umans are the most prevalent race
in Narenfel, the scions of the ancient Ennu and Wyntiri Empires. Those of Ennu stock tend toward dark or dark- er skin, those of Wyntiri background are of paler complexions.
Regimantis
The northern nation of Regimantis serves as a bulwark of law and protection. To safeguard against the mistakes of the past, arcane magic is outlawed within its borders. Most life in Regimantis is rural, religious, and conservative. Regimantian knights and paladins patrol its borders and roads, keeping peace, security and the Way of Sheysun.
Regimen are usually tall with larger skeletal struc- tures with tan to pale complexions, and often have blonde or brown hair. Facial hair is common.
HUMANS
Regimantis is a community-based society, in which lineage, family and background are very important. Armor is often associated with this, and is passed down from generation to generation.
As a people (and a government) Regimantians tend to believe more strongly in the power of religion and put their faith in Sheysun. Perhaps as a result, they often see things in terms of strong dichotomies: good/evil, right/wrong, etc. This morality is strictly defined and much more strictly enforced than it is in other nations.
For nobles or the wealthy, Regimantian fashion
is prim and austere, with dark brown and russet velvets being favored. Many wear embroidered ruffs around the neck. It is fashionable to wear padded silks with light (generally ornate or costume quality) chainmail shirts, belts or tabards on the top. Over- all, there is a slightly militaristic slant to Regiman- tian fashion.
Both men and women train and serve in the Regimantian military.
CALLEN MOOR
Moormen are of medium stature, with tan to dark- er complexions, and dark brown or black hair.
Both men and women prefer the Djet, a double
set of robes with divided trousers beneath, and
long flowing robes with exterior pockets above. Moormen Djet are very colorful (in hues from bright yellow, to magenta, to cyan to red). They are very fashionable and often adorned with semi-precious or precious stones, or magic. Most men paint the lines of their eyes with a blue ink called agobe. Women use the agobe to paint their top or bottom lip blue. (The other lip is painted in a color that offsets their Djet.)
More than any nation in Narenfel, Moormen cul- ture is caught up with the ins and outs of magic. It drives their society, their thinking, their ambition. Mages and magecraft dominate every aspect of soci- ety, from farming, to building, to warcraft, to educa- tion. As a result, even the most common, blue-col-
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lared Moormen may seem cultured or intelligent to those in more far-flung locales. A sense of national pride, self-centered and proud is common.
Callen Moor has developed a widespread, nation- ally governed system of Spelltowers (usually called “Orh-Towers”) that contain chunks of the meteoric orh-lode. Through a system of engineered mirrors and enchantments, these stones radiate outward, and create a favorable field for spell-casting for those in its radius. These towers are heavily guard- ed and are also viewed by most Moormen as the standing achievement of their nation’s prowess.
The Orh-Tower also stand as a way to quickly inform the population of the city; by tying the towers together and the use of mass-magics, the Ministry of Magic or ruling House can emblazon news, instruc- tions, or pictures across the sky.
While the rest of Narenfel went about the task of rebuilding after the Shadow War of the past decade, the five noble Houses of Callen Moor continued to fight it out, shifting alliances with each other, and dragging the nation into internal conflict. While the Houses waged some direct battlefield attacks on each other – in many cities, politics became the war of other means. Operatives of Houses bullied, ne- gotiated or battled other House Operatives, making Callen Moor feel more like the a collection of mage mafias. For now, House Isendrath maintains tenta- tive (and fragile) control of Pelios and the standing army, but common knowledge is that the rest of
the Houses are just watching and waiting for their opportunity to make a move.
BRAMM
The state religion in Bramm is the worship of Ash- black. Foreigners who visit Bramm are sometimes off-put by the more morbid nature of life there. Most small townships are built with graveyards in their town center, and field workers are nonchalant about using the composting of dead bodies for their fields.
