combatants rarely show mercy or otherwise hesitate to press any advantage. Paired with military victory, this conduct can be characterized as downright heroic. Lawful evil people are naturally drawn to bureaucratic work. Some prove well-suited to their roles when enforcing aristocratic monopolies or facilitating persecution of local minorities. Some trade organizations rely on lawful evil experts to craft contracts loaded with exploitative obligations.
Deities: Arawn, Lei Kung, Set
Entities: devils, blue dragons, green dragons, efreeti, manticores, rakshasas
Philosophies: Eyes of the Storm, Lieweavers, Rites of the Medium, Solicitous Drafters
⇥LAWFUL NEUTRAL⇤ These folks are often uncomfortable at any suggestion of participating in criminal activity. Many affiliate exclusively with institutions sporting a reputation of impeccable integrity. Lawful neutral individuals rarely have any trouble complying with the rules of groups they join as well as statutes applicable on the ground where they stand. They often function as regulators among their associates, restraining unruly companions while scrupulously respecting appropriate protocols. Most lawful neutral beings favor clean homes where all objects and supplies are kept in appropriate places. They also schedule their activities in advance whenever possible while maintaining personal hygiene and clean attire whenever practical.
Many lawful neutral adventurers serve powerful organizations as field operatives. Supporting a rightful ruler or enforcing legal contracts conveys enough moral authority to motivate a long campaign. Lawful neutral leaders are often perfectionists. Their regimes can be heavy on rulemaking without any clear purpose beyond extending social control. Lawful neutral officials can be usefully exacting. Performing precise procedures is both satisfying to them and a source of reliable results for superiors. Such authorities can seem impersonal as they strive to be neither too cruel nor too kind. Their duty to a superior or an oath almost always takes priority over individual feelings while a matter is being adjudicated or resolved.
Deities: Ptah, Shang-Ti
Entities: modrons, sphinxes
Philosophies: Fatesmiths, Social Praxis, Upstanding Counselors
⇥LAWFUL GOOD⇤ The Age of Heroes saw all paladins adhering to this alignment. This link to heroism lives on through a blend of respect for legitimate authorities with compassion for people in need. Lawful good individuals will be quick to comply with guards and criminal investigators unless the authorities at issue are clearly corrupt. Whatever their role in life, these folks endeavor to set positive examples by making fair and just decisions. Most will be quick to sacrifice goods and time when their community is in crisis. Though wealthy people typically practice public charity in some form, lawful good benefactors tend to focus on gifts that are less about prestige than relief for the downtrodden.
Most lawful good folks are at least a little bit heroic. This shows in ordinary moments like helping a lost child get back home or pausing a journey to mend a broken horsecart for a stranger. Lawful good adventurers are often quick to take up more harrowing challenges. In places where there is endless talk of duty and honor, these heroes back their talk with deeds both valiant and true. Many rulers try to cultivate a reputation for being lawful good. This is less difficult for those authentically so. Such leaders may partake of the perks of position, but their greatest efforts will be dedicated to sheltering and enriching their people as a whole. Lawful good officials have deep respect for tradition, but they endeavor to be fair within the letter of the rules.
Deities: Chung Kuel, Osiris, Tyr
Entities: angels, couatl, bronze dragons, gold dragons, silver dragons, unicorns
Philosophies: Bushido Blades, Kind Cultivationists, Just Lawgivers, Scalpels of the Law
⇥NEUTRAL GOOD⇤ These individuals make their own determinations about following or breaking rules. Their aims are almost always advantageous to everyone involved. Neutral good folks are generally helpful even if not driven by any particular institution or regime. Yet they appreciate the value of affiliations, and they recognize the harmful impacts of social disruption. Thus neutral good people often maintain a broad perspective on the needs of the group and the needs of the individual while acting to make life better for others. Most neutral good people are reluctant to engage in criminal activity, yet they will make exceptions in cases like sheltering victims of persecution or smuggling to bypass extortionate tax collectors.
Neutral good adventurers are typically heroes even if their deeds are condemned by authorities. In most cases those deeds will be celebrated if not also well-rewarded, having benefitted some community or cause. Neutral good organizations are often broadly inclusive as well as robustly charitable. Their genuine commitment to the security and support of others can popularize individuals as well as groups of this alignment. Neutral good rulers often delegate with an eye toward selective enforcement. An organized faction of like-minded followers can achieve discipline without being much burdened by it. Neutral good officials exercising their own discretion simultaneously promote order and public morale.
Deities: Odin, Ra
Entities: lamassus
Philosophies: Idea Illuminators, Selfless Benefactors, Warseekers
⇥NEUTRAL (balanced)⇤ These beings are uncomfortable around most forms of extremism. They take satisfaction from relative equality between opposing forces. Some regard good as most meaningful when it has evil to overcome and law as most useful when it has chaos to organize. Many believe the relationships between competing ideals are much like the natural harmonies that sustain predators and prey. Others hold the view that any form of totalitarianism is more problematic than the worst tragedies to transpire in a community enriched by diverse perspectives. This approach to neutrality sees individuals avoiding lengthy service to any sort of leadership pointedly promoting a different alignment.
Neutral adventurers valuing balance often view the world from an ecological perspective. Most abhor genocides and extinctions, and they may go to great lengths to protect rare creatures. Yet few are reluctant to kill in order to the preserve a natural treasure or perpetuate a stable deadlock between powerful antogonists. Neutral organizations concerned with balance are also often focused on nature. Druids throughout the Age of Heroes insisted every aspirant adopt these beliefs. They do not forbid the growth of towns and cities, but they require harmonious blending of farmlands with wilderness and pavement with gardens. Authorities embracing this form of neutrality excel at managing forests and fisheries.
Deities: Dagda, Silvanus
Entities: dryads, naiads, oreades
Philosophies: Agents of Equilibrium, Animism, Nature Worship
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⇥CHAOTIC GOOD⇤ This alignment is especially common where low population density makes general helpfulness a fine pairing with rugged independence. Chaotic good individuals feel satisfaction when others grow and thrive around them. Yet they are also reluctant to support or lead any group that is emphatically strict. Often they see it as wise to let others follow their own path, only intervening where invited. Chaotic good people often abhor violence for its own sake, but they may delight in mischief for its own sake. Challenges to any rigid order are seen as opportunities to relax problematic inflexibility. Chaotic good beings seek unity in a shared purpose more than the literal contracts or creeds of any cause that commands their loyalty.
Chaotic good adventurers are driven by a personal sense of justice that is not bound by any social context. They can be wary of authorities and receptive to criminals. Some even become outlaws, though an absence of malice typically sees them working against abusive authorities for the benefit of the downtrodden. Chaotic good rulers can be especially free-spirited and egalitarian, happy to muddle lines between high society and common folk. Some tolerate a wide range of unorthodox views, including religious heresies or even criticism of their own regime. Openness causes them to favor engaging with challenging ideas rather than engaging in acts of suppression.
Deities: Apollo, Thor, Zeus
Entities: cyclopes, brass dragons, bronze dragons, djinn, pegasi, treants
Philosophies: Destiny Lords, Merry Hoodlums, Opportunity Knockers, Sagittarian Way
⇥CHAOTIC NEUTRAL⇤ These people live by their own rules, and those rules remain subject to change. New experiences and new ideas provide them with satisfaction that cannot be found in familiar routines. Chaotic neutral people sometimes seem unaware of expected decorum. They are usually indifferent to it. They may deliberately perform shocking provocations to explore and expand social boundaries. Most are content to move along whenever their antics become unwelcome. Any taboos they respect tend to be narrow and/or mild, perhaps regarded as comforting superstitions. Though persuadable, chaotic neutral people attach little weight to any authority or status brought to bear in an argument.
Chaotic neutral adventurers can be found in almost any situation. Those with long careers seldom remain dedicated to a single organization or goal. Mercenary work and the shipping trade pair well with this degree of moral flexibility. Privateers and warbands fluidly transitioning between helpful endeavors and predatory actions may refect this sort of leadership. Chaotic neutral rulers do not make harming others a high priority, but sparing them from harm is likewise not a major consideration. Their military actions tend be strategically opportunistic. Their stewardship often involves lavish support for the arts along with spectacular public festivals. Chaotic neutral officials may be prone to neglect or vulnerable to bribery.
Deities: Dionysus, Mannanan Mac Lir
Entities: marids, slaadi
Philosophies: Blushing Fools, Tidal Movers, Wild Maelstroms
⇥CHAOTIC EVIL⇤ Inclined to respect no authority above their own, chaotic evil creatures refuse to be bound by either edict or empathy. Some engage in violent victimization for no purpose beyond exercising their combat skills. Even in economic and social arenas, chaotic evil people rarely differentiate between the ethics and the effectiveness of various tactics. Some see conformity and kindness as weaknesses to be exploited. Almost nothing is off limits if it serves to secure their well-being or advance their ambitions. These tendencies leave them uncomfortable when subjected to discipline and unreliable when trusted with treasures. Chaotic evil individuals rarely take major risks in service to any principle or the protection of strangers.
Thus chaotic evil adventurers are almost uniformly villainous. Those known for helpful deeds likely seek fame and fortune as the means to hatch a truly sinister scheme. Chaotic evil organizations are turbulent by nature, with messy power struggles ongoing more often than not. Outlaws of this alignment often operate alone or form temporary gangs for specific endeavors. Chaotic evil rulers routinely employ underlings of varied alignments. Systematic governance falters where everyone is reluctant to follow orders. Chaotic evil policies are often meant to deprive workers of the resources and time to pursue self-improvement. These regimes may limit their own growth to thwart the rise of viable opposition from within.
Deities: Ares, Loki, Ma Yuan
Entities: demons, black dragons, red dragons, lamias, perytons, will-o'-wisps
Philosophies: Gnarly Waveriders, Monstrous Reavers, Sovereign Renegades, Unbreakable Pack
⇥NEUTRAL EVIL⇤ These individuals neither require nor resist strong leadership. They advance their own security and wealth through whatever means their abilities and circumstances can sustain. For the least fortunate this may mean living rough while raiding settlements. Yet neutral evil people are not necessarily outcasts. Some have grown ruthless building up an economic or political legacy. Some are employed in notoriously brutal military units. Some have been tasked with inflicting so many cruelties they have become cruel by nature. Neutral evil beings can be quick to steal or kill whenever doing so entails more personal benefit than personal risk. Any altruism they exhibit is likely a means to some other end.
Neutral evil adventurers rarely manage long careers without developing reputations for villainy. Some boast of particularly impressive kills while others prefer to speak in terms of quantity. Most believe it is more useful to be feared than to be loved. Even neutral evil people who are not personally violent probably rely on trained personnel for security. Many neutral evil organizations make a point to employ large numbers of guards at compounds where outsiders are unwelcome. Neutral evil rulers may exploit their people so aggressively that the regime itself begins to crumble. Underlings of similar alignment will expect privileges in exchange for loyalty. Neutral evil officials are dependable only when well-compensated for their efforts.
Deities: Hades, Hel
Entities: barghests, behirs, dao, dopplegangers, hags, salamanders
Philosophies: Face Painters, Grim Gallants, Vicious Malefactors
⇥NEUTRAL (indifferent)⇤ These beings place little stock in ordinary moral and ethical perspectives. They are not troubled by extreme views, and they freely associate with all other alignments. Beings with self-awareness and language skills inevitably harbor some sort of values. Indifferent neutrality is not an absence of character or personality. It is a set of beliefs focused on a some priority outside the traditional matrix of alignments. From the basic notions of respect for family and community to elaborate bodies of technical lore, these beliefs provide purpose to people otherwise lacking. Spiritual spellcasters must maintain a sincere commitment to a specific body of deeply meaningful teachings.
Other adventurers adhering to indifferent neutrality need not practice any religion or philosophy. Their worldview could even be incoherent, unclear, or undergoing change. No person is truly a blank slate, but some of these people are highly receptive to evangelism or inspiration able to provide clear moral direction. Neutral indifference may instead indicate a reluctance to take part in any such advocacy. This means blending in and being agreeable in all situations rather than holding fast to any particular position. Leaders practicing indifferent neutrality typically supervise an enclave dedicated to research or industry. Some indifferently neutral officials perform their duties without much thought for the broader consequences of those efforts.
Deities: Chih Sung-Tzu, Geb, Oghma
Entities: elder tempests, invisible stalkers, leviathans, phoenixes, water wierds, xorn, zaratans
Philosophies: Maidens of the Grail, Mudminders, Perpetual Students
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Alignment and Faith Deities derive no satisfaction from prayers that are out of alignment with preferred moral teachings. Even spellcasting philosophers never known to call upon any god still rely on a form of spiritual power. This power falters if not sustained by authentic belief. Clerics and paladins can only make use of related Channel Divinity, Divine Smite, and Spellcasting abilities while aligned and in good standing with their empowering faith or creed. Layfolk Spellcasing is likewise suspended for individuals who have strayed fro the alignment of their heavenly patron.
Restoration of lost spiritual magic requires extreme atonement for acting against heartfelt beliefs. Alternatively, a practitioner may attempt to connect with a new inspiration. Either path demands a strong and sincere commitment to a body of ideals. The gods and their angelic intermediaries are infallible judges of faith. Spiritual spellcasters and ordinary worshippers alike strive to personify the ideals of their divine patron. Even so, daring adventurers are more likely to encounter a crisis of faith, especially when their exploits demand difficult moral decisions. |
Faiths Each member of the Fivesquare pantheon is the inspiration behind multiple religions and at least one philosophy fit to empower clerics. Each holy order takes distinctive approaches to education and veneration. Religions dedicated to the same deity are normally quick to support each other. Earnest worshippers of the same deity can be confident of a shared alignment and outlook, but this is not a guarantee of friendship. Great wars have been fought over small variations of theological doctrine.
↟ Contents ↟ ↡ Index ↡ ↑ Alignments ↑ → Faiths ← ↓ Families ↓
Backgrounds
• Enclave Researcher &ndash Arcana, History, Calligrapher's Supplies, Ancient Elven language, suit of elven clothes, calligrapher's supplies, case of scrolls, archivist's seal
• Imperial Soldier &ndash Athletics, Animal Handling, parade uniform, navigator's tools, state pension, badge of rank
• Royal Soldier &ndash Athletics, Animal Handling, parade uniform, playing cards, healthy purse, mark of service
• Local Militant &ndash Athletics, Survival, cook's utensils, playing cards, rural hideout
↟ Contents ↟ ↡ Index ↡ ↑ Backgrounds ↑ → Peoples ← ↓ Bugbears ↓
Peoples
Ethnic Influences Each major human ethnic group is recognizable in appearance, style, and vocal accent by residents of the homeland where those people are indigenous. Experiences attained through association or travel might also convey some degree of ethnic awareness. Unlike minor ethnic groups that might be defined by ancient curses, empowered bloodlines, or tribal customs; major ethnic groups have their formative roots in the cosmetic and cultural particulars of humans mixing for millennia within the cramped confines of Archfey bastions.
The harsh segregation of that era gave way to free-spirited mingling of all sorts. Many modern non-humans share cosmetic characteristics with the most prominent human ethnic group in their native land. Wood elves, hill dwarves, halflings, gnomes, and typhonians are especially inclined toward regional assimilation at this cosmetic level. Unless otherwise specified; the particulars of any individual's facial features, personal style, and pigmentation are likely to be similar to those of humans hailing from the same locale. This means many people do not look or sound like foreigners despite being clearly non-human. |
Even before the first people, there were dragons dedicated to surrounding themselves with both gold and magic. Yet hungry dragons can think of little beyond the need to devour meat. Redundant herds were crucial to the well-being of wyrms mature enough to slumber multiple years. The earliest dragon labor pools saw humans far surpassing in numbers the sum of dwarves, elves, and halflings. Networks of human drovers and farmers typically dispersed into camps near abundant food sources. Large human families were encouraged when they coincided with the growth of large herds. It is literally by design that humanity tends to proliferate across any arable land.
The towering bastions of the Imperium Arcanum were only made tolerable for their human inhabitants by way of charms and trickery. War with dragonkind and research into new forms of life were both much higher priorities than enriching the lives of sheltered laborers. Dragonborn, firbolgs, gnomes, and orcs all have ancestors given form by the magic of that ancient regime. Kobolds, pixies, and sprites have their roots in the same era; though their originations were the product of peculiar events rather than coherent design efforts. Changes in fey aesthetics drove a gradual transition from emphasis on gentle and delicate forms to the development of monsters meant to embody raw savagery.
The gods made their own contributions throughout the Age of Heroes. Lizardfolk, minotaurs, and typhonians were each shaped by coalitions of spellcasters commanded directly by deities. Nymphs, satyrs, and tritons each immigrated in huge numbers to this world when deities sought to populate forests and oceans with suitable residents. Bugbears, goblins, and hobgoblins all rose up from the Scarlands after divine wrath obliterated the Nameless Empire. Tieflings remain as the legacy of that diabolic regime. Unholy channels also gave rise to cambions, though they were never known to populate any territory primarily with their own kind.
Today both of the habitable continents in the world are heavily settled by human societies. The other twenty-four adventuring races are broadly accepted as people by the laws of those societies. In some cases this merely means they are subjects of an emperor or king. In others it is the basis for possibilities like citizenship, property rights, and ennoblement. Even the least tolerant societies have been known to offer exceptional status to adventurers known for extraordinary public service. The most egalitarian cultures feature broader standards of inclusiveness. Some authorities go so far as to actively discourage mistreatment of monstrous-looking individuals.
Innate Spellcasting |
Race & Form | Cantrip | 1st Level | 2nd Level |
Cambions | ★ | Produce Flame | Charm Person | Suggestion |
Drow Elves | ≬ | Dancing Lights | Faerie Fire | Darkness |
Forest Gnomes | ∢ | Message | Speak with Animals | Animal Messenger |
Firbolgs | ♣ | Resistance | Disguise Self | Pass without Trace |
High Elves | ∢ | Light | Feather Fall | Levitate |
Nymphs | ♪ | Prestidigitation | Charm Person | Misty Step |
Pixies | ≬ | Mage Hand | Color Spray | Invisibility |
Satyrs | ♪ | Minor Illusion | Sleep | Enthrall |
Sprites | ∢ | Mending | Faerie Fire | Invisibility |
Tieflings | ★ | Thaumaturgy | Hellish Rebuke | Darkness |
Tritons | ≬ | Shocking Grasp | Fog Cloud | Gust of Wind |
Wood Elves | ♣ | Shillelagh | Entangle | Spike Growth |
| ♣ | Speak with Animals | Speak with Animals | Speak with Animals |
The onset of the Age of Heroes saw widespread wariness of fey power, while modern norms see broad equality for nine forms of fey with natural spellcasting abilities. Cambions, tieflings, and tritons likewise saw extremes of prejudice replaced by more open-minded perspectives early in the Great Consolidation. Even goblinoids, kobolds, and orcs are typically treated as people rather than monsters when they manage to speak coherently on their own behalf. This recognition does not provide immunity from criminal charges. To the contrary – identified outlaws may be hunted much more relentlessly than monsters or beasts responsible for the same level of harm.
Even the most well-regarded adventuring races have produced villains responsible for atrocities. Even the most feared adventuring races have produced legendary heroes. No free-willed race exhibits uniform alignment. On balance humankind tends to be good. Yet every alignment is represented to some degree in any large human population. The Fivesquare Pantheon works through countless inspirations to coordinate robust clashes among diverse ethical and moral perspectives. Some theologists compare this process to the way cooking improves food, with religious narratives fuelling tensions that enhance the earnestness and thoughtfulness of prayers expressed by mortals.
Each race and subrace has an outlook shaped by meaningful differences in capability. Historical circumstances and natural inclinations also influence alignment tendencies. As with humans, there will be all sorts of outliers in any sufficiently large population. Unlike humans, modern non-humans are not known to populate their own metropolitan centers. Even the huge underground cities of the Empire of Shadows house no more than tens of thousands of dark elves directing millions of workers, the latter mostly human. It is likewise under the Greater Ocean, where tritons thrive as a relatively small minority striving to maintain order throughout the turbulent Imperium Maris.
Bearing all this in mind, the persona of a character extends far beyond name, class, race, and sexual identity. A sense of place provides context for racial and ethnic attitudes. Some characters will feel tremendous belonging and devotion when they think of their own homeland. Others may feel conflicted about or even hostile to its prevailing culture. Some characters will take great pride from what they have already achieved. Others may be eager to prove themselves or skeptical of any future prospects. Each particular of personal identity is a potential springboard to explore how a character thinks and feels. Their consideration can be of use in preparing to play the role.