Brammans themselves are of medium stature, and tend to fall into either very thin body structures or ones of excessive girth. While they are generally of pale Wyntiri stock, they opt to powder their faces with a light gray foundation to give a pallid, slightly undead look to their demeanor. Many favor long, dangling mustaches and pointed van dyke beards.
Brammish fashion marries garrish opulence with velvet doublets and half capes. Unlike Regimantis, where wealth is generally understated or hidden, Brammish citizens prefer to showcase their wealth, and favor rings, necklaces, brooches, and buckles. These are especially visible against the blacks of their clothing. Motifs of snakes and dragons are popular.
Brammans are generally welcoming and liberal, though perhaps more opportunistic than thos from Callen Moor or Regimantis. Bramm welcomes foreigners, and has a robust economy of businesses and guilds.
Many Brammans are prone to gambling and feats of skill. They enjoy a good feast, and with feasting, drinking. Their main festival drink is called Nor- morren, and is made of the berries of a plant that “grows best” on graves. Commonly called “corpse wine”, it is smooth and somewhat sweet, though tempered with honeysuckle and jasmine.
New Wyntiri
New Wyntiri is a swampy, marshy place where rivers drain inward toward the Vissink. Within this soggy, inhospitable area, occasional civilization spring up.
Wyntiri cities are built on poles and platforms, such that buildings and homesteads are above or are floating on the water itself. There are some walkable platforms, but for the most part, citizens go from place to place via shallow boats, propelled forward with long poles or paddles.
Wyntiri inhabitants believe they are the remnants of the sunken Wyntiri Empire, who claim that their ancestors washed up upon these shores after the Turning (an even memorialized by their flag). It is an interesting fact (much mentioned by the Cahedra) that these descendants have not largely integrated into the rest of society, but have instead chosen to remain apart, here, in the swamps.
Wyntiressess are generally tall and pale, with red hair being most prominent. Wyntiri men are also tall and fair, with red or brown hair.
THE FIVE HOUSES OF CALLEN MOOR
House Ashcraft
Sigil: The Spiderdragon
Colors: A golden spiderdragon on a checkered field of crimson and black
House Emberjade Sigil: The Fish and Coin
Colors: Three golden coins, above two golden fish, against a field of blue
House Isendrath Sigil: The Star Crown
Colors: A silver crown with a star ornament on a white field.
House Nyt
Sigil: The Night Harp
Colors: A purple harp on a black field House Rooksweir
Sigil: The Tower & Hawk
Colors: A purple hawk, wings spread, atop a purple tower, against a green field
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Most other inhabitants of Narenfel tend to leave the Wyntiri well enough alone -- partly because few wish to venture into the swamps to interact with them -- but also because they have many strange customs and traditions. Chief among these is
that their society is entirely dominated by women (known as Wyntiresses). Men are given more menial roles, and cannot rise to positions of power.
Wyntiress (and Cahedrist) historians point to a time in their past in which the survivor men of Wyntiri were all but lost, leaving the Wyntiri women to pull society together, and maintain their past her- itage. Once a balance was restored, Wyntiri women retained their positions of power, and the males existed in a subservient role. Males from other countries tend to look down on Wyntiri men with scorn, disbelief, pity, and disgust.
As a society, New Wyntiri of today is a conservative in risk taking and philosophy, though that does not extend into the area of sexuality. The heat of the swamps and the connections with their Wyntiri past have left them with a curiously tabboo-less sexual culture. This is especially difficult for the more repressed Regimantians.
Within the borders of their own lands, male and female Wyntiris wear very little, save for what is necessary for basic comfort. However, for those Wyntiresses who decide to leave the swamps, most choose to wear silk dresses or doublets with light chainmail ornamentation.
THELL
Across the frigid waters of the Frost Rush lies the collection of city-states referred to loosely as Thell. Of all the nations, Thell is the least well known, partly because of its remote location, partly because of its inhospitable (freezing cold) nature, and partly because the Thellan language barrier.
Thellans are black of skin, and customarily bleach their hair white. Like Regimantians, they are gener- ally powerfully built.
Thellans dress heavily and in layers. Outer layers are usually furs, while inner layers are made of seal skin or waxed linen. Most Thellans mark their fore- heads with a single white dot or a triangle of three smaller dots.
Thellans place a premium on self-reliance -- it is
a driving force within their society. From an early age (and during special milestone ages during their lives) children are taught to fend for themselves. These rites of passage are held as proof of the strength of their culture.
Interestingly enough, this has not made Thellans arrogant of spiteful, or even reclusive. While there
is a spectrum of personality between the various Thellan city-states, most are warm-hearted, gregari- ous, even generous. Thellans are rarely seen beyond their borders, but they have a reputation for being trustworthy, fierce, and capable. Most people of oth- er nations view them as exotic, and they are often subjected to something of celebrity status when they visit a town.
Thellan language is complex, and according to Ca- hedrists, must have evolved in a distinctly different
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REGIMANTIS
CALLEN MOOR NEW WYNTIRI
way from other languages The language is an inte- grated mixture of words, clicks, gestures and body twitches, made more complex by the fact that it is learned through oral tradition -- there is no native Thellan alphabet or writing. This has not stopped Cahedrists from attempting to codify it, but thus far there has been little success. Outside of Thell, there are very, very few places to learn the Thellan language.
DAIR
Dair is not a nation, but a single sovereign city located in the northeastern edge of the Westlands, across Frost Rush Bay from Regimantis. It is a fiercely independent place, and has resisted and repelled incursions from both Regimantis and Cal- len Moor over its history, earning it a reputation for being a maverick, stalwart, speak-your-mind kind of city. As such, it has continued to attract larger than life personality types ever since.
“Dairmen do as Dairmen do” goes the proverb, which speaks volumes to its lack of political allianc- es with any of the other nations. Dair prefers to be neutral, self-relaint and ready for whatever might come. This attitude has made it the preferred trad- ing outpost of the limited number of Thellan traders that exist. It also makes Dair a place where those on the run, those looking to start a new life, or those looking to conduct businesses that exist apart from sovereign rule tend to congregate.
Dair’s ruling council keeps a large armed force trained and at the ready and is not afraid to employ it. Dair was the first armed force to come to the aid of the Nations during the Shadow War and was a
core member of the Grand Alliance. Once the War was over however, the Dair forces quickly dispersed back to their beloved city.
Inhabitants are a mix of all the nations, with some obviously coming from ancient Ennu stock -- larger bones, almond skin, muscle/fat mix.
Dairmen dress warmly, and are usually semi- or full armored. Being ready at a moments notice is one with their sense of fashion.
Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Com-
mon and one extra language of your choice. Hu- mans typically learn the languages of other peoples they deal with, including obscure dialects.
BRAMM THELL
DAIR
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MAUGTHENI
s a Maugtheni, you are deeply interested in the world around you, what has come before and why things work. Maughtheni civilization is built around the Cahedra, a body composed of colleges of learning that permeates almost all aspects
of society.
Maugtheni have a reputation for being open-mind- ed and sincere, though often indecisive. Like other dwarves, they have a strong sense of justice, and long-remember (and keep record of) egregious wrong-doing.
Island Dwelling
Like other dwarves, Maugtheni are short and stocky, standing about four to four and a half feet.
They primarily inhabit the Maugholdings, a mas- sive island a short distance from the southeastern shoreline of Bramm. Weather in the cities and bays of the Maugholdings is generally warm and temper- ate, and the Maugtheni skin ranges from a warm almond color to a deep tan.
FASHION
Maugtheni fashion is quite unlike that of the main- laind. Fashions change yearly, and are dictated by the various Cahedra. Silks and puffy outfits prevail, often with coifs, or capes, or both.