↟ Contents ↟ ↡ Index ↡ ↑ Peoples ↑ → Bugbears ← ↓ Cambions ↓
BUGBEAR TRAITS |
Ability Scores: Your Strength score increases by 2. Your Dexterity, Constitution, and Wisdom scores each increase by 1. Your Charisma score decreases by 2.
Lifespan: Outside ideal conditions, bugbear parents expect to outlive most of their children. Survivors mature in their late teens and sometimes live as long as a century. Primitive living conditions may hasten maturity as well as the onset of old age.
Alignment: Like all goblinoids, bugbears are driven to be both larcenous and destructive. Yet they are more curious and independent than other goblinoids. They tend to be untroubled by even the most repugnant acts. A typical bugbear is chaotic evil.
Size: Most bugbears are between 6' and 8' tall while weighing between 280 and 420 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger.
Cull the Weak: When you hit with a melee attack and your target has not yet attacked in this encounter, you may add 2d6 damage to that attack. After you use Cull the Weak you cannot use it again until you have completed a short or long rest.
Innate Brutality: When you roll a 1 on the damage dice for a melee attack, you can reroll that die and must use the new roll.
Persistence Hunter: You are proficient in the Stealth and Survival skills.
Languages: You can speak, read, and write Bugbear as well as one other language of your choice. |
Bugbears Each day more soulless goblinoids arise from the Scarlands. These spawn of earth befouled by gods desire only to feed and breed. Their children have souls and the capacity for free thought. With that comes the desire for a better life than digging unsavory morsels out of blighted soil. Monstrous-looking people with empty bellies wander outward from the Scarlands in a persistent trickle. Sometimes that trickle is overwhelmed by an enormous horde of hungry invaders.
A year rarely passes without at least one major goblinoid incursion into civilized territory. As the largest and most persistent type of goblinoid, bugbears tend to linger in hiding long after a horde has been routed and dispersed. Small groups build their numbers in isolation only to strike again when able to constitute a proper warband. Bugbears are generally regarded as dangerous brutes. Sociable individuals defy that stereotype with a friendly first impression, since these musky boors are not known for polite greetings.
BANDITS OF THE SCARLANDS
Atavistic bugbears feed on the fungus and grubs unearthed from the accursed soil of the Scarlands. Yet even these feebleminded creatures supplement their diets by taking supplies from neighboring groups. More intelligent offspring excavate hidden lairs and conduct raids with armed warriors. This behavior continues as bugbears move beyond the Scarlands. Coherent hordes will distribute food and equipment so as to draw bugbear tribes toward the perimeter. These groups dig in and serve as effective military assets so long as they remain confident in this continued support.
Anywhere a goblinoid horde disperses, nearby communities will experience periodic conflict with bugbear warbands. A reclusive tribal way of life helps struggling remnants survive until they build up the numbers and resources to raid nearby settlements. Then they lash out with untamed brutality. Bugbear raiders can be quick to kill witnesses in the hope of delaying or preventing effective retaliation. Most of these attacks involve swift pillaging followed by withdrawal into wilderness. Only the mightiest bugbear tribes attempt to claim fortified strongholds for themselves.
Bugbear problems recur regularly on the agendas of major political and military leaders. Human bandits may form alliances with nearby bugbear tribes or even recruit from their ranks. Many bugbears have no greater aspiration than to take for themselves the great wealth and luxury of others. They derive profound satisfaction from seizing and hauling away loot. Excesses are essential to providing for their large and naturally quarrelsome families. Bugbears raised in a traditional warband tend to believe it is right that the strong should take from the weak. Few benevolent bugbears hail from these rugged origins.
MERCENARY ELITE
Many bugbears can be satisfied with a constant supply of good food and useful gear. Those with little experience beyond tribal life may see a valuable opportunity in the offer of modest pay to fight alongside a band of civilized allies. Bugbears are well-suited to serve as scouts and trackers in addition to standing strong among heavy infantry. After surviving many battles, bugbears tend to demand their due as especially imposing and effective members of the company. Yet even the highest bidder only commands their loyalty as part of a stronger force. Bugbears are often the first to scatter when the morale of a unit falters in the face of greater opposition.
Bugbears altogether removed from violent circumstances may still respond well to gifts of food and supplies. Some can be lured into personal service for minimal compensation. The desire for more simmers within them all the while. Some seek out advanced training or dangerous jobs in order increase their income. Others may fall in with a criminal element, perhaps driven to it by a hostile authority figure or a scheming financial creditor. Experienced bugbears can be thieves capable of heavy lifting or assassins capable of brutal ambushes. An aptitude for living off the land makes bugbear fugitives especially difficult to apprehend or eliminate.
Atavistic Goblinoids Sages continue to debate why the Scarlands were created. Some see the region as a reminder it is forbidden to consort with devils. Others believe those blackened wastes exist to temper mortals through the crucible of endless battle. Both views are informed by a bleak reality. The Scarlands are an expanse of filth constantly giving rise to horrific abominations. Yet this soil also produces an array of hardy grubs and fungi as well as aggressive beasts in the shapes of bugbears, goblins, and hobgoblins.
These atavistic goblinoids are neither people nor animals. They pair the faculties of primal creatures with an innate malevolence. Most prey upon one another for lack of suitable victims from outside. The offspring of atavistic goblinoids are intelligent enough to become literate. Even those with short brutal lives are adventurers on some level. Survivors of invasive hordes and individuals who escaped the Scarlands on their own often continue with more conventional adventures. Children of these civilized goblinoids also may find themselves persectued or promoted into a career of courageous exploits.
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ROUGH AND READY
Most bugbears tower over any human companions. Their muscular bodies normally sport thick fur everywhere save parts of their faces, hands, and feet. This fur tends to be black, brown, or blonde; though some bugbears apply decorative warpaint. Others do not adhere to any grooming standard, looking and smelling of whatever was used for camouflage when last in hiding. Even when freshly bathed and brushed, bugbears emit a pungent odor. Most seek to mask that scent whenever preparing an ambush. Especially urbane individuals understand that non-bugbears may find their personal scent distasteful. They rely heavily on perfumes or smoking materials in some social settings.
Bugbears are named for their ursine visages featuring ferocious muzzles situated beneath a pair of small dark brown eyes. Though their gruff speaking voices are not normally loud, adults are capable of roaring like actual bears of similar stature. Some bugbears keep bears as working animals trained to guard, hunt, and track. Most adult bugbears are eager to grow a large family. Pregnancies normally produce three to seven live births. Littermates forge a special bond while competing for resources with dozens of siblings. In this way small groups of bugbears quickly grow into formidable warbands composed entirely of hardened survivors.
Modern societies tend to see bugbears collectively as a threat while judging individuals by their deeds. Their blend of material ambition and self-preservation enables some bugbears to persevere through campaigns fraught with peril. Accomplished bugbear heroes include athletes, bounty hunters, explorers, monster hunters, priests, sellswords, and wardens. Few earn honors for themselves as bodyguards or sentinels since their tendency is to hide or run rather than confront much more capable combatants. Nearly all bugbear villains are thieves and murderers of one sort or another, though some are among the most prosperous robbers or deadly assassins in the world.
↟ Contents ↟ ↡ Index ↡ ↑ Bugbears ↑ → Cambions ← ↓ Dragonborn ↓
CAMBION TRAITS |
Ability Scores: Your Charisma score increases by 2. Your Strength, Dexterity, and Constitution scores each increase by 1. Your Wisdom score decreases by 2.
Lifespan: Though intelligent and articulate from birth, cambions reach physical maturity in their early teens. Adult cambions do not appear to age. Elders often migrate to another plane of existence after several centuries in this world.
Alignment: Cambions carry the blood of demons in their veins. They endure sinister suggestions whispered from afar by fiendish entities of immense power. Though many fight against these temptations, more embrace them. A typical cambion is chaotic evil.
Size: Most cambions are between 5' and 7' tall while weighing between 120 and 280 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism.
Fiendish Ancestry: You have advantage on saving throws against being charmed, and you cannot be possessed by magic. You have resistance to fire damage.
Innate Spellcasting: You know the produce flame cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Immolate Weapon: You can use a bonus action on each of your turns to suffuse one piece of ammunition you hold or weapon you wield with demonic flames. When an attack made with that weapon or missile hits, it will deal an additional 1d4 fire damage and its flames will be quenched. Any wooden object you immolate is destroyed at the end of your turn. If the last weapon you immolated remains aflame, use of this trait also extinguishes it.
Forked Tongue: You are proficient in the Deception and Persuasion skills.
Languages: You can speak, read, and write Abyssal as well as five other languages of your choice. Each day of language study you complete counts double toward acquisition of that language.
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Cambions Some demons find mortals intensely fascinating. Extreme cases of this fascination can lead to the conception and birth of a child. Though cambions may instead be the offspring of other cambions, demonic ancestry is their defining characteristic. This fiendish birthright brings with it easy access to infernal fire and an aptitude for manipulating mortals. These gifts are joined by otherworldly whispers advising malicious mischief. Even the most pure-hearted cambions occasionally hear calls to villainy conveyed from some distant demonic domain.
No such place exists in this world. Both political and religious authorities are quick to hunt confirmed demons. Demons yet to be banished from this world may keep their visits brief and without any predictable pattern. Though known to some as half-demons, cambions are people of this world. Spiritual magic may identify or impede these fiends, but it cannot consign cambions to another plane of existence. Those with great accumulations of age and power often depart on their own to seek out some dark and fiery realm where they might personally preside.
CHILDREN OF TWO WORLDS
Most cambions are raised by one mortal parent dealing with the consequences of congress with a demon. Cambion infants may disturb unprepared observers when they speak fluent Abyssal or a second language inherited from birth. There are benefits to raising a baby capable of cogent conversation. These are often outweighed by a blend of destructive tendencies with an immature personality. Fortunately their firestarting abilities never manifest before age thirteen. Even so, many young cambions complete their upbringing under the guidance of a religious institution intent on the moral redemption of fiends or an occult organization eager to exalt any kin of a demon.
Cambions are natural linguists. Not only do they tend to acquire several more languages while young, but mature cambions always seem to know just what to say and how to say it. Their personal correspondence is equally articulate. They are notorious for using words to spread corruption and strife. Though many people are wary of the general cambion stereotype, it is all too easy to find particular individuals credible if not downright compelling. The most accomplished can magically bend the will of mortals to their whims. Even a fledgeling cambion adventurer is capable of everything from witty banter to persuasive oratory.
Few cambions manage to avoid adventure much beyond their youth. Most become involved with a zealous holy or unholy group. Cambions may maintain relationships with both churches and cults. In this way they build greater restraint along with deeper understanding of their fiendish powers. Cambions more inclined toward humble obscurity face growing pressures. Demonic directives from another plane become increasingly appealing alternatives to any predictable routine. Also, undisguised cambions living a quiet life among ordinary folks can expect investigation and possible persecution. A cambion who goes long enough without making trouble tends to find some all the same.
INFAMOUS INFLUENCERS
Cambions tend to adopt extreme moral outlooks whether they embrace their demonic heritage or commit themselves to the renunciation of it. Those with institutional affiliations are often thrust into high profile positions. Churches and governments strive to make inspiring examples of cambions known to perform public service. Covens and cults demonstrate their connection to the unholy by associating with any prominent cambion. Over the course of long lives cambion loyalties seldom hold to a single hierarchy. History often fails to distinguish individuals keeping true to noble ideals from those changing allegiances purely out of personal convenience.
Their unreliable reputation is rooted in common behaviors. Consistency does not come easily to cambions. Strength of will allows some to resist acts of mayhem, but they will take notice of the best opportunities complete with silent commentary emphasizing especially unwholesome angles. Inner conflict also comes to cambions embracing their unearthy ancestry. Any meaningful social or spiritual ties to this world can make unholy exhortations seem deeply repugnant. Though far from ordinary, a small number of heroic cambions live well as honorable leaders among mortals. The examples set by such individuals sway some other cambions to reject the maliciousness of demonkind.
VIBRANT AND VULGAR
Cambions are known to be colorful in every sense. Their skin, hair, and eye pigmentations are rarely consistent with human norms. Bold shades of blue, green, indigo, red, or violet may occur as a base skin tone or contrasting patterns. From rugged stripes to delicate glyphs, all cambions bear distinctive markings of some sort. Individuals are also often distinguished by hoofed feet, vestigial horns, and/or a visible tail. Every cambion is a work of Abyssal art designed to mature into a form both appealing and eyecatching. Adults of their kind are endowed with an unnatural allure. That trait paired with demonic fashion sense challenges the norms of especially conservative societies.
Occult Lore Archfey and the Great Old Ones join demons and devils in the enthusiastic pursuit of unholy compacts. Willing partners become beacons for exotic energies, learning to harness this power for their own purposes. Some of these spellcasters benefit from a mortal mentor or a plainly-written guide to this controversial lore. Yet others take inspiration from cryptic signs conveyed through strange events. From remarkable patterns in the clouds to the ravings of deranged lunatics, this form of guidance often lurks in the most unlikely of fleeting moments. The markings borne by some cambions are of particular interest to demonologists. |
Excited cambions manifest literal fire in their eyes. They may casually utilize flames for everything from dramatic gestures to trash disposal. Most cambions move fluidly between playful and severe attitudes. Words only they can hear sometimes prompt peculiar actions or mood swings. Cambions often strive to maintain a band of close companions for collaboration as well as a private sanctum for withdrawal into solitude. Of course, they are never truly alone. Most cambion survivors of epic campaigns turn their attention to other worlds where a realm of demons might thrive openly. Outliers use their experiences to forge a firm resolve against all future inducements to immorality.
Especially when they are not gathered into a group of cambions, these graceful half-breeds have little trouble deflecting concerns about their ancestry. Many rise through the ranks of military or religious organizations, and some join human aristocracies. Cambion heroes have earned fame as artists, diplomats, entertainers, evangelists, merchants, and soldiers. Villainous cambions may pursue similar endeavors to facilitate whatever schemes lurk at the heart of their true agendas. Like much else influenced by demons, those agendas are subject to frequent change. Perhaps the most reliable quality of cambions is an unpredictability energized by inner turmoil.
↟ Contents ↟ ↡ Index ↡ ↑ Cambions ↑ → Dragonborn ← ↓ Dwarves ↓
DRAGONBORN TRAITS |
Ability Scores: Your Strength score increases by 2. Your Charisma score increases by 1.
Lifespan: After gestating for nearly a year in an external egg, dragonborn hatchlings emerge voracious. Some reach maturity as early as 10 years of age. Yet none have lived beyond 160 without magical intervention.
Alignment: Dragonborn typically have strong moral convictions, though these span all extremes of alignment. The largest dragonborn clans feature lawful good leadership. This does not produce a clear majority, but there is some bias in that direction.
Size: Most dragonborn are between 6' and 7' tall while weighing between 220 and 340 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Energetic Metabolism: You cannot complete a short rest or a long rest without eating a full day of rations or its equivalent.
Draconic Ancestry: You gain resistance to your choice of damage types from among acid, cold, fire, lightning, or poison. You are immune to the Frightful Presence of dragons.
Breath Weapon: If you are not muzzled, you can use your action to vent destruction of the type associated with your Draconic Ancestry. This effort creates a 15 foot cone. All within must make a saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. If your damage type is cold or poison, this is a Constitution save. If your damage type is acid, fire, or lightning; this is a Dexterity save. A creature takes 2d6 damage of the associated type on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your Breath Weapon, you cannot use it again until you complete a short or long rest.
Vestigial Wings: So long as you are conscious, you never fall faster than 60 feet per round, and you never take damage from falling.
Ancient Authority: You are proficient in the Arcana and Intimidation skills.
Languages: You can speak, read, and write Draconic as well as three other languages of your choice.
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Dragonborn Over
20,000 years ago the Archfey succeeded in their project to reshape dragons into humanoids of ordinary size. This was less about coexisting in harmony and more about deploying effective soldiers in the ongoing war against dragonkind. The innovation provided a significant advantage until some especially open-minded wyrms recruited and equipped their own dragonborn armies. Respected as assets rather than thralls, these scaly soldiers showed dragons an alternative to tyranny when dealing with people.
Many adventurers hunted both dragons and dragonborn throughout the Age of Heroes. Dragonborn numbers dwindled to the point that most lived as nomadic herders or sheltered in remote villages. The Great Consolidation saw the most powerful human leaders forming historic alliances with dragons, casting these oldest of monsters in a new light. Both dragons and dragonborn thrived once more. Dragonborn remain rare, and they remain able to kill with their breath. Yet some are trusted public figures known for triumphs of commerce, conquest, defense, or law enforcement.
BEARERS OF THE ORIGINAL SPARK
The first great minds to come alive in the world were dragons. Though shaped by powerful elven wizards, dragonborn are the direct descendants of dragons who lived and died long ago. Lofty ambitions are normal for dragonborn, even those born into modest circumstances. Like their enormous kin, these draconic people dream of luxuriating amidst piles of loose gold. They also feel a primal impulse to make a meal of people who infuriate them. Most dragonborn understand that they are not powerful enough to physically dominate every person they encounter. Yet even the most humble among them derives some pride from an ancestral connection to the original rulers of the world.
As with dragons themselves, the innate magic of dragonborn derives from their digestion. Some of the food that sates their extreme appetites is converted into deadly power. Energies stew within their bellies and infuse their bodies with a high tolerance for one sort of damage. With some effort they can blast a torrent of that same destruction in a smaller form of their ancestors' signature attack. Their magical nature endows many dragonborn with aptitude for the contractual, musical, or visceral style of spellcasting. Yet expressing such a gift requires pursuit of the applicable adventuring class.
Adventure comes naturally to most dragonborn, with clans often straining the limits of their food supplies. Young adults unrelated to leadership may set out to find their own fortunes rather than herd beasts they are not permitted to consume in copious portions. Though free thinkers known to explore the full range of alignments, dragonborn heroes and villains alike are drawn to wealth. They are also averse to environments like desert or tundra where foraging is often impractical. Many dragonborn seek to secure and stock a personal treasury from which they might fund endless feasts and luxurious comforts to be enjoyed with a circle of formidable allies.
RESPECTABLE MONSTERS
Despite their scales and fangs, dragonborn take quickly to the refinements of urban living. Some sport the latest fashions and make use of modern household gadgets. Their ferocious visages remind guards and vendors that dragonborn are effectively armed even when no weaponry is evident. Individuals often must work to overcome initial distrust. Some dragonborn clans have been known to encourage banditry and pillaging to supplement their resources. Yet others have been dependable allies of emperors or kings. Enough benevolent role models have played a part in human history to make honorable pursuits of doing business or taking employment with dragonborn.
This esteem can rise to problematic levels. Some people admire or even revere all things draconic, including dragonborn. Also, not even tritons tend to be as insufferable about the topic of racial superiority. Humans often assume monstrous-looking people fantasize about what it would be like to appear “normal.” Dragonborn often assume all people fantasize about what it would be like to become more draconic. Most dragonborn will take risks in pursuit of additional power. True extremists strive to transform themselves into full dragons, soaring through the skies as if the belittling dweomers Archfey performed on their ancient ancestors never happened.
HAUGHTY AND HUNGRY
Though dragonborn scales harden in the preteen years, those features are not permanent. Dragonborn molt up to eight times in intervals roughly seventeen years apart. Fresh scales and skin may be accompanied by new or departed crests, horns, plates, ridges, and spines. Though these are decorative features, they tend to reflect how each individual lived during the previous molt. Frequent participation in coercion and physical combat will result in prominent jagged features composing an aggressive look. Focus on activities like research and trade produces comparatively smooth features like swept-back horns and elegant brow lines.
General scale color remains unchanged from molt to molt. This trait is physically linked to the damage type of each breath weapon. Every dragonborn is completely unbound by the norms of chromatic or metallic morality, being removed from any true dragon ancestors by many hundreds of free-willed generations. Each individual is able to pursue a personal destiny, though most dragonborn remain loyal to a chief commanding
100-
300 individuals as they live and travel together. Adult dragonborn females are capable of producing no more than one viable egg per year. Thus there are no natural dragonborn twins, and populations rise gradually.
This is fortunate, because dragonborn appetites are not offest by the epic sessions of sleep full dragons are known for. Most dragonborn start each day with the first of several huge meals. Many avoid hunger through service to a civic, criminal, military, or religious organization. They are particularly prized as bodyguards and enforcers. Others turn to finance. Dragonborn bankers maintain famously secure vaults, and dragonborn shopkeepers rarely seem vulnerable in the eyes of local thieves. Both heroes and villains among them also have been known to serve actual dragons. Their kinship provides a comfort other people simply cannot experience in the presence of a mature wyrm.
↟ Contents ↟ ↡ Index ↡ ↑ Dragonborn ↑ → Dwarves ← ↓ Elves ↓
DWARF TRAITS |
Ability Scores: Your Constitution score increases by 2. Your Charisma score decreases by 2.