MALGETUN: False Beards
Unlike other races of Dwarves, Maugtheni cannot grow facial hair, one of the very few topics that Maugtheni will avoid. That said, social conventions demand that bare chins be covered, so all Maugth- eni were elaborate false beards called “malgetun”. Malgetun are highly braided, ornamented, and powdered, coming in a wide range of colors (natural browns, reds, black and blonds, blues, greens and purples, and metallic silvers, golds and bronzes). More expensive and elaborate malgetun are often seen as a mark of prestige or standing, and are even more outlandish.
Feddlebrim
Though Maugtheni stand four feet in height, they make up for it by wearing incredibly tall sculpted hats called “feddlebrim”. These hats are usually one to two feet tall by themselves; when they are worn (which is almost always), the Maugtheni’s silhouette approaches six feet -- a respectable height.
Each feddlebrim is tied securely to the chin with a system of straps. Some feature a brim (also gener- ally ornamented), while others are more cylindrical or conical. The main cylinder of the feddlebrim (the “feddle” if you get specific) is elaborately sculpt-
ed from boiled and worked leather, chitin, fur or other exotic skins, and often represents characters, heroes, myths, monsters, or other areas of expertise
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that the Maugtheni is interested in.
The Cahedra
The core of Maugtheni society revolves around
the Cahedra, collegium-organizations of scholar- ship and knowledge that influence the thought, politics, and philosophies of virtually every citizen. Non-Maugtheni are welcomed as long as they share a love of academia. Other than the very erudite however, foreigners are few and far between in the Maugholdings.
Each of the collegiums are ranked in terms of prestige (though some debate rages), and each has its own unique area of expertise. Maugtheni align themselves with the particular Cahedra they have close connections to, either in subject matter or family affiliation. Graduates of the Cahedra wear
a medallion with their Cahedra’s insignia hanging from their feddlebrim for others to see. Other races may not know how each of these Cahedra stack up against each other (nor may they care), but such things are meat and mead to Maugtheni, and they use such information to navigate relationships with other Maugtheni they interact with.
An Educated Society
Whether in the Maugholdings or out adventuring, if you wish to talk to a Maugtheni about nearly any subject, they will undoubtedly have something to say. Push through the excessive vocabulary, name- dropping, and inevitable topical rabbit holes, and you have a good chance of learning something that you’ve never thought of before.
The Maugtheni live longer than humans, and as a result, they rarely steer clear of a good challenge or mystery, and are happy to get into the weeds. They strive to be conversant with the latest theory on virtually everything. To most of the mainland races, this Maugtheni brand of sophistry and philosophy is a case study in egotism and vanity, if not pointless- ness; to the Maughtheni, such things are the zest of life, and a matter of cultural pride.
A LOVE OF THE OCEAN
Though they are best known for their scholarship. Maugtheni are also fond of swimming and sailing, and usually teach their offspring how to transverse the oceans waves by the age of two. (Interestingly enough, they still wear a form of malgetun when swimming.) The Maugholdings boasts a large naval fleet (mostly for exploration and trade), and have discovered and colonized a number of islands to the east of the mainland, thought to be remnants of the sunken Wyntiri Empire. An important item of note is that ALL the Cahedra have master level curricula on navigation, exploration and the arts of seacraft. The Maugholdings have colonies and holdings,
THE Maugtheni Cahedra
ROYAL CHARTERS
The Grand Conservatory
Wars & Battles, Courtesy & Social Grace, Weapons & Armor, Literature, Shipbuilding, Naval History, Information flow and politics, Fate, Chance and Luck
The Royal Collegium of Obenchain
The Lands of Han-Chi, Art & Architecture, Dance, Calligraphy & Illumination, Chirurgeonry, Printing, Textiles, The Ethics of Magic, Cartography and Exploration
UNIVERSITIES
The Grand Librarium of the Sifforoth
Instrument and Musicology, Heraldry, Theatre, Culinary Arts, Archaeology, The Agegorger, Magic, The Mysteries of the Ork-ish, Equestrian studies
The Citadel of the Ineffable Truth
Games, Jewelry, Lost Artifacts, Brewing & Vintning, Glassworks, Herbology, Poisons, Metalworks, Costuming, The Planes, Biology, Philosophy, Theological studies, Illusionary Magic and its implications
COLLEGIUM
The Academy of Truths
History of the Dwarves, Seawraith lore, Linguistics, History, Arcanobiology (monsters), The Elflawvin and the Elflaw, Mechanical devices, Travel, Apocolypsology
St. Startia’s Academy of the Real
Reincarnation and the Psychological impacts of Resurrection, Past civilizations, Ya’avinn, Celestial events and Turnings, Death and Undeath
Maug’s Libram
Though it is ranked and regarded among the Cahedra, it is not technically a Collegium or Royal Charter. However, its well-rounded curriculum attracts both aspiring Cahedrists and bards.