Lifespan: Dwarves do not complete the process of physical maturation until their beards grow out somewhere between the ages of 30 and 50. Elders are highly respected, though few dwarves live to celebrate their 400th birthday.
Size: Most dwarves are between 4' and 5' tall while weighing between 120 and 180 pounds. Your size is medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Resilient Metabolism: You have advantage on saving throws against poison and you have resistance to poison damage.
Dwarven Weapon Training: You are proficient with battleaxes, greataxes, warhammers, and war picks.
Industrious Inclinations: You are proficient with the artisan's tool of your choice from among brewer's supplies, carpenter's tools, jeweler's tools, mason's tools, smith's tools, or tinker's tools.
Stonecutting: Whenever you make an ability check related to the creation or examination of stonework, you are both proficient and expert for purposes of that task, adding double your proficiency bonus to the check.
Stope Sniffing: Your sense of smell indicates the presence of significant exposed quantities of copper, gold, iron, nickel, platinum, silver, tin, zinc, or their alloys within 30 feet. This applies to everything from coins and finished goods to raw ore deposits. Handling and close inspection allows you to discern the approximate composition of metal objects. You have reason to doubt odorless illusions of nearby metallic treasure.
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Dwarves Dwarves were designed by dragons for the purpose of gathering precious metals. These efforts led directly to the invention of hand tools along with forges, mints, and smelters. The best practices of modern miners are an evolution of methods dwarves have been utilizing for at least
250,000 years. The traditional lore of their people is not magical, but it features a body of fantastically effective teachings pertinent to prospecting and mining. All dwarves are sensitive to the integrity of structures and tunnels they enter.
They are also able to detect large masses of metal exposed in their vicinity. They cannot pinpoint these lodes, but they can smell the quality of any nearby. The Age of Heroes freed dwarves to control the output of their own labors. Fabulously wealthy dwarven kings raised and equipped armies of elite fighters. The underground nations of modern dwarven clans are not so grand as their predecessors, but most are well-defended networks of subterranean strongholds securing stockpiles of mineral wealth and imported supplies. These clans typically depend on stable trade with the societies above them.
FOLK FROM THE UNDERGROUND
Dwarven custom holds that land ownership only entitles people to dig
200 feet below the surface. From there to
2,000 feet down is the Dwarfdeep, territory that rightfully belongs to those with the skill to mine it safely. Elaborate protocols govern the establishment and expansion of private holdings in the Dwarfdeep. Yet all that custom is largely ceremonial, since dwarven defenders are notoriously difficult to dislodge from tunnels near their homes. Most surface regimes are content to benefit from trade with dwarven clans rather than daring to collect any rents or taxes from the Dwarfdeep.
For their part, most dwarven rulers demand their subordinates practice fair trade and give charitably to human causes in times of crisis. Not only is disaster relief an efficient way to convert wealth to public support, but aiding the recovery of surface communities hastens a return to normalcy in the markets. Every large underground community of dwarves imports considerable amounts of food and drink. Vast reserves make it possible to survive ordinary disruptions in trade, though morale and productivity are always highest when dining halls serve up hearty portions of fresh fare. The absence of such food prompts exploration teams to tunnel urgently in hopes of piloting a new trade route.
Dwarven settlements typically function as economic communes. Adults are assigned work befitting their abilities, with child care second only to mining on the duty roster. Young dwarves tend to be eager students, though they require a constant progression of materials to study and lessons to complete across decades of adolescence. By the time their wispy facial hair becomes a robust beard, each dwarf should be an expert building inspector and miner proficient with a quartet of military weapons and at least one set of tools used to finish goods or structures. In this upbringing as well as beard growth, males and females follow the same pattern.
PRODIGIOUS WORKERS
Most dwarves can be happy repeating a consistent routine evenly divided between socializing, laboring, and sleeping. They idealize a state of being well-fed, secure, and productively occupied. Many work crews fill their idle times with equipment upkeep and emergency readiness drills. Organized teamwork is not only the basis of dwarven prosperity, but it is sometimes necessary for survival underground. Armored warriors swarm like ants wherever something hostile penetrates a clan's tunnel network. Dwarven smiths keep busy outfitting these warriors and producing goods for export. Their wares are highly regarded for quality of both fabrication and materials.
HILL DWARVES |
Ability Scores: Your Wisdom score increases by 2. Your Strength score increases by 1.
Alignment: Securing and trading mineral wealth inevitably brings considerable peril. Hill dwarf brokers are famously fair, though often humorless. Any dwarves who are not some form of lawful tend to be misfits among their own kind.
Methodical Vigor: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Personal Bulwark: You have advantage on ability checks and saving throws to resist being pushed, pulled, dragged, or grabbed.
Shrewd Inspector: You are proficient in the History and Insight skills.
Languages: You can speak, read, and write Dwarven as well as three other languages of your choice.
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Dwarves living apart from any clan also tend to be relentlessly productive. Human stereotypes about dwarves mostly focus on humorlessness and industriousness. Some employers value both qualities. Yet few dwarves exploit their reputation to avoid work. Most are instead eager to ensure that their pay is well-earned, seeking advancement through dutiful dilligence. Though dwarves tend to respect great warriors, even greater prestige goes to those who far surpass norms of quality or quantity in their productive labors. Dwarves sleep best knowing their efforts left the community with more value in goods or harvested materials than was available the previous day.
TACITURN AND TOUGH
Maintaining an orderly living space is all the more important to dwarves lacking the regimentation of a clan stronghold. They can be particular about limiting some activities to specific hours or being prepared for unlikely contingencies. These men and women of few words expect to be heeded when they do speak. Even in trade they tend to keep pleasantries brief and negotiations impersonal. Both below ground and above, dwarves generally do not appreciate surprises and pranks. Dwarven comradery typically takes the form of playing organized games and joining sing-alongs during sessions specifically designated to be free of commerce and labor.
Many of these gatherings feature alcohol. Dwarves supplement imported beverages with varieties of heavy grog brewed using bread and grain on the brink of spoilage. Outsiders may find these drinks difficult to stomach, but most dwarves discover only raucous revels under the foam in their mugs. Though dwarven culinary preferences mostly parallel those of humans, they can tolerate much that would sicken others. Failing strongholds often yield to inner conflict well before moldy rations are no longer able to sustain dwarven residents. In better times dwarven leaders use stockpiles of grains, preserved foods, and spirits to minimize price fluctuations in human markets.
Though they do their best to avoid trouble, dwarves are also built to survive it. Their stature does not prevent them from effective service to military organizations even in heavy infantry roles. Dwarves also tend to be trustworthy guards suited to securing valuables. Many thrive in business, either as artisans or merchants. The most intrepid dwarves perform dangerous delves underground to hunt monsters and treasures. Dwarven outlaws are often shunned by their own people for some critical breach of duty. Yet even renegade dwarves still often favor rigid routines at their hideouts and training grounds.
MOUNTAIN DWARVES |
Ability Scores: Your Strength score increases by 2. Your Dexterity score increases by 1.
Alignment: Excavating and processing minerals are innately risky activities. Mountain dwarf miners tend to follow rigorous procedures and promote strong organizers. Any dwarves who are not some form of lawful tend to be misfits among their own kind.
Clangorous Clothing: You are proficient with light armor and medium armor.
Cavern Comfort: You have advantage on ability checks related to moving through tight spaces as well as navigating caves and underground passages. You do not grant advantage when attacked while squeezing through a small space.
Meticulous Inspector: You are proficient in the History and Investigation skills.
Languages: You can speak, read, and write Dwarven as well as two other languages of your choice.
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HILL DWARVES
Some dwarven clans favor a hybrid living situation with at least one stronghold on the surface. These establishments provide ease of ventillation for forges, foundries, and smelters. They also serve as trading posts with a constant supply of new ingots and a constant demand for the products of agriculture. Typically a complex of stone structures within a ring of earthen ramparts, these facilities are operated by hill dwarves known to be astute judges of both character and value. They do not engage in fast-talking grifts either as perpetrators or victims. Most hill dwarves feel dutybound to conduct business honorably while securing all wares placed in their charge.
Hill dwarves raised in a traditional setting are so serious about personal responsibility that most maintain a lifelong regimen of exercises dedicated to physical fitness. Dislodging defenders of a dwarven hillfort may be no easier than clearing their kin from the tunnels below. Fortunately, most dwarven communities value peace. Hill dwarf leaders will try to negotiate tax exemptions, but they tend to comply with the obligations and laws imposed by any surrounding human regime. Many make their profits on small margins. Their scouts prepare newsletters and digests facilitating gainful trade through regularly updated and unbiased assessments of prices at area markets.
MOUNTAIN DWARVES
The largest dwarven clans do not claim any chambers or tunnels within
200 feet of the surface. They remain true to ancient traditions enabling the earliest miners to take shelter while tyrannical dragons expressed fits of rage. These mountain dwarves ascribe to an inflexible code of honor, though some of their customs seem alien to the peoples of the surface. Mountain dwarves tend to flaunt mineral wealth. Many incorporate costly armor and glittering chains into routine attire. Yet they prefer to take their rest in cramped quarters, perhaps favoring a dank cellar nook over a well-appointed guest room.
Wide open spaces leave them feeling uneasy, and mountain dwarves rarely have anything nice to say during stressful overland journeys. Yet fighting forces prize these warriors for their dependable ferocity. The Age of Heroes saw great mountain dwarf generals and kings altering the course of history. Some individuals bolster their prestige by tracing their lineage back to legends from long ago. The mountain dwarf clans of today continue to insist petitioners pay respect to a litany of historic ancestors before directly addressing living leaders. Failure to honor these protocols may result in exile from a realm that is almost impossible to infiltrate covertly.
↟ Contents ↟ ↡ Index ↡ ↑ Dwarves ↑ → Cambions ← ↓ Firbolgs ↓
ELF TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Constitution score decreases by 2.
Lifespan: Elves reach physical maturity around the age of 20. Many remain focused on education and training for decades to follow. Elven aging naturally slows as it progresses. This gentle curve allows even 1000 year-old elves to be lively dancers.
Size: Most elves stand around 6' tall while weighing between 110 and 160 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Leyforce Tracing: You have advantage on ability checks to detect secret doors and other hidden entrances.
Fey Ancestry: You have advantage on saving throws against being charmed, and you cannot be put to sleep by magic.
Elftrance: You do not sleep. Four hours of sitting still while semi-conscious is enough for you to complete a long rest. You remain keenly aware of your surroundings in this state. It is spoiled if you move, take damage, or perform any action before the trance has concluded. Otherwise, it conveys all the benefits of a full night's sleep.
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Elves Elves were designed by dragons for the purpose of maintaining personal archives. Their work progressed rapidly from skins smeared with blood to scrolls inked by quills. Early elves also proved quick studies of the spellcasting lore their tyrants tasked them with transcribing. A secret society of elven elites eventually unmasked itself as an ambitious regime intent on exterminating all of dragonkind. This Imperium Arcanum did not accomplish its goal, but it did empower the Archfey while dominating the surface of the world for tens of thousands of years.
Elvenkind was divided long before their global empire collapsed. Dwindling numbers of dragons opened the door to debate about coexistence. Self-identified “light fey” sought the redemption of dragons while their “dark fey” counterparts insisted on genocide. The former floated castles among the clouds and created metallic dragons while the latter ventured deep underground in pursuit of the most reclusive elder wyrms. Most elves took no part in this political rift, making hidden homes in forested areas rather than do battle in their global empire's inevitable civil war.
HEGEMONS OF THE THIRD ERA
Ancient elves created one of the Seven Sources of magical power while also discovering cosmic energy and building the ley line network. Their kind ranks among dragons and gods in terms of impact on the modern magical environment. With the collapse of the last major Imperium Arcanum bastion
5,224 years ago, elves lost the resources required to work wonders at that level. Remnants of their fallen regime have never rivaled past glories. Human historical consensus holds that the charms and illusions used to control Imperium Arcanum labor pools masked a quality of life little better than that endured by the desperate thralls of dragon tyrants.
The gods incarcerated both light and dark fey leadership inside the Moon. These Archfey and their courtiers converted from disciplined military strategists to sponsors of endless amusements. Though bound by divine confinement, their antics sometimes influence the world below through anomalous moonlight. The Archfey are also capable of voyeuristic scrying and limited metaphysical subterfuge. Through unholy channels they empower warlocks willing to preserve patterns of ancient arcane energy with modern acts of spellcasting. Meanwhile the mortal descendants of their race fragmented into three peoples with profoundly different lifestyles and traditions.
WHISPERING WANDERERS
Drow elves, high elves, and wood elves all have distinctive ways of acting and thinking. Yet some elven norms hold true across all three subraces. Pregnancies are so rare that siblings typically differ in age by decades or centuries. Many family-minded elven parents share a home that is otherwise empty for much of their lives. Most prioritize keeping adult children nearby. This builds tension that resolves with elves embarking on long journeys before the end of their first century. Though their motives and destinations are often deeply personal, pursuing the desire to see sights far from their own birthplace is a universal rite of passage among elves.
DROW ELVES |
Ability Scores: Your Charisma score increases by 2. Your Intelligence score increases by 1.
Alignment: The Empire of Shadows promotes an authoritarian culture blending brutal discipline with dark powers. Inferiors are to be dominated. Most drow in this society are lawful evil. Surface dwellers are often outliers in terms of morality as well as residency.
Superior Darkvision: Your darkvision has a range of 120 feet.
Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks whenever you or your target is in direct sunlight.
Umbral Embrace: You can attempt to hide even if you are visible in dim light, but not while visible in bright light.
Innate Spellcasting: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Underworld Weapon Training: You are proficient with hand crossbows, light crossbows, scimitars, and whips.
Sly Senses: You are proficient in the Perception and Deception skills.
Languages: You can speak, read, and write Drow as well as four other languages of your choice.
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This dynamic may explain why modern elven enclaves and tribal federations have not raised up anything like a metropolis. Their largest communities are unconventional cities protected by extraordinarily experienced residents with impressive abilities and equipment. Humans living nearby routinely underestimate the numbers of elves inhabiting settlements that harmonize exquisitely with the surrounding environment. Though elves are capable of speaking in a firm resonant voice, none of their languages require phonation. These original archivists often treat their homes like libraries, insisting on a whisper-quiet approach to all things.
Despite this, modern elves tend to be anti-authoritarian. These long-lived beings always see more time ahead for future discussion. Urgent matters of secrecy and security may require orders be obeyed immediately, but elven leaders encourage their subordinates to pose challenging questions in moments suited to calm reflection. Ancient elves maintained their rigid order through exhaustive consultations and debates. More diverse descendants generally distrust tyranny in all its forms, including the imperial. Now elven dialectics serve to help individuals better understand and respect the personal beliefs of others even when they do not share similar values.
PRECISE AND POLISHED
Elves are generally delicate people with slender forms. Sensitive ears rising into prominent points are their signature physical feature, though other fey are likewise endowed. Long thin elven fingers adeptly inscribe legible glyphs even at miniscule sizes. Naturally lithe builds see elves displaying accuracy and grace in almost every movement. From dance to embroidery, traditional elven arts feature intricate patterns developed thousands of years ago. Most of their artisans produce garb and gear in accordance with exotic yet highly refined styles. Individual elves often accumulate enchanted items and other rarities as they carry on from century to century.
Experienced survivors of elven wanderlust typically possess a blend of both magical and martial capabilities. Young elves train with a diverse quartet of weapons, competing to strike more accurately and swiftly. They cultivate arcane power while developing a general sensitivity energies flowing nearby. This awareness makes elves particularly effective when searching for secret passages and hidden doors. Though not always reliable followers, elves are gifted sentries. They have a natural resistance to basic enchantments. Even during the few hours of rest they require each day, elves keep their senses sharp and their minds attuned to the here and now.
Greater understanding seems to be the most profound of elven desires. Some seek to understand the world by travelling to distant and unfamiliar places. Some seek to understand people by engaging in extensive carousing and discussion. Some seek to understand magic by studying arcana both ancient and modern. Elven communities are typically uncrowded in part because these free-spirited individualists need space to pursue their own goals while minimizing conflicts. Those goals are almost as varied as the agendas of humankind. The elven perspective differs thanks to a much longer view of time and the embrace of customs predating the arrival of gods in the world.
HIGH ELVES |
Ability Scores: Your Intelligence score increases by 2. Your Charisma score increases by 1.
Alignment: Most high elves reside in enclaves dedicated to preserving relics of a lost civilization. Settled residents are normally lawful good. Yet their offspring embrace wanderlust elsewhere, often spending centuries far from their birthplace. These itinerant high elves tend to be chaotic good.
Tranquil Temperament: You have advantage on all saves against becoming frightened or confused.
Innate Spellcasting: You know the light cantrip. When you reach 3rd level, you can cast the feather fall spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the levitate spell once with this trait, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Elven Weapon Training: You are proficient with longbows, longswords, shortbows, and shortswords.
Serene Senses: You are proficient in the Arcana and Perception skills.
Languages: You can speak, read, and write High Elven as well as four other languages of your choice.
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DROW ELVES
The original dark fey showed solidarity with the most dedicated dragon hunters by transforming themselves into creatures of the night. Their skin is infused with unearthly pitch, and some likewise sport jet black hair. Peering into the shadows to be greeted by nothing but the eyes and smiles of the drow can be a chilling experience. Those eyes typically sport irises of amber, azure, or celadon. Dark elves do not have vertical pupils, but their eyes catch the light at night with a catlike quality. Even individuals sporting cobalt, crimson, purple, or white hair may fade from view at night without benefit of anything more than a common hood.
Most dark elves dress the part with garb and gear of the darkest shades. Abilities once employed to ambush dragons in their unlit lairs now allow the drow to excel as assassins, bandits, and slave traffickers. Young dark elves make games of fighting like members of the criminal underworld rather than learning the combat styles favored by elves of the surface. Some drow practice a modern variant of the wizardry developed by ancient ancestors. Yet the Empire of Shadows is also a place where unholy powers are highly regarded. All spellcasters are judged by their capabilities rather than their beliefs or methods. Formal magical duels are a common practice there.
Drow elves often face prejudice from human authorities. The Empire of Shadows collects both stolen goods and captive laborers from the surface. Dark elves without allies to vouch for them may have difficulty gaining entrance to secure areas or doing business with honorable civilians. Though a gift for misleading conversations allows dangerous drow to assuage concerns, that faculty is of no help to dark elves honestly asserting good intentions. Drow heroes often find acceptance comes only after achieving great public triumphs. Leaders from far below the Dwarfdeep award esteem for many forms of villainy, and criminal organizations of the surface often welcome drow collaborators.
HIGH ELVES
The original light fey embraced the concept of purification by bleaching themselves in transformative energies. Their skin is almost always alabaster and their hair rarely sports more color than young cherry blossoms or fresh cornsilk. Most favor white or pastel attire, often coordinated with their eyes of honeydew, lavender, or lemon. Even the minds of high elves show signs of cleansing, with extraordinary resistance to outside influences. They derive pride from remaining calm even in the face of grave danger or violent opposition. Still greater esteem follows from any meaningful advance in the field of arcane research.
WOOD ELVES |
Ability Scores: Your Wisdom score increases by 2. Your Intelligence score increases by 1.
Alignment: Wood elves prize personal freedom while supporting friend and stranger alike. Their communities are often small and loosely organized. Tribes regularly gain and lose members at festive seasonal gatherings. Most wood elves are chaotic good.
Canopy Comfort: You have advantage on all ability checks related to climbing living trees and vines or balancing on tree limbs. This does not apply to buildings or ships made of sawn wood, nor does it apply to ropes of dead fibers.
Innate Spellcasting: You know the shillelagh cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Elven Weapon Training: You are proficient with longbows, longswords, shortbows, and shortswords.
Savage Senses: You are proficient in the Perception and Survival skills.
Languages: You can speak, read, and write Greenfey and Sylvan as well as three other languages of your choice.
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Many modern high elves serve as custodians of hidden enclaves preserving the lore of the Imperium Arcanum. Their leaders are often ancient beings with epic spellcasting abilities. Communities of high elves tend to be especially peaceful because this deterrence pairs with a focus on education and study. Accomplished high elves tend to keep their rarest books and other valuables in an elevated chamber supported only by smooth walls or pillars. This personal treasury doubles as a sanctum for reading quietly above the reach of foot traffic. Persistent illusions and other powerful magical effects often make it difficult to approach a high elven community without invitation.