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mostly smaller islands in the eastern ocean that they believe to be remnants of the Wyntiri Empire.
METALSMITHS & GLASS MAKERS
Maugtheni are known for their craftsmanship, turn- ing their endless conversations into real-life applica- tion. Of partcular note is their knowledge and work with metal and glass -- particularly “Dwarves Glass” which can focus light into intense beams of fire.
PROFESSIONS
As a race, Maugtheni tend toward study and craft rather than religion. Maugtheni were born to be scholars, sages, bards, mages and statesmen, but their robust education serves them well in virtually any profession where knowledge gives an edge.
Many Maughtheni become sailors or serve on naval craft; still others focus on their proficiencies with metal and glass. They are highly useful to adventuring groups -- provided their comrades can overlook their scholarly zeal and loquacious style of speech.
Maughtheni Names
Maugtheni organize themselves into family units rather than clans, but are equally known for their relationship with a particular Cahedra.
Male Names: Adrik, Alberich, Baern, Barendd,
Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulf- gar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Family Names: Balderk, Brawnanvil, Glasshand, Holderhek, Ironfist, Lodehall, Maugtor, Oben- chain, Runehelm, Strakesun, Tidewright, Ungar
Maugtheni Traits
Not Like Other Dwarves
Maugtheni come from different dwarven stock. Though they are a subclass of Dwarf, they do not share some common Dwarven traits. It is assumed that ancient Maughtheni lived underground and exhbited standard Dwarves racial traits -- however, this is no longer the case (and is not considered a polite topic of conversation).
As a Maugtheni, you do not have Darkvision, do not gain a racial ability score increase to Constitution, nor enjoy Dwarven Resilience against poison.
Additionally, Maugtheni are not as comfort- able on the battlefield as other dwarves, so their speed is reduced when wearing heavy armor. They also do not have a racial profi- ciency with battleaxe, light hammer or war- hammer.
Ability Score Increase. Your Intelligence score increases by 2. Your Charisma score increases by 1.
Size. Maugtheni stand between 4 to 4.5 feet tall (not counting their feddlebrim) and average about 150 pounds. Your size is Medium.
Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. Maugtheni lifespan is a little shorter than other dwarves. On average, they live about 180 years.
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Cahedra Learning. You are proficient on all Intel- ligence based checks, and double your proficiency modifier when adding it to those roles.
You may choose one of the following Cahedra to be affiliated with (see sidebar on previous page for more information about the Cahedra):
The Grand Conservatory
Proficiency in History and Persuasion checks
The Royal Collegium of Obenchain
Proficiency in Investigation and Medicine checks, Calligraphy tools, Cartography tools
The Grand Librarium of the Sifforoth
Proficiency in Performance and Animal Han- dling checks, Riding (Horses)
The Citadel of the Ineffable Truth
Proficiency in Survival and Medicine checks, Alchemist supplies
The Academy of Truths
Proficiency in Religion and Arcana checks, Tin- ker’s tools
St. Startia’s Academy of the Real
Proficiency in Arcana, Persuasion and Religion checks
Maug’s Libram
Proficiency in Performance checks. For skills and tools you have no proficiency in, you may add +1 to your roll.
Strong Swimmer. You are a strong swimmer. You have a swimming speed of 20ft.