Some high elves hold a favorable opinion of the Imperium Arcanum, though few other people share this perspective today. High elves may seem generally aloof or even arrogant to some. Yet they do not lack empathy. Most present themselves as agreeable allies rather than domineering adversaries. Mature high elves may alternate between episodes of harrowing adventures and long stretches of quiet study. Each lengthy investigation into lore leads to some enigma or treasure worthy of a personal visit. Only the most esteemed human academics are not surpassed by their high elven colleagues. As with their ancient ancestors, high elves are never far from the frontiers of mystical knowledge.
WOOD ELVES
Rejecting both light and dark fey, wood elves retained their full full range of ancestral eye, hair, and skin tones. In this they often share particulars with humans of the region. These independent thinkers rejected more than the racial segregation and transformative rituals of ancient fey political mandates. They often respect the personal freedom of others, and always cherish that condition themselves. Wood elves rarely accept any obligation beyond caring for the people in their communities and the forests from which they draw sustenance. Nomadic tribes of wood elves strive to break camp in a way that leaves little evidence the group was present.
Settled wood elves favor life in the canopies of towering forests. Their kind has sought these habitats for so long that all wood elves have a talent for traversing treetops. With fey magic brought to fruition in verdant lands, wood elves have a natural connection to living plants. Adults learn to push a little of their own vital energy in pieces of dead wood, wielding ordinary walking sticks as devastating bludgeons. Yet these people are also keen practitioners of traditional elven archery and fencing. Experienced individuals are always dangerous foes in their own element, able to call upon vines and thorns for additional protection.
Most of these arboreal fey never stop striving to achieve greater harmony with nature. Elven archers not only mount effective defenses of their homes, but they can be rallied as formidable irregulars likely to sympathize with the defenders of any healthy forest. Where wood elves assert territorial control, it is often by discouraging economic development rather than taxing it. They seek a good life amidst natural abundance rather than land cleared for farming and herding. Literature remains their primary material pursuit. Established treehouses often feature spacious sunrooms. The most respected wood elf families maintain massive libraries, happily loaning items to familiar locals.
↟ Contents ↟ ↡ Index ↡ ↑ Elves ↑ → Firbolgs ← ↓ Gnomes ↓
FIRBOLG TRAITS |
Ability Scores: Your Strength and Wisdom scores each increase by 2. Your Constitution score increases by 1. Your Dexterity score decreases by 2.
Lifespan: Firbolgs typically mature in their late teens, then set out to establish their own homes. Though they remain fit into their later years, most firbolgs succumb to old age after four or five centuries of living in harmony with nature.
Alignment: As wranglers of exotic creatures, firbolgs normalized whimsies before other fey did likewise. They are strongly inclined to encourage healthy growth and stimulating play among their associates. A typical firbolg will be chaotic good.
Size: In their true forms, most firbolgs are between 6' and 7' tall while weighing between 220 and 320 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger.
Changeable Appearance: Ten minutes of effort allows you to transform your physical features. You may become taller or shorter by as much as one foot, and you may become as thin or rotund as seems plausible. You may adopt the features of a different gender and/or race within those constraints. You gain advantage on ability checks to pass yourself off as another person. Its effect ends at the start of a short or long rest. After you use Changeable Appearance you cannot use it again until you complete a long rest.
Relaxing Recreation: Anyone who completes a long rest in the company of one or more firbolgs may add one to the number of spent Hit Dice regained.
Innate Spellcasting: You know the resistance cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the pass without trace spell once with this trait, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Menagerie Keeper: You are proficient in the Animal Handling and Nature skills.
Languages: You can speak, read, and write Giant and Sylvan as well as two other languages of your choice.
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Firbolgs Firbolgs and fomorians were both designed by the Archfey to contain their more unruly creations at secret facilities. Firbolgs were originally gentle giants capturing and transporting dangerous creatures with enchanted bags. Once released into the appropriate habitat, their charges would benefit from the care and support of firbolg minders. Ancient firbolgs routinely employed illusions to appear as different individuals in the eyes of previously hostile beings. When dark fey sabotage exposed both firbolgs and fomorians to extreme doses of wild magic, the former fused with their own glamour to become capable of extremely limited shapeshifting.
This sparked an abiding hostility between firbolgs and the less fortunate fomorians. Never able to comfortably stabilize their much larger bodies, fomorians now pass painful arcane afflictions on to others, spreading misery for its own sake. Modern fomorians live far from civilization, while modern firbolgs often hide in plain sight. Their communities feature thriving gardens and menageries that appear natural despite laborious design and upkeep. Firbolgs in human cities tend to wear human faces in public. This behavior can be mistaken for infiltration, but it is more typically driven by a desire to preserve the secrecy of fellow firbolgs' identities and locations.
PLAY AS WORK
Firbolgs often strive to maintain a cheerful demeanor even under difficult circumstances. They make amusements of routine activities to promote good health among their companions while keeping their own spirits up. Their true faces can be contorted into a wide range of bizarrely comical expressions. They are also capable of surreal stunts like briefly turning a completely different color or appearing to inflate a body part. These antics make firbogs well-suited to entertaining or schooling young children. They also make it possible to manage the behavior of beasts through non-verbal cues adapted to the inclinations and senses of each species.
Firbolgs are naturally gifted zookeepers inclined to take pride in any positive interactions with dangerous creatures. Yet this pride is not the boastful sort. Firbolgs prefer to keep their homes and assets well-concealed. They can be reluctant to share personal information with anyone outside their most intimate associates. Invitations into a firbolg settlement are never extended casually. They typically act as conservators of rare creatures and keepers of exotic gardens. Pillaging a firbolg community may yield a fortune if treasures are skillfully harvested. Some alchemists and arcanists never ask about how or where the components they purchase were gathered.
MUTABLE MUSCULATURE
Though secrecy is their first line of defense, firbolgs are not lacking in strength. They individually haul burdens no human would attempt without assistance. Firbolg defenders are often unfazed by the special tactics of irregular forces. Their kind routinely uses magic to brace for hazards ranging from poison to petrification. When pressed into battle, firbolgs work well with creature allies. The loyalty of militarized pegasus herds depends the service of firbolg trainers. Though changeable in many ways, few firbolgs ever tolerate sadism toward living beings of any kind. They believe negative reinforcement should always be administered reluctantly.
Firbolgs who engage in hunting or ranching insist any killings be conducted with both reverence and swiftness. They understand that predation has its place in the natural order of things. Most firbolgs also believe that beings capable of using metal or magic have an obligation to limit the suffering these advantages can inflict. Even when they are not doing a great deal more to cover their tracks, firbolgs may take time after a victory in battle to put any lingering fallen out of their misery. Firbolgs tend to disarm any traps they are not actively monitoring. Their customs hold that captives deserve only the kindest treatment it is possible to sustain.
That sense of duty to nature and creatures in their custody is one of the few constants observed among firbolgs. Most prefer life in small isolated settlements, but some thrive by managing urban exhibitions or stables. Monster hunting teams intent on live captures do well to collaborate with a firbolg specialist. Some firbolgs cultivate fame under an authentic identity, though most prefer to be disguised in human company. Firbolgs can manipulate their own slate gray flesh and hair like putty, then pigment and firm up new features to visually resemble anyone of similar height. These guises hold up even when stressed or injured, though firbolgs can only relax in their true forms.
Interracial Impersonation Disguises meant to conceal personal identity can be as simple as a mask or a veil. By contrast, assuming a different persona is another matter altogether. Skill alone cannot make a person seem a great deal larger or smaller than they actually are. Mannerisms and movements can betray an imposter even when the right look is achieved. Vocal mimicry joins the challenge at the outset of conversation within earshot of the target's acquaintances. Trying to pass as a member of a different race while among them demands an excellent disguise. Without magic or true dedication to the art of dramatic performance, it is virtually impossible to pass as a specific person in talks with others who know that individual well. |
RECLUSIVE AND REFLECTIVE
Firbolg survival has been a function of sound judgement since they were beastkeepers for the Archfey. Captives maintained better long term health when provided with opportunities for physical exercise and stimulating interactions. Fulfulling their duties demanded firbolgs blend prudence with free-spirited creativity. Modern firbolg communities employ a myriad of different approaches to the problems of hiding from the outside world while harboring rare creatures. Some secure protection through tributes of exotic resources while others pay conventional taxes. The most fortunate firbolg settlements remain unknown to the outside world despite thriving for centuries.
Adaptation flows naturally from the minds of firbolgs. They can be keen to alter any process that might be made more sustainable. Most firbolgs will go out of their way to get a good look at any sort of creature they have not personally seen before. When able to interact with exotic animals and fantastic beasts for long stretches of time, firbolgs accumulate personal insights into behavior and biology. Though they do not often enter aristocracies, heroes among them have earned great distinction as explorers, preachers, scholars, soldiers, and wardens. The few famed firbolg villains are known for killings perpetrated in collaboratiion with ferocious monsters.
↟ Contents ↟ ↡ Index ↡ ↑ Firbolgs ↑ → Gnomes ← ↓ Goblins ↓
GNOME TRAITS |
Ability Scores: Your Dexterity and Intelligence scores increase by 2. Your Strength score decreases by 2.
Lifespan: Gnomes reach physical maturity in their late teens. Slower aging then continues in a linear fashion. Most gnomes over 300 sport gray hair, and few live to the age of 600.
Size: Most gnomes stand between 3' and 4' tall while weighing between 40 and 70 pounds. Your size is small.
Speed: Your base walking speed is 25 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws to resist magic.
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Gnomes Gnomes were designed by the Archfey to spy on dragons and their thralls. Early gnomes resided in false trees. From there they reported on the comings and goings of nearby creatures. As their value to the Imperium Arcanum grew, gnomes were permitted to learn advanced techniques of magical subterfuge including spells up to the third level of power. By the time the first human apprentices took to wizardry, great gnomes had already become capable illusionists. They were a welcome addition to many bands of adventurers throughout the Age of Heroes. That era even saw the rise of sovereign gnomish kingdoms.
No major entities of that sort exist today. Yet gnomes are often drawn to and welcome in sprawling organizations. They have a knack for understanding hierarchies as well as a natural desire to sustain strength in numbers. Gnomes living apart from their own kind may be quick to join a band of larger allies in search of protection. Solitary gnomes are almost always cautious and furtive. They consider quietly maintaining surveillance of a monster no less a show of courage than engaging in direct confrontation. Gnomes continue make natural spies whether their intellects embrace ancient magic or pursue an emphasis on science and technology.
MINDING THE DETAILS
The eyes of gnomes appear small and close set, yet they are capable of shifting focus from extremely distant to truly tiny objects. All their senses are highly refined. Some of the best constabularies employ gnome consultants to be sure no crucial clues are missed during the most important criminal inquiries. These meticulous investigators will search high and low for anything that might establish the facts at the heart of a mystery. Most gnomes are comfortable with small climbs when needed to peer over crowds of taller pedestrians. Being around other people gives them comfort. Even so, gnomes never seem to stop taking stock of every entrance, exit, threat, and hiding spot nearby.
The hands of gnomes are well-suited to intricate work like sewing or woodcarving. Guilds prize their services as embellishers of finished goods, and many independent artisans form prosperous partnerships with gnomes. Their statures allow gnomes to stretch out in cellar or attic spaces too cramped for human relaxation. Few gnomes are content simply to occupy a secure nook. Most will acquire or fashion comfortable furnishings along with quality cookware. Some gnomes also stockpile supplies in their homes, though these reserves can be mistaken for ordinary pantries given that gnomes tend to eat no more than their small bodies require.
FOREST GNOMES |
Ability Scores: Your Wisdom score increases by 1.
Alignment: Gnomes often feel vulnerable around larger strangers. From urban gardens to remote groves, forest gnomes seek to bring order and tranquility to their surroundings. Most gnomes are lawful, and good gnomes far outnumber their evil kin.
Elusive Evasion: You can move stealthily at a normal pace. You can take the Hide action as a bonus action on each of your turns.
Innate Spellcasting: You know the message cantrip. When you reach 3rd level, you can cast the speak with animals spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animal messenger spell once with this trait, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Patient Observer: You are proficient in the Nature and Perception skills.
Languages: You can speak, read, and write Gnomish and Sylvan as well as three other languages of your choice.
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INFORMATION GATHERERS
Gnomish caution is balanced with persistent curiosity. Be they magical, mechanical, or natural; the workings of complex systems are a source of endless fascination to gnomes. Some can sit motionless for hours while observing the arrivals and departures in a high traffic area. From animal migrations to weather patterns, gnomes feel satisfaction from the compilation of extensive logbooks useful in academic analysis. They take pride in the accuracy of their data, using only the best measurement tools and most rigorous methods available to them. The world's many honorable gnomish researchers are openly hostile to any of their kind involved in acts of fraud.
Gnomes tend to admire knowledgeable people of all races. Modern gnomes often obtain formal education. Even so, accomplishment is proof of excellence to them. Spellcasters and inventors who are largely self-taught often have practical knowledge that compensates for any theoretical shortcomings. Most gnomes understand this and welcome all earnest efforts at learning and teaching rather than only those with institutional backing. Wealthy human families sometimes invite a gnome family to inhabit their garden or a portion of the wall around their estate. These residents sustain their welcome by offering loyal advice and tutelage while keeping an eye out for signs of trouble.
OBSCURE AND ORGANIZED
Gnomes typically reside in spaces too small for human habitation. They like to keep the areas around their homes neat and park-like, but the structures themselves are often designed to be overlooked. Gnomes create well-appointed abodes in places like under the floorboards of a gazebo or above the storage area of a tool shed. Their artisans excel at harvesting valuable materials from abandoned or damaged human furnishings to produce smaller new works of comparable quality. Gnomish attire is often likewise stitched from repurposed elements of old human finery. The ordinary clothes of gnomes may pass for human formalwear, while the boldest among them sport gilded garb.
Yet most gnomes would prefer to be renowned for substance rather than style. They can be keen to attain scholastic honors and other professional credentials. Gnomes take particular pride in authoring any literature that enjoys academic or general popularity. The most ambitious always seem to be adding to a cyclopedia documenting their encounters and observations. Accomplished gnomes expect their collected writings to end up in a respectable archive. Gnomish adventuring careers often begin with a mission to recover the final journal entries of a fallen colleague. Gnomes appreciate the usefulness of wealth and power, but most prize knowledge even more.
ROCK GNOMES |
Ability Scores: Your Constitution score increases by 1.
Alignment: Rock gnomes often inhabit small spaces in city buildings or the remnants of used mining tunnels. Troublesome squatters risk being exterminated like pests. Thus most rock gnomes hail from a rigorously organized community where the majority is lawful good.
Mechanical Minutiae: Whenever you make an ability check related to alchemical objects, magic items, or technological devices; you are both proficient and expert for purposes of that task, adding double your proficiency bonus to the check.
Traditional Tinkering: You are proficient with tinker's tools. During a short or long rest, you can use that kit to assemble one tiny clockwork device (AC 5, 1 hp) if you do not already have three available. You understand the workings of accordion grippers, fire starters, music boxes, spring heels, toy automata, and tripwire alarms. Each device operates for no more than one hour, ceasing all function after it has been used.
Exacting Observer: You are proficient in the Investigation and Perception skills.
Languages: You can speak, read, and write Gnomish as well as four other languages of your choice.
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FOREST GNOMES
Traditionalists who embrace their fey nature mature into forest gnomes. The study of ancestral magic enables them to convey covert signals and communicate with wild creatures. Years of schooling in the lore of plants and animals helps forest gnomes spot when something is out of place in a natural setting. They tend to be effortlessly sneaky, moving without sound or darting directly between concealed positions. The areas around their homes are often shared with animal informants if not also ferocious beasts made loyal through the provision of helpful assistance in the past.
Though they prefer to be surrounded by greenery and wild animals, forest gnomes are no less at home in a city park or palace garden than they are in a proper woodland. Some even inhabit the hollows of living trees or make efforts to disguise their homes as trees. Where they are not integrated into the order of some human institution, forest gnomes tend to gather into groups of several hundred families willing to unite for purposes of politics or survival. These villages often sustain themselves by collaborating in a common productive enterprise. Finished goods may be distributed in local shops or sold to trusted traders supplying distant urban markets.
ROCK GNOMES
Modernists who neglect their fey nature mature into rock gnomes. The study of various sciences enables them to make sound inferences from physical evidence that others might not consider meaningful. Their knowledge also makes rock gnomes adept at gadgeteering. They are often associated with trade in mechanical components, and their completed devices are the product of exquisite attention to detail. Rock gnomes abodes are likely rigged with alarms and other signalling devices if not also dangerous traps. Their homes often combine secure stonework with excellent visibility for monitoring nearby ground.
Many rock gnomes wear spectacles with an array of supplemental lenses for specialized tasks. Wealthy individuals obtain additional perspectives on the world through periscopes and telescopes. They can be comfortable residing in windowless tunnels so long as those spaces are well-furnished. Rock gnomes associated with human institutions often reside within stonework that appears structural rather than residential. Left to their own devices, rock gnomes will raise up a sturdy stronghold then populate a network of tunnels and warrens radiating outward from that base. With the right resources and leadership, these settlements can grow into subterranean cities.
↟ Contents ↟ ↡ Index ↡ ↑ Gnomes ↑ → Cambions ← ↓ Goliaths ↓
GOBLIN TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Constitution score increases by 1. Your Wisdom score decreases by 2.
Lifespan: Goblins are not built to last. Though mature by age 6, most goblins go violently to an early grave. Individuals fortunate enough to surpass the age of 50 require from some sort of magic to do so.
Alignment: Goblins have innate impulses to take what is not theirs and to victimize less fortunate beings. In general, they live up to their emphatically evil proxies in folklore. Goblins pursuing a different path must struggle against both villainous temptations and strong social prejudices.
Size: Most goblins are between 3' and 4' tall while weighing between 45 and 65 pounds. Your size is small.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Cull the Weak: When you hit with a melee attack and your target has not yet attacked in this encounter, you may add 2d6 damage to that attack. After you use Cull the Weak you cannot use it again until you have completed a short or long rest.
Nimble Escape: You can take the Hide action or the Disengage action as a bonus action on each of your turns.
Ambush Hunter: You are proficient in the Acrobatics and Stealth skills.
Languages: You can speak, read, and write Goblin as well as one other language of your choice.
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Goblins Nearly all the goblinoids to arise from the Scarlands are atavistic goblins with no real self-awareness. Bugbears see them as potential prey while hobgoblins see them as potential minions. The children of first-generation goblins are much more intelligent. They recognize their own aggressive tendencies and challenging circumstances. Most goblins will take extreme risks for a shot at bettering their quality of life. Some simply do not understand why other peoples lament losses taken in battle. Goblins find it more shameful to never fight for anything than to die in the struggle for a comfortable home.
This attitude is not limited to goblins with direct exposure to the wretched conditions of the Scarlands. Goblins alone may fair poorly in otherwise inhabited lands. Human societies often mistreat goblins by assuming individuals are not exceptions to the stereotype of monstrous murderers. Most civilized goblins can trace their heritage to the remnants of a horde scattered after clashing with human armed forces. Their quarrelsome groups often dwindle while searching out food and shelter. Furtive goblins may establish lairs in caverns or ruins near monsters deadly enough to deter human foes. Even among bandits, goblins sometimes must prove their loyalty before finding acceptance.
SCARLAND SCAVENGERS
On the accursed ground from which they spring, goblins are exploited by others. They dig fungus and grubs from the filth below while enduring raids by bugbear warriors or submitting to hobgoblin leadership. Either way much of what goblin foragers harvest is consumed by others. Beyond the Scarlands, goblins may find more agreeable arrangements with other goblinoids. Large groups can be quick to raid settlements with ample food reserves. Bandits and mercenaries may employ goblins, though inexperienced recruits often find themselves assigned to risky positions as decoys or skirmishers. Goblins rarely rise to positions of power over others.
Desperation often pervades their daily lives. Goblins with nothing search frantically for their next meal. Goblins with great wealth scheme frantically to secure their holdings. Even the most prosperous goblins desire more possessions. Even the most secure goblins desire greater protection. Sustained peace and tranquility feel to them like indicators of a pending attack. Goblin kingdoms invariably crumble as troublemakers far outnumber builders and healers. Damage from internal conflicts begins to spiral into escalations of vandalism and violence. Alas, peoples displaced by goblinoid hordes seldom reclaim their lands in time to save much of their former herds and homes.
STORYBOOK
VILLAINS
Through their plays and poems, egalitarian societies sometimes exaggerate the danger goblins pose. Less tolerant societies warn emphatically about the goblin meance. Some even conduct festivals celebrating the routing of goblinoid hordes. The nefarious reputation of goblins is not entirely deserved. Sages intent on parting fact from fiction find many well-known goblin attrocity narratives are built upon real yet lesser acts of theft and murder. Cunning criminals shift blame for their own deeds onto innocent goblins, exploiting any biases among authorities. Well-settled goblins may be provoked to lash out after a pattern of persecution escalates beyond a tipping point.