Navalcraft. You know how to sail and steer a naval craft. You are proficient when using naval vehicles.
Languages. You can speak, read, and write Com- mon, Dwarvish and two other languages of your choice. Maugtheni do not believe in the adage “less is more.” They are known for long-winded, ram- bling, and deep context answers, both in verbal and written communication. Maugtheni are renowned for their extensive vocabulary.
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MYTHDRIGG
ythdrigg society is ever on the move, a restless racial quality born from generations of nomadic existence.
Mythdrigg are a slight race, most standing about 4 to 4.5 feet tall. Their proportions have a strange
lankiness; their frame is generally non-meaty and oddly proportioned, with larger heads and overlong arms and legs. Mythdrigg skin is snowy white and their arms and legs are covered with coarse, blue or white hair. Despite these facts, Mythdrigg generally have soft features, and large, ready smiles.
Mythdrigg Eyes
Mythdrigg eyes are particularly exotic to members of other races. Mythdrigg have double irises --
generally a blue iris inside a slightly bigger gray
iris -- though sometimes the colors are reversed, or replaced by aquamarine, purple or silver. Mythdrigg also have a small set of secondary eyes above the bridge of their nose. These eyes allow the Mythdrigg to see in almost absolute darkness or underground as if they were in normal light. In the daylight (above the surface), these smaller eyes are usually covered by goggles or cloth as they are very sensitive to bright lights.
Life in the Tunnels
Mythdrigg society exists in the dark and ever-shift- ing tunnels and icy caverns that exist below the Frost Rush, stretching from the Northern Necron to Thell and northern Regimantis. Most of these areas are created by the movement of large worms that tunnel through the ice. (The worms emit heat which allows them to more easily burrow/burn through the ice; they leave behind casings which are incred- ibly high in salt content, further melting the tunnels after they pass through.)
The tunnel system that Mythdrigg use is vast, and some tunnels are old, uncharted, or in disrepair. Constant and random tunneling and melting makes permanent cities unviable, and has encouraged Mythdrigg culture to be ever-aware of the transitory nature of the melting and shifting of the caverns they are currently inhabiting, and always on the lookout for newly created passageways. Mythdrigg are every vigilant in terms of checking the stability of their surroundings, and work to reinforce caverns and tunnels with construction and magic, but ice is never permanent. Regardless of precautions, tribes generate heat, and tunnels and caverns degrade.
Acclimated to the Cold & Dark
Mythdrigg are unphased by all by the most extreme cold. For those that leave the caverns to travel in the warmer lands of the south, they find hotter temperatures uncomfortable, but not debil- itating. They are light of foot, and generally a quiet
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race (not overly gregarious). They are naturally gifted at being stealthy.
Additionally, Mythdrigg communities are dark plac- es. Because they see well in the dark, and do not need warmth, there is little need for fires (plus, fire underground in ice caves is not a great idea). While some fires are necessary for non-life sustaining ac- tivities (like brewing or distillation), those activities are generally done above or nearly above ground.
Natural & Unnatural Enemies
Other than the mindless icewurms that tunnel through their civilizations, Mythdrigg have few nat- ural enemies in the deep ice. They do, however, face endless incursions from the undead minions of the Snow Witch Vrshod and her Eternal Armies of skel- etons and zombies. This leads to perhaps the most curious quality of the Mythdrigg -- they are more or less undead-proof.
Though Mythdrigg can take damage and die from the weapons, claws and fangs of undead, there
are no reported cases of a Mythdrigg becoming an undead of either the mindless or intelligent variety. This fact is of great interest to the Maugtheni Ca- hedra, and has served as the premise for numerous Maugtheni expeditions north to study Mythdrigg anatomy.