Their naturally brief lives compound these tragic circumstances. Even goblins who manage to avoid violence find themselves turning ashen and feeble in their forties. Pale blotches spread across flesh that was formerly bronze, olive, or rosy; while their straight dark hair becomes a sparse collection of ragged wisps. Aging goblins without extraordinary magical resources sometimes gear up and set off in search of conflict. The thought of gradually fading away horrifies most goblins. Many see bleeding out in battle as a glorious demise. These end of life quests create further concern, as few goblins pass away peacefully in repsectable homes surrounded by family and friends.
Outlaw Status Being a criminal in the eyes of one clan, empire, federation, or kingdom often means little outside that jurisdiction. Marauders and privateers routinely commit crimes against the people and properties of one society while supported by the aristocracy of another. Outlawry is always a matter of cultural context. Exiles able to maintain an agreeable demeanor might be well-recieved by a distant community. Yet constables remain alert for troublemakers in any unfamiliar group. Monstrous-looking newcomers without a persuasive spokesperson can quickly run afoul of authorities almost anywhere. |
QUICK AND QUIET
Goblin family ties are largely a function of convenience. Among their own kind, many goblin children remain close to their parents and loyal to their closest kin. Goblins in conflict zones may abandon their children as soon as they are grown enough to wield a spear. Goblin pregnancies typically result in two to four live births after barely more than three months of gestation. Where food is abundant and attacks are rare, any large population of goblins will tend to grow larger. Without the support of expanding agriculture, this soon leads to raids on nearby communities. Violent deaths are the primary factor restraining the population of goblins.
Despite an inclination toward aggression, healthy young goblins are not generally self-destructive. In an instant they can pivot from vicious attackers to agile evaders. Goblins are especially effective skirimshers in rough country with plenty of natural cover. Heroes of their kind have been known to lead irregular forces that turned the tide in historic battes against cruel powers. Some also excel at delving into the lairs of extremely dangerous monsters. Few goblin villains are well-known by name, but their prolific numbers are well-documented. The most formidable lead warbands or criminal syndicates allied with extremely powerful monsters.
↟ Contents ↟ ↡ Index ↡ ↑ Goblins ↑ → Cambions ← ↓ Halflings ↓
GOLIATH TRAITS |
Ability Scores: Your Strength and Constitution scores each increase by 2. Your Wisdom score increases by 1. Your Charisma score decreases by 2.
Lifespan: Goliaths are rarely formidable enough to be considered adults before their late teens. Their aging continues normally until their bodies abruptly lose durability. Few individuals live naturally beyond the age of 80.
Alignment: Goliath tribes are bound by elaborate traditions largely undocumented. Individuals embracing modern culture may have just about any reputation and the disposition to go with it Yet among their own kind, the only alternative to outcast status is being ardently lawful.
Size: Most goliaths are between 7' and 8' tall while weighing between 260 and 360 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger.
Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor.
Unyielding Flesh: You can use a bonus action on your turn to gain 1d8 temporary hit points. This gain increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. After you use Unyielding Flesh, you cannot use it again until you complete a short or long rest.
Alpine Adaptations: Neither cold climates nor high altitude environments impose penalties on your actions. Long distance travel is likewise unhindered. You have resistance to cold damage.
Fleet Forager: You are proficient in the Athletics and Survival skills.
Languages: You can speak, read, and write Giant as well as one other language of your choice.
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Goliaths These towering people are a source of academic controversy. Their existence does not qualify as one of the Nine Mysteries, but there is no historical consensus on their beginnings. Early goliath tribes relied entirely on oral traditions, producing nearly as many origin stories as storytellers. The first modern goliath scholars were contemporaries to hundreds of tribes, each with its own lore. Outside accounts are also problematic. Older journals were rarely written with academic rigor. Early mountaineers were prone to embellish the details of their adventures. Scryers staring into ancient snow often confuse yeti or ordinary humans bundled in furs with goliaths likewise garbed.
Thus not even goliaths truly know how their kind came into existence. Yet they find cultural unity by learning a Palisade Code largely consistent with that taught by other tribes. These ironbound customs govern living arrangements where food, fuel, and shelter tend to be scarce. They also demand formal brawls or duels to settle disputes between individuals. An outsider unwittingly challenging the authority of a chief could be thrust into impromptu mortal combat. Goliaths do not see this as wild behavior, but instead an essential practice for preserving order among their people. Newcomers do well to heed advice about being respectful and quiet whenever possible.
FOLK FROM THE HIGH GROUND
Wide open spaces and scenes of natural beauty bring comfort to goliaths. Tribes often construct settlements above the tree line where climbing is required to access any resources other than rock, ice, and snow. Goliaths believe strength entitles them to occupy what peaks and slopes they inhabit. This belief also enables them to respect the territorial claims of dangerous neighbors like giants or dragons. Some have even been known to ally with formidable goliath leaders. Modern alpine experts often advise seeking out a local goliath guide to avoid the great dangers of travel at great heights.
In this regard goliaths are the counterparts of dwarves with their knowledge of tunnels and caves. The two are also related in that the language of giants derives from the language of dwarves, and goliaths prefer to speak the language of giants among their own kind. Though goliaths are uncomfortable in deep caves and dwarves likewise at high altitudes, their encounters are often memorable. Some goliaths believe that dwarves are a myth, then struggle with a mix of laughter and questions on learning that they are real. Dwarves often find this annoying, rarely reciprocating any playful curiosity. Both sorts of people tend to be particularly abrupt and direct.
PEAK PERFORMANCE
Goliaths are constantly concerned about their physical prowess. Those who do not spend the day building, climbing, fighting, hauling, or hunting will engage in long intervals of exercise for its own sake. Associates may promote toughness by incorporating a punishing slugfest into their evening routines. What others may see as an obsession with fitness is a vital element of goliaths' survival strategy. Maintaining their mountainous physiques is the means by which goliaths maintain mountainside homes. Their communities often depend on supplies gathered at lower elevations miles away. Productive members should be able to literally carry their own weight while climbing steep trails.
Goliaths tend to be extremely patient with their own children, but they can be less charitable with living ancestors. Tradition holds that the young have yet to take shape. Children represent opportunities for parents and mentors to influence the future. Aging goliaths have a shape that is set and now crumbling. The metaphor is embodied as rugged flesh begins to crack and chip away. Some seek the comforts of civilization in their final years while others ascend to become encased in glaciers overlooking their former homes. Goliaths so entombed while still relatively fit bring prestige to their family lines as visitors admire their remains in the generations to follow.
BOLD AND BURLY
The most venerable goliath tribes live below a glacial necropolis of impressive ancestors. The most unfortunate are survivors of catastrophes involving an avalanche of ancient bodies warmed anew. Sometimes this is a natural process driven by changes in the shape of a specific glacier, and sometimes this is an unnatural process caused by entities seeking an army of especially muscular undead. As few as these incidents have been, they give all goliath leaders cause to discourage the popularization of icy graves as points of interest to outsiders. Visitors in general tend to be unwelcome unless they respectfully invoke the Palisade Code or offer generous material tribute.
The former approach obligates outsiders to one day of hard labor for each night of shelter accepted. Useful and well-behaved folks might earn a permanent place as a friend of the tribe. Troublemakers are given beatings as well as arduous assignments to instill humility. Persistent troublemakers may be ceremonially hurled from the edge of the tallest local cliff. Any disturbance in a goliath community tends to generate a swift and decisive response from the entire tribe. Goliaths seldom socialize with each other in urban settings, but many thrive among non-goliath warriors. All the best gladiator schools maintain an active goliath competitor near the top of their rosters.
↟ Contents ↟ ↡ Index ↡ ↑ Goliaths ↑ → Halflings ← ↓ Half-Elves ↓
HALFLING TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Wisdom score increases by 1. Your Strength score decreases by 2.
Lifespan: Halfling traditions celebrate coming of age with a 21st birthday. Aging continues apace such that most halflings succumb to old age in the middle of their second century of life.
Size: Most halflings stand around 3' tall while weighing between 40 and 50 pounds. Your size is small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw; you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is at least one size larger than you.
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Halflings Halflings were designed by dragons to perform tasks related to grooming and hygiene. Small bodies atop large feet enabled halflings to walk without creating much disturbance. A gentle and soft-spoken nature made them easier to tolerate than other thralls. Yet this tolerance would not prove enduring. Some halflings dared exploit their abilities by pilfering from treasure hoards then trading away valuables far from where they was stolen. Dragonkind abruptly turned against this particular creation, eradicating nearly all halflings in the span of a few seasons. Only the most fortunate individuals were able to sustain this race.
No longer in demand as dragon attendants, halflings began to make their way as traders. Silent approaches and quiet negotiations allowed them to facilitate bartering between labor pools in different territories. Halflings lived as explorers and merchants two eras before the rise of anything resembling a guild dedicated to cartography or commerce. When human regimes developed both these institutions, halfling leaders always seemed to negotiate acceptable tribute. Their villages often enjoyed continuous peace while militant powers gained and lost control of surrounding territory. Even today, majority halfling communities tend to be prosperous towns that prize prosperous tranquility.
FOLK FROM THE BACKGROUND
Despite the proliferation of their own communities, most halflings live in much larger human cities. They have a way of coming and going without attracting attention. Outside the coldest climes, halfings generally avoid footwear. Even after becoming rough from heavy use, the undersides of their feet remain effective at silencing the sounds of footfalls. Many halflings travel with a personal set of files and picks to perform pedicures. Though a true comfort to hiking halflings, these kits can also be utilized as thieves' tools. Criminal organizations and other secret societies are often eager to employ discreet halfling operatives.
The archetype of the halfling burglar predates any humanoid civilization. Their modern adventurers are often rogues, though most halflings do not support themselves with theft. Rural halfings tend to pursue agriculture, while their urban counterparts typically settle into work at a market or shop. They are unified by an eagerness to talk business with anyone offering a valuable trade. Halflings working on caravans or ships typically maintain personal cases of sundries suitable for resale far from their original point of purchase. Some halflings operate downright improbable shops with concealed caches of equipment and supplies right in the heart of conflict zones or monster lairs.
LIGHTFOOT HALFINGS |
Ability Scores: Your Charisma score increases by 2.
Alignment: Halflings are especially keen on making new friends and sampling imported luxuries. Their bias toward good may reflect the same tendency among great human cities. Lightfoot halflings integrate particularly well into almost any community.
Easily Overlooked: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Amiable Acquisitiveness: You are proficient in the Persuasion and Stealth skills.
Languages: You can speak, read, and write Halfling as well as three other languages of your choice.
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HIDDEN COURAGE
Modesty in both size and demeanor would suggest that halflings are easily frightened. Most are averse to violence, and some halflings prefer to avoid all forms of struggle. Yet their ancestors were created to remain confident while scrubbing blood from the claws and scales of dragons. Wily halflings sometimes pretend to be scared only to seek a better position before lashing out at a dangerous enemy. Reluctance to fight is normally a choice rather than a compulsion for halflings. When pressed into battle these small people have been known to take down the largest of foes. Tales of halfling heroism resonate with many audiences thanks to the exploits of their ancient ancestors.
In most places where large numbers of humans gather, small numbers of halflings can be found. They collectively form a social network allowing insiders to cultivate a clear picture of local agendas among the aristocracy as well as the criminal underworld. Halfings often distrust others who are fluent in their language. Though halfing spies are among the most formidable covert operatives in the world, many refuse service to any employer known to have spread that treasured birthright to other peoples. Among their own kind, this tongue of murmurs is a proud tradition setting halflings apart from the many cultures into which they are otherwise assimilated.
SUBTLE AND SILENT
Deliberately attracting attention always feels a little uncomfortable to halflings. Most are naturally patient and polite. They are also agreeable about the division of labor. Halfling adventurers are usually happy to let others walk ahead of them or to personally take the lead. It is unusual for halflings decline opportunities to act as the spokesperson for a group. Yet most halflings are also glad to step back and make way for others to speak on their behalf. When they assert themselves in social situations, they remain as dignified and poised as possible. Even the death threats of infuriated halflings may feature courteous salutations.
STOUT HALFLINGS |
Ability Scores: Your Constitution score increases by 2.
Alignment: Stout halflings are famously ambitious in matters of trade. They are generally good, though this is a subtle tendency. When it comes to taking risks for gold, some stout halflings will socialize and do business with all sorts of organizations.
Resilient Metabolism: You have advantage on saving throws against poison and you have resistance to poison damage.
Adroit Acquisitiveness: You are proficient in the Sleight-of-Hand and Stealth skills.
Languages: You can speak, read, and write Halfling as well as three other languages of your choice.
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Halfling thieves and assassins were the stuff of legend before the gods discovered this world. Even among these vocations, their heroes outnumber villains by more than a little. Many powerful leaders employ trusted halfling agents. Mercantile organizations also appreciate their abilities. Modern halflings may pursue all sorts of adventuring opportunities, though few serve with heavy infantry or seek homes among barbarians. Halflings surpass humans in the inclination to avoid adventure. Most halflings would be happy to live their entire lives pursuing personal comforts in a secure settement where nothing much ever happens. Elders reflecting on just such a life are highly esteemed.
LIGHTFOOT HALFLINGS
Physically and psychologically similar to their ancient ancestors, lightfoot halflings feature little bodies situated between unusually large feet and a head of similar size. Their big eyes and soft features tend to convey an air of harmlessness when engaging face to face. Alternatively they can altogether avoid being seen. Lightfoot halflings have an extraordinary ability to remain obscured while moving through crowds of larger beings. From a corral full of horses to a ballroom full of dancers, lightfoot halflings instinctively make just the right moves to utilize roving cover the way others might hide behind large trees or monumental pillars.
Lightfoot halflings take special satisfaction from completing a mutually beneficial trade. They are friendly by nature, though they will seek the most profit for themselves. Most nonetheless believe it is important to leave trading partners satisfied. Ending interactions this way allows for safe approaches in the future. Though lightfoot halflings are typically both cautious and humble, some cultivate brash public personae as emissaries or entertainers. They can be relentless about promoting any cause or organization that earns their loyalty. Yet lightfoot halflings rarely outstay their welcome, defty skulking away whenever a friendly farewell is not appropriate.
STOUT HALFLINGS
Not long before the Age of Heroes, some dragons were keen to prove they could collaborate respectfully with humanoids. The search for peaceful coexistence saw captured halfling burglars lavished with agricultural surpluses. Generations of consuming fine foods in enormous quantities gave shape to a new form of halfling. This did not give them a magical fire in the belly like their dragon benefactors, but it did give stout halflings plump builds girded against exposure to toxic substances. The boldest stout halflings repaid their patrons by looting fey troves of any actual treasures mingled with the false gold and gems of those deathtraps.
The stout halflings of today remain uniformly hardy and heavyset even when they are not able to indulge in endless decadent delicacies. Most will happily feast at every opportunity, though they understand the need to conserve supplies in situations like sieges or voyages. Hungry halflings often complain, but even stouts suffer no worse than humans deprived of food. All the same, many modern stout halflings organize their lives around some fusion of feasting with work. Aristocrats may retain stout halflings specifically to ensure an excess of exquisite edibles is aways available at court. Others provide lavish banquets to maintain the loyalty of halfling officials in their service.
↟ Contents ↟ ↡ Index ↡ ↑ Halflings ↑ → Half-Elves ← ↓ Half-Orcs ↓
HALF-ELF TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Intelligence, Wisdom, and Charisma scores each increase by 1. Your Constitution score decreases by 1.
Lifespan: Half-elves reach physical maturity around the age of 20. Slow yet consistent aging progresses such that few half-elves live to celebrate a 200th birthday without some supernatural support.
Alignment: Often a little out of step with crowds of predominantly elven or human composition, half-elves tend to be chaotic. Yet they also show some tendency toward good, most often making their homes in diverse human cities or communities of wood elves.
Size: Most half-elves are between 5' and 6' tall while weighing between 90 and 180 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and you cannot be put to sleep by magic.
Elftrance: You do not sleep. Four hours of sitting still while semi-conscious is enough for you to complete a long rest. You remain keenly aware of your surroundings in this state. It is spoiled if you move, take damage, or perform any action before the trance has concluded. Otherwise, it conveys all the benefits of a full night's sleep.
Reasoned Reflections: You have advantage on saving throws against being paralyzed. You have resistance to psychic damage.
Attentive Manner: You are proficient in Perception and one other skill of your choice.
Languages: You can speak, read, and write four languages of your choice.
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Half-Elves The Imperium Arcanum strictly prohibited couplings between fey and non-fey beings. Even so, records from that time document some half-elves as thralls to dragons and others hiding among wood elf tribes. Half-elves played important roles in the transition from elven to human supremacy. A natural understanding of both perspectives enabled half-elves to collaborate with a wide variety of factions. They enjoyed plenty of adventuring opportunities throughout the Age of Heroes. Today they are even more accomplished. Most half-elves could pass for slender humans if not distinguished by a prominent pair of pointed ears.
When they make the effort, half-elves tend to have a way of putting others at ease. They are keen listeners, with voices just as soft or loud as conversation partners would prefer. Half-elves move with natural grace. They also take particular satisfaction from learning the customs of unfamiliar people. Insofar as they have a culture of their own, half-elves are taught to respect the traditions of the people around them. Though half-elves have the potential to populate their own cities and nations, this has never taken place. Half-elven settlements do not normally exclude others. Thus they typically grow into larger, predominantly human, communities.
CHILDREN OF TWO WORLDVIEWS
Half-elves may also have lived among the earliest pracititioners of the Old Faith. These prototypical druids held frequent vigils at ringed Standing Stones. They shared snippets of ancient fey arcana when they were not searching for inspiration in pristine wilderness. Half-elves were no less welcome than humans at the most elite bardic colleges and druidic circles of earlier times. While not as long-lived as elves, a mature half-elf may be the last surviving witness to important events in the history of a human village or the last vigorous associate among a circle of elders. Elves in diverse communities remember half-elves as a little less transient than others.
Some half-elves describe their thoughts as a conversation between an inner elf and an inner human. Arcane and mundane perspectives seem equally clear even when making snap judgements. Half-elves are naturally gifted at grasping multiple points of view, as if the process of dialectic were internalized. The ability to moderate their own thoughts serves as a buffer against disturbing mental instrusions. It also allows half-elves to adapt rather than freeze up when their mind-body connections falter. This fusion of human and elven thinking energizes esoteric curiosities as well as practical ambitions, motivating many half-elves to pursue lives of travel and adventure.
WELCOME OUTSIDERS
Most fey and human communities have no trouble accepting half-elven visitors or immigrants willing to abide by local rules. Artists, priests, and scholars often value the circumspect thoughtfulness for which half-elves are known. Entertainers, outlaws, and soldiers often value the way half-elves combine an easygoing manner with elven precision. Half-elves tend to make excellent diplomats or spies. In keeping with their nature, it is not unusual for one person to perform both roles. Art and science, magic and metal, urban and rural, war and peace – much of what half-elves do involves some mix of disparate elements.
The blending of other ideas and other cultures has become the essence of their own culture. Half-elves will often incorporate an elven touch into an outfit of human garb or
vice versa. As hosts they are always keen to make newcomers feel welcome into an eclectic gathering. Half-elven songs and plays often breathe fresh life into familiar stories by way of exotic settings. As readily as they assimilate into other cultures, most half-elves also aspire to stand out as individuals. From creative pursuits, to spellcasting repertoires, to styles of fighting – half-elves usually exhibit personalized approaches built from the synthesis of diverse influences.
Multiracial Characters When people of different adventuring races conceive, children tend to be the same race as one parent with no definitive signs of mixed heritage. This is not so for the offspring of humans paired with elves or orcs. Half-elves and half-orcs are each a race unto themselves. Their cultures are not as well-defined as most races, perhaps for lack of any large communities populated primarily by their own kind. Yet they are numerous enough to be recognizable by anyone who knows much about orcs and elves.
Dragonborn, kobolds, and lizardfolk are unable to reproduce with partners like humans. These scaled peoples are compatible with one another, though none have been known to hatch a proper half-breed. The other twenty-two adventuring races are mutually compatible, at least in theory. Partners of differing races sometimes experience low fertility and/or complicated preganancies. Some multiracial individuals are born only after a couple overcame extraordinary obstacles through dedication to their shared dream of parenthood. |
VARIABLE AND VERSATILE
Half-elven couples conceive as readily as humans. Yet some half-elven mothers continue to give birth after living a full century, allowing them to become matriarchs of large families. The fertility of elven-human pairings is much lower. Half-elves with this parentage will have few or no full siblings. Understandably, larger families are happy to send young adults out into the world while others may cling to their offspring until wanderlust wins out against domestic authority. Even half-elves raised in elven communities often depart for some distant place before turning sixty. Adult half-elves understand that their time in this world is limited.
That does not prevent half-elves from embarking on ambitious academic studies or exploratory journeys. It also does not prevent them from changing course while underway. Shifting from one purpose to another delays the completion of any goal even as it sees half-elves undergoing continuous personal growth. Many half-elven artisans or merchants are adventurers comfortably retired into peaceful trade. Being half-elves, even this retirement may be a temporary condition. Sleepless individuals are particularly coveted as lookouts or sentries. Should a new cause inspire them to action, most half-elves find it easy enough to join up.
The rarest half-elven adventurers attain the pinnacle of a single class. Many more make their way with a mix of lesser abilities. Their duality extends to an unpredictable streak braided with relentless rationality. Some half-elves remain true to a set of core principles while context changes around them. Others set out to explore a different perspective purposefully, collaborating with former enemies and/or turning against old associates. Both scenarios can produce dramatic changes in repututation. Some half-elven adventurers become popularly admired heroes, some become widely despised villains, and some embrace both as facets of their complex personal identities.
↟ Contents ↟ ↡ Index ↡ ↑ Half-Elves ↑ → Half-Orcs ← ↓ Hobgoblins ↓
HALF-ORC TRAITS |
Ability Scores: Your Strength score increases by 2. Your Dexterity, Constitution, and Wisdom scores each increase by 1. Your Intelligence score decreases by 1.
Lifespan: Half-orcs typically mature in their mid-teens. Aging continues at this pace, with many elders proudly sporting accumulated scars. Those who meet a peaceful end often succumb to it in their seventies.
Alignment: Half-orcs often have difficulty finding a comfortable places among either humans or orcs. They strongly tend to be chaotic in almost any context. They also tend toward evil, though much less so among those half-orcs residing in modern cities.
Size: Most half-orcs are between 5' and 6' tall while weighing between 120 and 240 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. After you use Relentless Endurance, you cannot use it again until you have completed a long rest.
Savage Attacks: When you roll critical hit with a melee weapon attack, you may roll one of the weapon's damage dice one additional time and add it to the damage of the critical hit.
Intense Manner: You are proficient in Intimidation and one other skill of your choice.
Languages: You can speak, read, and write three languages of your choice.
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Half-Orcs The Imperium Arcanum punished elven criminals by stripping them of their long lives and sharp minds. Transformed into orcs, ogres, and trolls; both they and their offspring were routinely sacrificed in battles against dragons. When an army of orcs triumphed over a significant dragon, survivors might occupy its lair. Elite orcs took charge of any remaining thralls and treasure. The earliest half-orcs could be found in these unusual strongholds. The Age of Heroes saw half-orcs proliferate as orcish armies carved out their own territories from human realms. Many of the greatest assassins during that era were half-orcs.
Acceptance of half-orcs was limited then. Even today, these people are routinely underestimated. Some humans thinking half-orcs fit for nothing but rough and dangerous work. Orcs often see half-orcs as suited for only the safest and least violent duties. Though nearly as versatile as half-elves, half-orcs often find themselves struggling to overcome perceived limitations rather than benefitting from perceived advantages. Most half-orcs have to fight for all the status and trust they attain. Fortunately, fighting comes more easily to them than to humans. They are not as naturally aggressive as orcs, but half-orcs can prove utterly unyielding adversaries.
RUGGED RENEGADES
Half-orcs raised among loving family members will receive lessons and warnings from their kin to prepare for unfair treatment by others. Half-orcs without such an upbringing are made tough through the need to fend for themselves while enduring that adversity. Either path produces adults with profound resilience in the face of insult or injury. Half-orc assassins have always been famed for their determination to complete missions. This trait applies just as well to a brawler shrugging off brutal blows or a bard disregarding wicked wordplay. This grit makes half-orcs consummate competitors, known for dramatic reversals of fortune in gladiatorial combat.
Capable of thriving in many athletic contexts, some half-orcs struggle with a reputation for corruption with more than a little basis in history. Their famous determination becomes an uncertain prospect if great money can be made through deliberate defeat. They may thrive by playing the heel – performing staged villainy for entertainment purposes. This is as common among theatrical troupes as it is among exhibition fighters. Yet some half-orcs object to any work that reinforces unkind stereotypes about their people. Individuals who have gone to great lengths to prove their value to the community can be particuarly sensitive about unflattering portrayals.
UNIVERSAL MISFITS
Though outlaws can be quick to welcome any formidable half-orc into their ranks, few other groups follow this trend. Overcoming outsider status can be an initial challenge or a series of recurrent hardships for them. Though much of this is unfair prejudice, there is truth to the stereotype that orcs and half-orcs can be treacherous. Some are quick to undermine weak leadership for their own gain. Many half-orc adventurers prefer to act alone or collaborate with teams on a provisional basis. Some half-orcs hesitate only to be sure they will be respected as equals among the company, while others see each excursion as a stepping stone to better opportunities for personal advancement.
Accomplished half-orcs are often eager to support outcasts and other victims of persecution. From assassins' guilds to holy orders, half-orc leaders are typically surrounded by a diverse mix of allies with complicated life stories. Most half-orcs support freedom and personal choice as important principles. Where authoritarian conformity pairs with widespread oppression, some half-orcs may become dedicated enemies of the state. Since the best assassins are not well-known by face or true name, all half-orc outlaws are of particular concern to aristocrats. Even upstanding half-orc citizens sometimes experience tense initial encounters with unfamiliar constables.
DANGEROUS AND DETERMINED
Distinguished by green or gray flesh, prominent pointed ears, and a tusked underbite; half-orcs normally cannot pass for human. Few half-orcs are incined to rush blindly into battle. Yet backing down when challenged also goes against their nature. Their voices are easily able to convey menacing messages around corners and through doors. Up close and personal, half-orcs strike with the same cruel bloodlust as orcs. Combining orcish might with a grace all their own, assassins are not the only type of legendary half-orc rogue today. Some of their people excel as every class of warrior. Half-orc spellcasters can be especially formidable when associated with a modern faith or the Old Faith.
Regardless of occupation and training, half-orcs tend to be relentless. A venerable half-orc ruse involves faking death in the wake of a failed assassination attempt so that existing security measures are deemed successful. This fosters confidence even as it provides information vital for planning the next attempt. The wisest tacticians know that the initial onslaught of a half-orc could be just the opening stage in a much longer struggle. With slightly higher birth rates and slightly shorter pregnancies than humans, half-orcs sometimes become the majority in urban neighborhoods where their people have been established for many generations.
↟ Contents ↟ ↡ Index ↡ ↑ Half-Orcs ↑ → Hobgoblins ← ↓ Humans ↓
HOBGOBLIN TRAITS |
Ability Scores: Your Constitution score increases by 2. Your Intelligence score increases by 1.
Lifespan: Most hobgoblins mature completely by their late teens. Coming of age is the start of a lifelong social climbing effort for them. Few hobgoblins live beyond 100 without magical assistance.
Alignment: Hobgoblins feel driven toward leadership and conquest. They tend to be lawful supporters of organizations in which they might advance. Yet they retain the malicious qualities of all goblinoids, being evil save for those who willfully reject the legacy of the Scarlands.
Size: Most hobgoblins are between 5' and 6' tall while weighing between 140 and 220 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Tactical Callout: You can use a bonus action on your turn to verbally direct one ally able to hear and understand your words. The recipient may add 1d6 to one ability check or attack roll before the start of your next turn. After you use Tactical Callout you cannot use it again until you have completed a short or long rest.
Hobgoblin Weapon Training: You are proficient with greatswords, javelins, longswords, and spears.
Military Manufacture: You are proficient with the artisan's tool of your choice from among alchemist's supplies, carpenter's tools, cartographer's tools, leatherworker's tools, poisoner's kit, or smith's tools.
Disciplined Authority: You are proficient in the Intimidation and Investigation skills.
Languages: You can speak, read, and write Hobgoblin as well as two other languages of your choice.
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Hobgoblins Atavistic hobgoblins are no more intelligent than common beasts, but they benefit from sophisticated social instincts. Division of labor comes naturally to these children of the Scarlands. Their own offspring are much more thoughtful beings still deeply desirous of belonging to and rising within a hierarchy. Hobgoblins strongly covet rank and the respect associated with it. Where there is no leadership, they will seek to promote themselves throughout the clash and consolidation of factions. Where authorities maintain peace, hobgoblins may seek their fortune in orderly productivity. Hobgoblins are astutely aware of every opportunity for personal advancement, and few are comfortable unless pursuing at least one.
Hobgoblins naturally form command structures coordinating the activities of goblinoid hordes. They feel satisfaction when duties are assigned to the most suitable personnel. Persistent thoughts about specialization and the allocation of tasks makes hobgoblins natural planners. It also gives many a sense of entitlement to leadership roles. They are reliable disciplinarians and military commanders. Hobgoblins in subordinate positions can be extreme about enforcing rules, as they believe leisure has far less value than respect for authority. Few hobgoblins escape the mindset that their survival depends on compliance with a well-optimized social structure.
SCARLAND ELITES
Luxuries are beyond scarce in the Scarlands. Anything of value tends to find its way to a hobgoblin commander in charge of a fortified position with well-nourished defenders. These unlikely leaders live as lords of a filthy wasteland. Most hobgoblins with the wits to migrate will set their sights on civilized targets. Not only do they rally other goblinoids, but they will make efforts to equip and train companions. Calculated oversight of resources and breeding allows some hobgoblins to preside over stable communities of assorted goblinoids. Beyond the Scarlands, their strongholds sometimes accumulate power and treasure enough to make proper warlords of their leaders.
Hobgoblins among civilized people typically become a menace of one form or another. A hobgoblin criminal can provide planning and structure that strengthens the entire group – so long as their discipline holds. Such hobgoblins make personal enemies of troublemakers while the group itself remains hostile to the prevailing aristocracy. Hobgoblins in conventional military service likewise earn the emnity of free spirits, though loyalty to the chain of command can win them coveted promotions. Even hobgoblins who find a place in the academic world make enemies by exploiting the smallest flaws to produce severe critiques of rivals. Being strictly methodical in their own work allows some hobgoblins to maintain respectable positions at major universities.
BORN TO TAKE CHARGE
Hobgoblins emphasize military thinking even among their own children. They encourage games of fencing, jousting, and throwing while using harsh rebukes to discourage bad form. Imposing serious overtones on playtime makes for a stern upbringing that instills a special sort of vigilance. Adult hobgoblins have a way of anticipating when an ally would benefit from a corrective warning. A single well-timed warning from them can prevent error in a decisive moment. These urgent utterances are rarely resented after they prove helpful. In a few human societies, reliable hobgoblins tutors or trainers are in demand to ensure high-born youths maintain a rigorous regimen of exercise and study.
Though hobgoblins tend to be articulate and well groomed compared to other goblinoids, individuals who were not raised in a modern settlement often stand out as misfits. Hobgoblins have been known to force themselves into ill-fitting uniforms rather than alter standardized attire. They also tend to be inflexible about procedures and protocols. Where hobgoblins are integrated into human communities, they often seek work in labor management, law enforcement, and library upkeep. Whatever path they choose, hobgoblins show little tolerance for deviation. They naturally note any irregulaties in routine and lapses in duty they observe.
AMBITIOUS AND ADROIT
Extreme attention to detail has made some of the most heroic hobgoblins into legendary criminal investigators. Yet heroism is not the normal course for adventurous hobgoblins. Whether among goblinoid hordes or occupying independent fortresses, they are widely regarded as both villains and monsters. At the other extreme from these ferocious militants are civilized hobgoblins intent on social climbing. These individuals rarely become dangerous outside personal or professional rivalries. Established adults often maintain a workshop along with one or more secret caches of weapons and trade goods. Hobgoblins consider the ability to recruit and arm allies essential for personal security.
Even individuals with peaceful careers in walled cities appreciate the theoretical possibility of being able to assemble an armed squad on short notice. Hobgoblins working with military or criminal organizations strive to prove their effectiveness and thereby gain control of more personnel and equipment if not also some sort of secure headquarters. Despite all this, hobgoblins parallel humans in many ways. Under similar conditions they mature and age at the same rate. Their families follow a similar range of dynamics and sizes. Their eyes, hair, and skin often share traits with the prevailing human population in the region. Yet hobgoblins are clearly not human. Their sturdier builds support heads with wide pointed ears and broad flat noses.
The most refined hobgoblins dress and groom in ways that flatter their distinctive features. Even so, these guileful goblinoids cannot pass for human while their faces, hands, or feet are plainly exposed. Some will initiate social contact through correspondence, allowing eloquence and formality to make a strong impression before any meeting might be arranged. Hobgoblins may blur the lines between alliance and extortion, keeping the peace in urban neighborhoods while insisting on regular tributes from local institutions. Legendary hobgoblin supervillains have a way of bringing together academics, aristocrats, constables, and criminals into schemes advancing their standing within one or more of these urban subcultures.
↟ Contents ↟ ↡ Index ↡ ↑ Hobgoblins ↑ → Humans ← ↓ Kobolds ↓
HUMAN TRAITS |
Ability Scores: One ability score of your choice increases by two or two ability scores of your choice each increase by 1.
Lifespan: Most humans mature completely by their late teens. Their communities range from the smallest tribes to great metropolitan centers. Few humans live beyond 100 without magical assistance.
Alignment: Humans generally strive to balance prosperity with security. Their overall tendency is toward good, with rewarding opportunities for both themselves and others. Yet humanity is extremely diverse in many ways, including ethical and moral beliefs.
Size: Most humans are between 5' and 6' tall while weighing between 100 and 200 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Training Availability: You gain a Feat.
Human Ubiquity: You are proficient in two skills of your choice.
Languages: You can speak, read, and write three languages of your choice.
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Humans Humans were designed by dragons to increase food supplies. Dragons did not hesitate to devour thralls for sustenance. Thus the work of early humans was a matter of survival for themselves as well dwarven, elven, and halfling peers. Dragons themselves proliferated after farming and ranching made it possible to feast decadently on the flesh from a modest territory. For each of those well-fed dragons, hundreds of humans operated a network of camps, corrals, and farms with the aim of maintaining multiple healthy livestock herds. This bounty drove some dragons to lose track of human population growth, with camps becoming villages and corrals becoming ranches.
Though humans served the Imperium Arcanum as laborers and soldiers, much of this was motivated by trickery. To their credit, the Archfey protected and sheltered enormous human populations for many millennia. It would be the subsequent collapse of fey bastions that produced widespread famine early in the Age of Heroes. No people were better prepared to recover and build anew, which is precisely what happened. Now humanity numbers more than one billion souls roaming the surface of the world, with millions more residing beneath its lands and waters. Twenty-five major ethnic groups each inhabit a significant human homeland, with countless minor ethnicities residing in small enclaves or dispersed among other populations.
MODERN HEGEMONS
At present, the three largest and most powerful governments in the world are each empires of predominantly human residents ruled by a human dynasty. Settled lands beyond their borders also tend to be governed by some sort human leadership. Half of the fifty-two tongues spoken by more than one million living people are human languages. The surface of the world sees non-human regimes limited to independent city-states, isolated strongholds, loose federations, and small monarchies. Humans dominate key positions in every metropolis above ground. Human authorities collect taxes or tributes from most elven and halfling communities on their lands. Some also tax dwarven trading posts on the surface.
Many other non-human communities remain small, surrounded by untamed wilderness. Wherever thriving agriculture is secured from monstrous dangers, human aristocrats are likely to show an interest. With treasuries that would be the envy of any dragon and armies that could hunt them, mighty human regimes can be difficult to resist. Human immigrants soon start to fill all sorts of roles, from farmhands to tax collectors, after annexation of a territory. Avoiding this form of assimilation usually requires some sort of special relationship with the aristocracy or some sort of special concealment from outisders. Some human governments make autonomous zones of non-human communities, encouraging indigenous authorities to preserve traditional ways of life.
Major Ethnic Groups by Dominions
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W E S T
| GREATER NORLAND | OLD SILVANIA | TRUSCAN EMPIRE | SERPIAN EMPIRE | THE ORIENT | E A S T
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Norish | Sylvanian | Truscan | Serpian | Celedinese |
Darrestygian | Sivelsh | Thracian | Iskreshi | Elatolian |
Fitch | Albionish | Gallorian | Kohaddic | Ontolonese |
Lachlandic | Carmatian | Helvetican | Zintu | Xe-Shanese |
Joryanlander | Tuathon | Maniac | Wabahari | To-Shinese |
| GREATER NORLAND | GREATER NORLAND | GREATER NORLAND | GREATER NORLAND | GREATER NORLAND | |
Alternative Ethnicities The twenty-five major human ethnic groups have global reputations. Their customs, fashions, and languages are well-studied by appropriate experts everywhere. Most humans and their associates simply identify with one of these ethnicities. Adventurers declining to do so should fit into one of these categories.
• Alien: The Dwarfdeep, the Empire of Shadows, and the Imperium Maris are each culturally sophisticated as any human homeland. Many persons raised in these societies will know protocols, styles, and traditions that seem particularly strange to people of the surface. The same is often true for visitors from other planes of existence.
• Blended: Some immigrants enthusastically embrace their new homeland. The upbringing of some children reflects a mixed heritage. Either sort of fusion tends to create ethnic ambiguity. These people develop personal styles and vocal accents derived from at least two sources. They have an incomplete grasp of multiple major human cultures.
• Cosmopolitan: These global citizens are familiar with the arts, customs, and luxuries of many lands. They speak each known language as if it were their native tongue. They have a knack for intuiting the appropriate behavior and garb for formal events. Extensive travel and contact with social elites makes it easy to investigate their pasts.
• Obscure: Some people were raised in a secretive culture known to few outsiders. Some deliberately mask or reject any ethnic upbringing. Both sorts of individuals do not engage in any recognizable displays of tradition. Their voices sound peculiar and foreign to almost all ears. Extensive surveillance reveals little about their origins.
• Primitive: The world is home to countless independent tribes subsisting on scarce resources. The histories of these peoples are limited to oral traditions and weathered monuments. Their homelands are small isolated villages or nomadic ranges. Everything from their dining habits to their conversational manner has been shaped by years of rough living.
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UNIVERSAL STANDARDS
From boardwalks to buildings, most construction is completed with expectations of human use. Taller races often must lower their heads in doorways. Heavier races sometimes prove more than a seat or railing can bear. Shorter races routinely have problems accessing shelves Wee folk require assistance to move any hefty furniture. Proper cities above the surface are unlikely to feature construction that would inconvenience a healthy human. Likewise, equipment and uniforms are typically designed for persons of human stature. Most tools and mills are also built for human use. Artisans can make appropriate alterations, yet it is often non-humans who must adapt to utilize the products of human labor.
The modern world is built for human access in the social sense as well as the physical. Most humans with a metropolitan upbringing were welcome at thousands of different churches, guilds, markets, offices, and schools all within walking distance of their homes. Even humans from the smallest communities could visit these great cities or experience outreach from their institutions. Almost all educational and occupational opportunities are open to these people. Many human adventurers are the product of extraordinary training programs. Others supplement standard academic, artistic, economic, military, or religious endeavors with extracurricular activities. All embark on their first real quests with multiple talents beyond the basics of their class.
FLEXIBLE AND FRUITFUL
Every human ethnic group has its own traditions extolling specific attributes and values. Heroes well-endowed with those attributes are favored as role models in story and song. The most esteemed institutions offer advanced training in related areas. Thus there is some underlying substance to ethnic reputations for particular aptitudes. Yet all physiological variations among major ethnic groups are purely cosmetic. Each new generation features precisely the same range of potential abilities as any other major ethnicity. Sages and well-travelled persons do not dispute this. Even so, ethnic prejudices remain widespread in the least tolerant societies. Even some egalitarian realms struggle with isolated outcroppings of bigotry.
Races are not ethnicities. Ethnicities are not races. Many non-humans have an apparent ethnic identity. Humans normally do. For some this is purely a function of heritage. Others choose to adopt a specific culture as their own. Ethnicity can influence everything from which side of a path one prefers to walk on to what tableware is thought appropriate at a formal dinner. Astute observers may be able to assess ethnicity from details like styles of garb or vocal accents. Ethnic background can determine the artforms, games, religions, tactics, and weaponry most familiar to an individual. Yet every large ethnic group contains plenty of outliers including a fringe of people pointedly living contrary to the cultural mainstream.
Ethnicity provides characters with contexts and probabilities rather than absolute limitations on personal choices. Most humans orient those choices around securing prosperity for themselves and subsequent generations. Some human aristocrats covet land for its own sake, while others focus on the wealth and power developed holdings can produce. Many humans idealize life in towns and small cities where street after street is lined with individual family homes featuring their own gardens. Some even seem to take satisfaction from caring for lawns that only produce inedible grass. At every economic level, humans define success by the attainment of a secure position in a community with reliable food supplies.
↟ Contents ↟ ↡ Index ↡ ↑ Humans ↑ → Kobolds ← ↓ Lizardfolk ↓
KOBOLD TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Charisma score increases by 1. Your Strength score decreases by 2.
Lifespan: Actively breeding female kobolds will lay 2-12 viable eggs per year. Hatchlings emerge roughly four months later and may be fully grown by the age of 2. Yet some manage to live more than 200 years.
Alignment: Kobolds pair the ambitions of elder wyrms with the frustrations of inhabiting weak little bodies. Strong leadership can motivate kobolds to support almost any cause. Yet in large groups their cravings often drive them to prey upon outsiders in decidedly evil ways.
Size: Most kobolds are between 2' and 3' tall while weighing between 20 and 30 pounds. Your size is small.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks whenever you or your target is in direct sunlight.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities.
Meek Mentality: You have disadvantage on Intimidation checks.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and that ally is not incapacitated.
Stonecutting: Whenever you make an ability check related to the creation or examination of stonework, you are both proficient and expert for purposes of that task, adding double your proficiency bonus to the check.
Wily Wanderings: You have advantage on all ability checks related to avoiding or disarming any known traps you can see. This trait does not apply to perceiving or otherwise detecting traps.
Flouncing Forager: You are proficient in the Acrobatics and Survival skills.
Languages: You can speak, read, and write Draconic as well as two other languages of your choice.
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Kobolds Kobolds are the result of magical sabotage taken to global proportions. The original Wyrmplague was developed by the Imperium Arcanum to curse every dragon in the world with a deadly affliction. A cunning countermeasure twisted that ritual into afflicting the world with more adult dragons than it could possibly sustain. Many centuries later, a council of elder wyrms attempted to reproduce this result. Instead of repopulating dragonkind, their effort was twisted by Archfey interference to produce many millions of weak little draconic people. Initially regarded as pests, large numbers of these kobolds survived even after dragons and elves alike grew tired of hunting them.
To the extent that they operate as modern bandits, many kobolds continue to be treated as pests. They tend to form exclusive colonies in dark places, venturing out at night to hunt and raid as opportunities permit. Given robust supplies, kobolds sometimes wall off huge group lairs to focus entirely on hatching a fierce brood. This results in a rush of hungry mouths when excavation opens a path back to the surface. Though vicious in large numbers, solitary kobolds often seem downright friendly. Kobold parents are entirely capable of raising small families within diverse and peaceful communities. Some integrate smoothly into dwarven or human societies. They demand little as loyal servants or sidekicks.
SEEKERS OF THE ORIGINAL SPARK
Individual kobolds generally avoid powerful beings. Yet both dragons and wizards are endlessly fascinating to these people. They may brave uncomfortable daylight to behold an exhibition of magical power or attend lectures from sagacious wizards. Arcane studies and spellcasting abilities are highly prized among kobolds. Though some have a natural aptitude for sorcery, they lack the driving hunger and deadly breath weapon associated with dragons. Kobolds often feel both admiration and awe for dragonborn. Those feelings are even more intense regarding dragons themselves. Many dragons make room for small kobold communities in their lairs since the latter do not smell like food and they are otherwise agreeable thralls.
Kobolds are also respectful of anyone they observe casting an extremely powerful spell. Kobold parents often emphasize the importance of arcane lore, but they rarely provide advanced education in that area. Kobolds feel triumphant after performing any magic that spreads destruction throughout an area. The most ambitious kobolds dream of transforming into dragons, fighting and flying as their ancient ancestors did. The most accomplished gain the ability to do this on a daily basis. Such living legends are a dramatic contrast from ordinary kobolds making their way in a world of more formidable folk. Some kobolds are compulsively apologetic in human company. Some rarely stray from a taller and more imposing protector.
THE BELLY OF THE BEAST
A kobold breeding cavern enables these humble individuals to become part of a mighty collective. Fire and smoke mark the start of a process, preserving meat for long term storage while roving bands continue to gather supplies. Then the group all but seals themselves off from the outside world. Kobolds are instinctively hostile to intruders in these communal hatcheries. Interracial invitations are unheard of, yet few others would choose to socialize in such an environment. Various pickling and tanning efforts produce a pervasive funk. Abundance eventually gives way to tight rationing with curious hatchlings underfoot in every chamber and nook. A critical tipping point triggers the transformation of a single ventilation shaft to a gaping exit tunnel.
All this produces an eruption of raw hunger. A swarming kobold brood can quickly devastate nearby crops, herds, and storehouses. Even fallen people may be devoured in the thick of these rampages. Such troubling events cause most human regimes as well as leaders in the Dwarfdeep and the Empire of Shadows to eradicate any known independent kobold communities. Despite all this, kobolds assimilating into other populations are rarely subject to severe hostility. Individuals often seem harmless under close scrutiny. Most kobolds are quick to accommodate others with an eye toward building friendships or preserving harmony. They typically make an effort to become well-spoken and well-attired prior to entering any mixed race social situation.
NERVOUS AND NIMBLE
Large gatherings of kobolds feature a distinctive air of unease. Only a little provocation is required to see a crowd of unsupervised kobolds suddenly forcing all others from their ranks. What some sages describe as "gregarious behavior" does not seem so to the people cast out during an escalating frenzy. This usually leads to seizure of all nearby food and the search for a suitable breeding cave. Kobolds born into one of these crowded caves often sport bright blue, green, or red scales while supporting their kin through both banditry and hunting. Adventurers from gregarious broods typically find a place in civilization only after surviving extermination efforts or parting ways with a gang of aggressive peers.
Most kobold adventurers hail from a more conventional background, their slate gray scales featuring only subtle chromatic highlights. Kobolds are only surpassed by dwarves when it comes to natural ability at carving tunnels and chambers from solid rock. Many kobolds make names for themselves as supportive companions to legendary heroes or villains. Some exceptional individuals are strong enough leaders to maintain discipline in a kobold military unit. Kobold entertainers are most renowned for comic performances, though some favor serious drama or music. The most successful kobolds of pursue some form of spellcasting until they gain the power to live out their greatest ambitions.
↟ Contents ↟ ↡ Index ↡ ↑ Kobolds ↑ → Lizardfolk ← ↓ Minotaurs ↓
LIZARDFOLK TRAITS |
Ability Scores: Your Constitution and Wisdom scores each increase by 2. Your Strength score increases by 1. Your Charisma score decreases by 2.
Lifespan: After gestating around nine months in an external egg, lizardfolk hatch ready to hunt tiny creatures. Most mature completely by their late teens. Few lizardfolk live beyond 100 without magical assistance.
Alignment: Lizardfolk sometimes struggle to understand moral conflicts. They are famously dispassionate about these and other matters. Lizardfolk who do not tend toward neutrality out of indifference may still do so out of regard for balance and diversity as essential to natural processes.
Size: Most lizardfolk stand around 6' tall while weighing between 140 and 260 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Rugged Hide: While you are wearing no armor your Armor Class increases by 3.
Savage Chomp: If you are not muzzled, your bite can deliver an unarmed attack that does piercing damage equal to 1d6 + your Strength modifier. When you take the Attack action, your bite may be substituted for one melee attack. You may instead bite by following an Attack action with a bonus action, dealing only 1d6 piercing damage on a hit. After you perform a bite attack, you cannot do so again until the start of your next turn.
Instant Ingestion: When your bite attack kills a creature that is neither construct, elemental, nor undead; you may gain temporary hit points equal to the damage roll of that attack. After you benefit from an Instant Ingestion, you cannot do so again until you complete a short or long rest.
Almost Amphibious: You can go for 15 minutes without breathing at all before time starts on the normal breath holding process for you.
Fulsome Forager: You are proficient in the Nature and Survival skills.
Languages: You can speak, read, and write Saurian as well as one other language of your choice.
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Lizardfolk Lizardfolk are the unfinished work of several Dead Gods led by Quetzalcoatl. Those deities inspired teams of legendary human spellcasters to reshape and uplift wild creatures from the Veiled Lands. Their aim was to cultivate new populations of worshippers. Striving for a world of forty-seven adventuring races, this plan required more land and more time than the schemes of rivals destined for places in the Fivesquare Pantheon. Wondrous sites employed to enlighten large numbers of primal beasts were devastated in direct combat between deities. After Quetzalcoatl and his associates were forced to abandon this world, the Veiled Lands were promptly blanketed by oppressive heat and thick fog.
Lizardfolk alone had the aquatic adaptations to survive long migrations aboard primitive watercraft. During the Age of Heroes both Mainland and the Orient saw lizardfolk settling into swamps and other uncontested lands along southern coastlines. With their own language and a culture shaped by apocalyptic exodus, lizardfolk proliferated with minimal conflict. Their small communities now thrive in many places where periodic flooding limits human agricultural and residential development. Groups of lizardfolk typically keep to themselves, frequently travelling off roads rather than along them. Yet there are plenty of outliers individually pursuing prominent places in modern societies.
GLOBAL REFUGEES
Many explorers only know lizardfolk from encounters with simple tribes inhabiting wild places. Such contacts reinforce the stereotype that these people are uneducated if not also dangerous. Some lizardfolk communities engage in little construction or economic development so that emergency relocation is relatively painless. Others prosper in trade through bountiful harvests of fish and waterfowl as well as rare herbs. Lizardfolk can be capable farmers, though few of their kind ever gain control of consistently dry land. Most are content to feed and shelter their families, then relax by quietly observing nearby wilderness. Lizardfolk normally learn to read Saurian, though few tribal settlements feature a significant library in that or any other language.
Lizardfolk parents traditionally emphasize the importance of self-sufficiency. Practice and study among lizardfolk typically means honing the skills of a forager or hunter. Even their newborns are capable of feeding on live prey. Some lizardfolk make a habit of starting their days by devouring a small bird, fish, or rodent. These intensely invigorating meals stimulate metabolism that sometimes runs slow. Yet lizardfolk owe their continued existence to that range of states. They can continue to move or even fight for a long while without any sort of breathing. This paired with an aptitude for swimming enabled their ancestors to cling to life during desperate oceanic voyages away from their lost homeland.
AT ONE WITH NATURE
The Old Faith is deeply respected by many lizardfolk. It is only logical to appreciate that all sustenance originates in nature. Elevating that understanding to reverence and working to promote ecological sustainability is a sound strategy to stave off starvation. Most lizardfolk need no equipment to act as capable hunters. Healthy adults possess physical advantages on par with wearing a chain shirt while wielding a shortsword. Tribal warriors augment these capabilities with shields and throwing sprears. Their attunement to the natural world relies on extensive lore just as much as any exercises. Some lizardfolk excel in academic settings. Many more thrive as explorers, guides, or hunters curious to learn more about exotic natural habitats.
Among their own kind, lizardfolk rarely accumulate many personal possessions. Most adults only carry some small decorative adornments along with a harness for securing tools and weapons. These simple items are adapted for swimming, though few lizardfolk artisans are capable of the sophisticated waterproofing techniques associated with triton armorers and outfitters. When near water, lizardfolk do not hesitate to dive away from trouble or take stock of a situation while mostly submerged. They are also comfortable wearing earth or vegetation for concealment, provided that a swim or a thorough wash will be available later. Most lizardfolk have intense respect for the land, but they also prefer to be clean while taking their rest.
COLD AND CALCULATING
Some theologists once claimed lizardfolk were a soulless people. Contacts with deceased lizardfolk inhabiting various afterlife realms repudiates that misguided notion. From the perspective of other scaled races, what lizardfolk lack is a draconic intensity. Even humans often see lizardfolk as dispassionate if not also unambitious. Gold, magic, weapons – lizardfolk typically value material things to the degree each satisfies needs rather than whimsies. Lizardfolk also look at political and spiritual affiliations in practical terms. Those who find faith often do so only after associating with a congregation for economic or social reasons. Religious conversions may be earnest and heartfelt, but even lizardfolk clergy tend to be moderate relative to their peers.
These people are thick-skinned in every sense. Their humorless demeanors are rarely rattled by insults, and their scaly hide serves as natural armor. Those scales may be just about any shade of green or brown. Crocodilian faces make it possible for lizardfolk to peer above a waterline with minimal exposure. Their long muscular tails are not prehensile, but they are useful while swimming. Lizardfolk are known more for avoiding bold moral stances than taking them. The most accomplished lizardfolk are aggressive warriors or Old Faith spellcasters committed to the protection of a remote tribe or the wilderness zone it inhabits. Often these figures are seen as heroes by some and while others regard them as villains.
↟ Contents ↟ ↡ Index ↡ ↑ Lizardfolk ↑ → Minotaurs ← ↓ Nymphs ↓
MINOTAUR TRAITS |
Ability Scores: Your Strength and Constitution scores each increase by 2. Your Intelligence score increases by 1. Your Dexterity score decreases by 2.
Lifespan: Young minotaurs spend much of their time feeding, and most are fully mature by the age of 8. At this point they become eager to test their strength against friend and foe alike. Few minotaurs live beyond the age of 60.
Alignment: Minotaurs strive for control within any order meant to link privilege with power. Contempt for weakness draws many minotaurs toward the slave trade. Serving stronger beings feels as right to them as dominating inferiors. A typical minotaur is emphatically lawful evil.
Size: Most minotaurs are between 6' and 7' tall while weighing between 220 and 340 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger.
Herbivorous Metabolism: You cannot derive sustenance from meat. Though vegetarian rations typically do not carry additional cost, you cannot consume food procured through hunting, fishing, or butchering fallen foes (unless those foes were oozes or plants.)
Maze Dweller: You have advantage on all ability checks related to navigating complex branching pathways. This includes caverns, tunnels, huge buildings, and urban neighborhoods as well as traditional mazes. You are immune to the maze spell.
Wicked Horns: If you are able to walk, your horns can deliver an unarmed attack that does piercing damage equal to 1d8 + your Strength modifier. When you take the Attack action, your horn gouge may be substituted for one melee attack. You may instead gore by following an Attack action with a bonus action, dealing only 1d8 piercing damage on a hit. After you perform a gore attack, you cannot do so again until the start of your next turn.
Goring Charge: If you move at least 10 feet closer to a target then hit it with a goring attack on the same turn, that target takes an additional 2d8 piercing damage. This damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. If that target is a creature no more than one size larger than you, it must attempt a Strength saving throw at a DC of 8 + your proficiency bonus + your Strength modifier. Failure allows you to push that creature 10 feet away and knock it prone. After you perform a Goring Charge, you cannot use it again until you complete a short or long rest.
Domineering Authority: You are proficient in the Athletics and Intimidation skills.
Languages: You can speak, read, and write Infernal as well as three other languages of your choice.
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Minotaurs Wherever his worship was pleasing to hear, the Dead God Poseidon once granted full catches to fishing nets and safe passage to trading vessels. Thracian rulers of sea-side city-states became fabulously wealthy from these blessings. Awash in gold and earthly power, one of these ancient kings promoted his own veneration until his church drew more congregants and tithes than all of Poseidon's temples. The slighted sea god united his remaining followers to spread a hellish curse over the offending city. So long as that vainglorious king lived, children of his people would inherit the traits of a bull rather than their fathers. This continued until minotaurs were the majority population of his crumbling realm.
Despised by most humans throughout the Age of Heroes, many minotaurs sought refuge underground. The Empire of Shadows always had work for sufficiently brutal overseers. Minotaurs also proved valuable for a unique ability to navigate the confounding caverns of the Dread Zone. Their global proliferation was a consequence of minotaur colonies spread across the world beneath the Dwarfdeep. Minotaurs of the surface sometimes dominate communities, but they are not the majority population of any place larger than a village. Where slavery is illegal, some minotaurs preside over labor crews enduring harsh conditions for minimal compensation. In other places, many minotaurs will be employed as field bosses at farms and work camps.
CHILDREN OF ARROGANCE
The creation of minotaurs was steeped in hubris. Minotaurs are smart enough to yield when confronted by more powerful beings, but sometimes a show of force is required to win their respect. Minotaurs find themselves constantly assessing the capabilities of potential peers. Any who do not accept their leadership can expect a challenge for that role. Minotaurs tend to expect aristocratic treatment from any beings clearly less formidable. Many minotaurs do not think twice about abrupt acts of violence to establish control amidst uncertainty. Communities with substantial minotaur populations see rigid social hierarchies forming based on the outcomes of direct interpersonal clashes ranging from jocular wrestling to violent duels.
This extreme attitude is backed up with considerable capability. What their bodies lack in grace is balanced with brute force and toughness. Both male and female minotaurs sport horns that can be used as deadly weapons. Supported by the momentum of these massive people in motion, the horns of a rampaging minotaurs have claimed many lives before their victims could attempt any retaliation. Yet minotaurs do not relish blood and gore the way they delight in dominance. They cannot even stomach eggs, fish, or meat. Their travelling rations typically consist of bread, cheese and nuts; while a minotaur's feast is likely to see a parade of fresh greens and steamed vegetables punctuated with a treat based on sweet fruit.
NATURAL BULLIES
Minotaur children are often put to work at a young age. Even particularly selfless parents will demand rigor in exercise and study. Young minotaurs make games out of running, jumping, and climbing opportunities. A traditional rite of passage sees juvenile minotaurs abandoned alone at the heart of an unfamiliar underground complex. Successfully backtracking to the entrance demonstrates merit enough to earn some personal autonomy. Most adult minotaurs are keen to remain part of a rigid social structure directed by an individual no others dare defy. Aspiring to rise within that structure is common, though minotaurs typically channel these aspirations into self-improvement and self-promotion rather than efforts to weaken their rivals.
As much as they take advantage of subordinates, minotaurs can also be strangely nurturing. They derive no less satisfaction from seeing submissive workers well-fed and well-rested then they do from beating and starving troublemakers. They respect the pursuit of personal growth even among beings they regard as inferior. Minotaurs are often happy to help others obtain useful tools or training. What some see as acts of kindness serve to increase the productivity of people under their purview. From guards to gardeners, minotaurs take pride in the accomplishments of others acting under their orders. They also feel outrage at the first hints of disrespect. Few restrain themselves from spontaneously expressing that outrage.
TENACIOUS AND TERRIFYING
With extremely muscular human-like anatomy between furred legs and a fully bovine head, minotaurs are accustomed to being the most ferocious figures in mixed company. Their leg and head fur is typically a matching shade of black or brown, though some minotaurs sport blotchy patterns of black and white. Their wide-set eyes are so dark it can be difficult to assess just where a minotaur is directing its gaze. Yet their lumbering motions make it easy to determine where a minotaur is directing its aggression. While other races bow their heads to show respect, minotaurs do so in preparation for an attack. Even if their authoritarian traditions did not teach techniques of coercion, minotaurs would be naturally imposing figures in both body and mind.
That mental acuity allows some minotaurs to thrive as practicing wizards. In battle, minotaur magi are unsurpassed at maintaining critical spells despite damage or distraction. Yet most minotaur adventurers are some sort of warrior. Hefty axes or polearms only serve to make these mighty people even more dangerous. Some are employed as executioners, allowing human hands to stay clean in the administration of death warrants. Both hard-hearted and well-disciplined, minotaur mercenary companies command high fees in exchange for duties ordinary forces might hesitate to perform. Well-known minotaurs are generally cruel authority figures, though actions that seem villainous to the oppressed can seem heroic from the perspective of oppressors.
↟ Contents ↟ ↡ Index ↡ ↑ Minotaurs ↑ → Nymphs ← ↓ Orcs ↓
NYMPH TRAITS |
Ability Scores: Your Dexterity and Charisma scores each increase by 2. Your Intelligence score increases by 1. Your Strength score decreases by 2.
Lifespan: As they mature beyond their teens, most nymphs minimize the tedium that ages them. Some conclude many centuries of adventures with a rite of reincarnation. Though forever young on the surface, the most sedentary may find their health failing after a single century.
Alignment: Nymphs tend to be irreverent and unpredictable yet generally helpful. Some promote artistry in urban settings and some nymphs collaborate with the custodians of scenic wilderness locations. Individuals are typically chaotic good, though no nymph aspires to be regarded as typical.
Size: Most nymphs are between 5' and 6' tall while weighing between 90 and 180 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism.
Elusive Evasion: You can move stealthily at a normal pace. You can take the Hide action as a bonus action on each of your turns.
Terpsichorean Tactics: You may substitute your Charisma modifier in place of your Dexterity modifier when determining your Armor Class.
Innate Spellcasting: You know the prestidigitation cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Artistic Occupation: You are proficient with the artisan's tool of your choice from among calligrapher's supplies, cobbler's tools, jeweler's tools, painter's tools, potter's tools, or weaver's tools.
Winsome Presence: You are proficient in the Performance and Persuasion skills.
Languages: You can speak, read, and write Sylvan as well as four other languages of your choice.
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Nymphs The bloodlines of some nymphs trace back to different planes of existence. Others find their oldest ancestor was indigenous to this world. Both genealogies are linked to a wondrous phenomenon. The spontaneous creation of a nymph is marked by a sudden increase in the growth of vibrant flowers at a spectacularly scenic natural site. Some nymphs live centuries near these inspiring vistas, always finding something new to appreciate as local life turns with the seasons. Others seek places in civilization, eager to study artistic achievements. Even in the wild, nymphs will hone their creative abilities by crafting elegant objects and decorating local fixtures of personal importance.
Nymphs among other peoples risk objectification. These exclusively female fey sometimes attract problematic suitors. Though they excel at escaping confinement and other dangers, nymphs do not enjoy fleeing and hiding unless these are elements of a consensual game or a cunning plan of their own design. Fortunately, humans and the other adventuring races tend to hold nymphs in high regard. Only the most officious or secretive gatherings do not welcome unfamiliar nymphs as guests. Nymphs easily find privileged treatment and special opportunities among collaborators in the performing arts. Though often underestimated, many nymphs cultivate networks of influential allies then work indirectly toward their personal goals.
EFFORTLESSLY CHARMING
Fully grown nymphs are aware of the effects their appearance can have on others. Most try to retain their composure even in the most delicate situations. Nymphs often dance with such frequency and passion that they develop artful evasions to employ when under attack. Accomplished individuals know a magical technique for stripping an adversary of hostile intentions. More experienced nymphs can momentarily disperse their own bodies, slipping restraints and flowing right through the smallest openings in a cell. Nymphs are often able to protect themselves from abuse without calling on allies. This can make them downright fearless as they challenge social conventions or develop rivalries with dangerous authority figures.
This courage even in the face of captivity sees nymphs favoring art presenting original ideas and pushing boundaries over new works emulating traditional standards. Some nymphs are serial inspirations – helping one creative individual or group until they are consistently flourishing, then moving on in search of another promising talent that could be cultivated into something greater. Nymph social ties are most enduring when their own need for creative inspiration is met with abundant novelty. Nymphs only age when they are bored. Some settle into a decidedly ordinary life, but this act of personal sacrifice leaves graying nymphs with a deep desire for disruptive experiences outside their daily routines.
NATURAL BEAUTIES
Nymphs always seem well-attired and well-groomed even in unlikely circumstances. Their daughters are traditionally schooled in basic magic along with habits that promptly restore stained or rumpled garments to pristine condition. These teachings also explore the nuances of cosmetics and fashion such that each adult nymph has a keen understanding of techniques that flatter her features. Urban nymphs often acknowledge their heritage by incorporating live flowers into their clothing and accessories. Similarly, nymphs inhabiting wilderness areas may blend pieces of metal jewelry or modern garb into their primitive wardrobes. Whatever choices they make seem instinctively informed by refined aesthetic sensibilities.
This interest in beautification unifies an otherwise diverse people. While some nymphs are social butterflies roaming from one festivity to another, some nymphs are reclusive figures focused on a singular source of inspiration. Their voices and movements are no less appealing than their personal styles. Nymphs in nature often find themselves part of eclectic communities featuring awakened animals, atomies, druids, and treants united in defense of a thriving ecosystem. These nymphs may communicate on behalf of the others, expressing approval to respectful visitors while issuing warnings to any destructive intruders. Such parleys allow the true strength of the land to remain hidden until there is no other way to preserve treasured wilderness.
GLAMOROUS AND GRACEFUL
Many nymphs utilize magic beyond the innate abilities shared by all of their kind. Their aptitudes emphasize the contractual, musical, and visceral styles of spellcasting. Nymphs also tend to be eloquent speakers and gifted singers. Travelling undisguised in populated areas can cause heads to turn and chatter to circulate. This can make nymphs and their companions particularly easy to track. Yet it also means that any busking supported by a nymph is likely to draw more crowd and coin. Nymph actresses are in particular demand since theater proprietors enjoy enhanced revenue when those performers are featured on stage. Aristocrats and other celebrities may seek to boost their own reputations by being publicly linked to a nymph.
Unfortunately for their admirers, urban nymphs are extremely rare. Though compatible with most other adventuring races, nymphs can only be impregnated under a rare golden moon. Spontaneously created nymphs rarely venture away from their original locale. Their long lives seldom lead to large families. Sisters and cousins may accumulate into small communities near the most impressive and venerable natural wonders. Elsewhere nymphs often set off alone as soon as they mature enough to crave unfamiliar inspirations. Nymph villians are extremely unlikely, both because these people are normally inclined toward helpful behaviors and because storytellers typically lavish poetic praise on these breathtaking incarnations of nature's splendor.
↟ Contents ↟ ↡ Index ↡ ↑ Nymphs ↑ → Orcs ← ↓ Pixies ↓
ORC TRAITS |
Ability Scores: Your Strength and Constitution scores each increase by 2. Your Wisdom score increases by 1. Your Intelligence score decreases by 2.
Lifespan: Designed to mature quickly, even the youngest orcs tend to play rough. Most celebrate adulthood at the age of 9 as proven killers. Even peaceful circumstances see few orcs living beyond the age of 50 without magical assistance.
Alignment: Orcs bear thousands of generations of resentent for the transformation and exploitation of their ancestors. Being generally chaotic evil, large orcish armies distress all nearby communities. Yet orcs treasure freedom. Orcs typically respect kin with different lifestyles and moral beliefs.
Size: Most orcs stand around 6' tall while weighing between 220 and 300 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger.
Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor.
Rancorous Rush: You can take the Dash action as a bonus action on any of your turns that also features an unarmed or melee weapon Attack action. If you do this you must attempt to end your turn within 5 feet of an enemy, even if that requires granting opportunity attacks or moving into a hazard. You gain advantage on the first attack performed as part of an Rancorous Rush.
Savage Attacks: When you roll a critical hit with a melee weapon attack, you may roll one of the weapon's damage dice one additional time and add it to the damage of the critical hit.
Rugged Authority: You are proficient in the Animal Handling and Intimidation skills.
Languages: You can speak, read, and write Orcish as well as one other language of your choice.
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Orcs ???
CHILDREN OF CONVICTION
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DESIGNED FOR WARFARE
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TEMPERAMENTAL AND TOUGH
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↟ Contents ↟ ↡ Index ↡ ↑ Orcs ↑ → Pixies ← ↓ Satyrs ↓
PIXIE TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Charisma score increases by 1. Your Wisdom score decreases by 2. Your Strength and Constitution scores each decrease by 4.
Lifespan: Juvenile pixies are flightless little fey under the age of 12. Around that time the wings of a pixie naturally unfurl and energize. This event is the start of an uninhibited personal celebration that may continue for several centuries.
Alignment: Pixies are strongly inclined toward chaotic behavior. Their whimsies normally stop short of inflicting bodily harm, but they seldom have qualms about laughs obtained at the expense of others. Most pixies do not pursue either good or evil, instead placing no other value above amusement value.
Size: Most pixies are between 1' and 2' tall while weighing between 10 and 20 pounds. Your size is tiny.
Speed: Your base walking speed is 10 feet, and you have a flying speed of 30 feet.
Wee Folk: You cannot fly when carrying more than your Strength score in pounds. Your maximum carrying capacity is your Strength score × 5 pounds. You cannot wield weapons unless they have the light property, and you must use both hands to wield a single weapon. You cannot don a shield. Any armor fitting you is one-fifth of its standard weight despite normal cost and function. You can move through the spaces of other creatures and end your turns in the spaces of allied creatures. You can attempt to hide when you are obscured by a creature that is at least two sizes larger than you. You can easily pass through openings as small as 1 foot in diameter.
Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities.
Innate Spellcasting: You know the mage hand cantrip. When you reach 3rd level, you can cast the color spray spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Leyforce Legerdemain: Your mage hand is invisible. It can be used to attempt Sleight-of-Hand tricks like picking a pocket or hiding a small object during a thorough search.
Pixie Dust: As an action on your turn, you may sprinkle dust upon one creature of medium size or smaller as you fly over their space. Doing so grants the recipient a flying speed of 30 for 1d10 minutes. Once you have dispensed Pixie Dust, you may not do so again until you have completed a long rest.
Ragdoll Riding Style: You have advantage on all ability checks and saving throws related to guiding a steed or remaining mounted.
Larksome Presence: You are proficient in the Performance and Sleight-of-Hand skills.
Languages: You can speak, read, and write Sylvan as well as three other languages of your choice.
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↟ Contents ↟ ↡ Index ↡ ↑ Pixies ↑ → Satyrs ← ↓ Sprites ↓
SATYR TRAITS |
Ability Scores: Your Dexterity and Charisma scores each increase by 2. Your Strength score increases by 1. Your Wisdom score decreases by 2.
Lifespan: Satyrs are fully mature by their late teens. Then most take to roaming in search of companionship. Their aging is only unusual for the absence of visible indicators. Few satyrs live beyond 100 without magical assistance.
Alignment: Satyrs delight in challenging restictions and taboos. Many indulge in profanity and public intoxication, making the most of every celebration. This strong chaotic tendency propels many satyrs into cruelty or kindness while nearly all pursue profligate pleasures.
Size: Most satyrs are between 5' and 6' tall while weighing between 110 and 220 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism.
Innate Spellcasting: You know the minor illusion cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the enthrall spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Jaunty Jumps: You can use a bonus action to add 10 to your speed while leaping feet in any direction.
Satyr Weapon Training: You have proficiency with blowguns, clubs, nets, and greatclubs.
Raucous Repertoire: You have proficiency with the pan flute and one other musical instrument of your choice.
Gamesome Presence: You are proficient in the Athletics and Performance skills.
Languages: You can speak, read, and write Sylvan as well as three other languages of your choice.
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↟ Contents ↟ ↡ Index ↡ ↑ Satyrs ↑ → Sprites ← ↓ Tieflings ↓
SPRITE TRAITS |
Ability Scores: Your Dexterity score increases by 2. Your Intelligence score increases by 1. Your Charisma score decreases by 2. Your Strength and Constitution scores each decrease by 4.
Lifespan: Juvenile sprites cannot fly, and most are raised in magically hidden nurseries. Their early teen years see sprites taking flight from the proverbial nest. So begins what could be centuries of travels meant to make the world a better place.
Alignment: Sprites are naturally inclined to be both helpful and respectful. Some contribute to the defense of minor fey enclaves. Some use their aptitude for detail work to assist artisans or stock their own shops. Though often whimsical or outright annoying, a typical sprite is lawful good.
Size: Most sprites are between 1' and 2' tall while weighing between 10 and 20 pounds. Your size is tiny.
Speed: Your base walking speed is 10 feet, and you have a flying speed of 30 feet.
Wee Folk: You cannot fly when carrying more than your Strength score in pounds. Your maximum carrying capacity is your Strength score × 5 pounds. You cannot wield weapons unless they have the light property, and you must use both hands to wield a single weapon. You cannot don a shield. Any armor fitting you is one-fifth of its standard weight despite normal cost and function. You can move through the spaces of other creatures and end your turns in the spaces of allied creatures. You can attempt to hide when you are obscured by a creature that is at least two sizes larger than you. You can pass through openings as small as 1 foot in diameter.
Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities.
Innate Spellcasting: You know the mending cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Inner Illumination: Your body normally emits a glow that spreads dim light in a 10 foot radius. If you take an action to concentrate on shining intensely, you emit bright light in a 20 foot radius and dim light for an additional 20 feet. If you become invisible or take an action to concentrate on masking your shine, you emit no light at all. Your glow to resumes at the normal level when the applicable concentration or invisibility ends.
Analyze Aura: You can see the type(s) of every visible creature no more than 10 feet away. The first time you touch a creature, it must succeed in a Charisma saving throw against a DC of 8 + your proficiency bonus + your Intelligence bonus or you will learn its alignment. This trait can be misinformed if an aura has been magically altered.
Sedulous Synthesis: You are proficient with the artisan's tool of your choice from among alchemist's supplies, calligrapher's supplies, cartographer's tools, cobbler's tools, jeweller's tools, or woodcarver's tools.
Lightsome Presence: You are proficient in the Arcana and Performance skills.
Languages: You can speak, read, and write Sylvan as well as four other languages of your choice.
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↟ Contents ↟ ↡ Index ↡ ↑ Sprites ↑ → Tieflings ← ↓ Tritons ↓
TIEFLING TRAITS |
Ability Scores: Your Dexterity and Charisma scores each increase by 2. Your Constitution score increases by 1. Your Wisdom score decreases by 2.
Lifespan: Tieflings traditionally celebrate coming of age in the early teens. Yet physical development continues on into the late teens. Though few tieflings live beyond 100 without magical assistance, those efforts are not unusual for them.
Alignment: The original Tieflings were the scattered ashes of an unholy empire eradicated long ago. Their modern descendants converse with devils in their dreams and behold visions of future conquests. Though some regard these influences as torments, a typical tiefling is lawful evil.
Size: Most tieflings are between 5' and 6' tall while weighing between 100 and 200 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business.
Fiendish Ancestry: You have advantage on saving throws against being charmed, and you cannot be possessed by magic. You have resistance to fire damage.
Innate Spellcasting: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Hermetic Herald: You have advantage on all ability checks to produce or decipher codes and other secret messages.
Tiefling Weapon Training: You have proficiency with flails, heavy crossbows, light crossbows, and morningstars.
Secret Servitor: You are proficient in the Deception and Stealth skills.
Languages: You can speak, read, and write Infernal as well as four other languages of your choice.
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↟ Contents ↟ ↡ Index ↡ ↑ Tieflings ↑ → Tritons ← ↓ Typhonians ↓
TRITON TRAITS |
Ability Scores: Your Strength, Constitution, and Charisma scores each increase by 1.
Lifespan: Tritons are not physically mature until their early twenties. Extended adolescence is part of a pattern that allows many Tritons to live over 400 years, though the rigors of life on land can reduce that figure considerably.
Alignment: Undersea tritons bring leadership and order to an otherwise chaotic realm. Most are not humble about these civilizing accomplishments. All tritons on dry land are outliers, though many remain faithful to their ancestors by remaining staunchly lawful good.
Size: Most tritons stand around 6' tall while weighing between 120 and 240 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism.
Amphibious: You can breath water as well as air.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Innate Spellcasting: You know the shocking grasp cantrip. When you reach 3rd level, you can cast the fog cloud spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the gust of wind spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Oceanic Adaptations: The extreme pressure of great depths does not impose penalties on your actions. Long distance swimming is likewise unhindered. You have resistance to cold damage.
Triton Weapon Training: You are have proficiency with light crossbows, nets, spears, and tridents.
Watery Wellborn: You have advantage on all Animal Handling and Persuasion skill checks involving creatures native to an aquatic habitat. This includes all the cities of the Imperium Maris but no part of the Sea of Abominations.
Shoal Keeper: You are proficient in the Animal Handling and Persuasion skills.
Languages: You can speak, read, and write Triton as well as three other languages of your choice.
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↟ Contents ↟ ↡ Index ↡ ↑ Tritons ↑ → Typhonians ← ↓ Destinies ↓
TYPHONIAN TRAITS |
Ability Scores: Your Dexterity score increases by 1.
Lifespan: Typhonians often favor hidden pregnancies and secret births to obscure the identities of their children. After maturing in their mid-teens, few fortunate typhonians manage live the additional six centuries required for old age to end their lives.
Alignment: Most typhonians participate in a familial and territorial criminal syndicate. Each operates by a code requiring strict obedience. Independent typhonians and other outliers may be actively hunted by one of these groups. Obedient syndicate members are almost always lawful evil.
Size: Most typhonians are between 5' and 6' tall while weighing between 100 and 200 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Changeable Appearance: Ten minutes of effort allows you to transform your physical features. You may become taller or shorter by as much as one foot, and you may become as thin or rotund as seems plausible. You may adopt the features of a different gender and/or race within those constraints. You gain advantage on ability checks to pass yourself off as another person. Its effect ends at the start of a short or long rest. After you use Changeable Appearance you cannot use it again until you complete a long rest.
Concealed Weapon: When you are not under the effect of Changeable Appearance, your head appears to be that of a jackal, lion, or vulture. If you are not muzzled while showing this true face, your bite can deliver an unarmed attack that does piercing damage equal to 1d6 + your Strength modifier. Under those conditions; when you take the Attack action your bite may be substituted for one melee attack, or you may bite by following an Attack action with a bonus action to deal only 1d6 piercing damage on a hit. After you perform a bite attack, you cannot do so again until the start of your next turn. |
CANINE TYPHONIANS |
Ability Scores: Your Strength score increases by 2. Your Charisma score decreases by 2.
Alignment: Originally all typhonians sported jackal heads. Today the others seem special while canine typhonians are mostly front line soldiers and couriers for their familial syndicates. The most loyal are lawful evil. A tendency toward chaos sees to grow in any organization lacking firm leadership. Extremely freethinking canine typhonians may turn their backs on organized crime altogether.
Twisted Jackal: On your turn as a bonus action, you become a typhonian jackal-beast. You must concentrate to maintain this form. All the items and equipment you carry are absorbed into your body. You continue to benefit from armor and other items worn, but not those you were holding.
Your base speed is 50. You have no hands. Apart from movement, your limbs are only useful for grabbing and grappling other creatures. You have advantage on ability checks that rely on hearing or smell. Your bite is now an unarmed attack that inflicts 2d8 + your Strength modifier piercing damage, and you are not limited to a single bite each turn.
You and your gear instantly return to your Sculpted Semblance or true form when concentration ends. After you use Twisted Jackal, you cannot use it again until you have completed a short or long rest.
Padded Spirit: You cannot be located or tracked by magical means, and your movement leaves neither physical tracks nor evident trails.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and that ally is not incapacitated.
Underworld Weapon Training: You are proficient with hand crossbows, light crossbows, scimitars, and whips.
Excitable Extortionist: You are proficient in the Deception and Intimidation skills.
Languages: You can speak, read, and write Typhonian as well as three other languages of your choice.
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CATHARTINE TYPHONIANS |
Ability Scores: Your Wisdom score increases by 2. Your Strength score decreases by 2.
Twisted Vulture: On your turn as a bonus action, you become a typhonian vulture-beast. You must concentrate to maintain this form. All the items and equipment you carry are absorbed into your body. You continue to benefit from armor and other items worn, but not those you were holding. Your speed is 10. Your flying speed is 50. Your talons function as a pair of hands; though they cannot be used to wield weapons, and they are entirely unavailable while you are standing, walking, or running. Your bite is now an unarmed attack that inflicts 2d6 + your Strength modifier piercing damage, and you are not limited to a single bite each turn.
You and your gear instantly return to your Sculpted Semblance or true form when concentration ends. After you use Twisted Vulture, you cannot use it again until you have completed a short or long rest.
Winged Spirit: So long as you are conscious, you never fall faster than 60 feet per round, and you never take damage from falling.
Resilient Metabolism: You have advantage on saving throws against poison and you have resistance to poison damage.
Dispatch Death: On each of your turns, you can use a bonus action to perform a melee attack against a prone creature with less than maximum hit points.
Establishment Executive: You are proficient in the Deception and Insight skills.
Languages: You can speak, read, and write Typhonian as well as four other languages of your choice.
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LEONINE TYPHONIANS |
Ability Scores: Your Strength and Charisma scores each increase by 1. Your Intelligence score decreases by 2.
Twisted Lion: On your turn as a bonus action, you become a typhonian lion-beast. You must concentrate to maintain this form. All the items and equipment you carry are absorbed into your body. You continue to benefit from armor and other items worn, but not those you were holding.
Your base speed is 50. You have no hands. Your jumping distance triples. Apart from movement, your limbs are only useful for grabbing and grappling other creatures. You have advantage on ability checks that rely on smell. Your bite is now an unarmed attack that inflicts 2d10 + your Strength modifier piercing damage, and you are not limited to a single bite each turn.
You and your gear instantly return to your Sculpted Semblance or true form when concentration ends. After you use Twisted Lion, you cannot use it again until you have completed a short or long rest.
Maned Spirit: You are immune to being frightened, and you have advantage on saving throws against being stunned.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and that ally is not incapacitated.
Underworld Weapon Training: You are proficient with hand crossbows, light crossbows, scimitars, and whips.
Enthusiastic Enforcer: You are proficient in the Deception and Athletics skills.
Languages: You can speak, read, and write Typhonian as well as two other languages of your choice.
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