Family and Clan
Family is important to the Mythdrigg, and they form close knit clans, usually of 30 to 50 individuals, made up of 5-10 families. Mythdrigg children keep pet crickets, or the large (dog-sized) wooly white spiders that reside in the caverns. Each tribe has
a community Elder, and clans communicate with other clans nearby to keep each other apprised
of shifting ice and newly opened caverns, trading opportunities, and shared threats (like wandering creatures or undead sentries from Eternal Armies of Vrshod.
Professions and Worship
Mythdrigg society is primarily herder/gatherers (they keep small herds of shaggy goats for meat and milk), but they do have warriors for hunting and safety. Outside food and protection, Mythdrigg soci- ety embraces other types of professions, so long as they benefit the clan. They are not opposed to magic (like inhabitants of nearby Regimantis), and often use Common Magic spells. Because of their isolated society, very few Mythdrigg have connections to the Cahedra or the Academy of Mystics. This, in turn, has limited the number of accomplished mages in their midst, as well as the caliber of High Magic spells available. Tashis are much more common, representing all the Dominions, and Sheysun. Worship of Ashblack is rare, and is found outside the tribe.
Healing and healing craft is also well developed, since they are able to access and utilize the power of healing moly and other northern flora known to aid in recovery and potion craft.
Food and Diet
Mythdrigg diet consists of an abundance of fish, squid, and cave insects. Their cuisine is not so un- like that of the Visric, except that there tends to be more cold and raw dishes.
Dream COMMUNICATION
As they age, Mythdrigg have the ability to communi- cate through dreams, and tribes harness this unique communication style to keep connected to far-flung clans and stay apprised of news. This ability allows Mythdrigg to find each other -- a necessity since there are no permanent Mythdrigg cities. (This also makes trading between the races and expeditions to study the Mythdrigg incredibly difficult)
Outside Their HOMELAND
A Mythdrigg is very much an anomaly in the south- ern nations. Mythdrigg are not really shy, but their incredibly isolated heritage causes them to not be very worldly-wise. They tend instead to be perceived as trusting, perhaps even naive.
Mythdrigg Names
Mythdrigg identify themselves using three names. The first is their Clan name, which is generally only used when traveling to other tribes or in very formal situations. The next is their personal name, then their family name. Mythdrigg names are generally short and truncated, rarely more than two syllables. Clan Names: Al’soont, Ingstat, Myftrail, Northeep,
Shaldrim
Male Names: Brandun, Findis, Jace’sik, Kelvin, Orso, Sirsen, Trostan
Female Names: Hera, Jennim, Katya, Mayim, Maer’li, Shayla
Family Names: Ar’Nulf, Aeself, Bergmell, Ig’lank Maugtheni Traits
All Mythdrigg have certain traits.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Mythdrigg reach adulthood at around age 13. They have a shorter lifespan than human, rarely living longer than 60-65 years.
Alignment. Mythdrigg society tends to be orderly and follow established rules and hierarchies. Those who follow darker or more malevolent paths that hurt the group are usually exiled, or live solitary
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existences.
Size. Mythdrigg are slightly shorter than Maugth- eni (about 4 to 4.5 feet tall) but have an appearance of lankiness; their frame is generally non-meaty and oddly proportioned, with longer limbs and over large heads.
Speed. You base walking speed is 25 feet. Darkvision. You have a second set of smaller eyes
midway up your forehead. During adventuring, these are often covered over with a hat or goggles, but if uncovered, you can see in dim light within 60 feet of you as if it were bright light, and in total dark- ness within 20 ft of you as if it were dim light. You can’t discern color in darkness, only shades of gray.
Undead Resilience. You are immune to the de- bilitating effects from undead (such as level drain
or undead-induced paralysis), and have advantage on all Necromantic saving throws. To date, there has been no reported case of an undead Mythdrigg. Given the proximity to the armies of undead that populate the north, this is of considerable interest to Feastwraiths, sages, the Maughtheni Cahedra.
Sense of Direction. Your background of nomadic movement through the darkness and through con- stantly shifting tunnels of ice have given you an in- nate sense of direction. In all but magically altered circumstances you always know which direction you are traveling. In a magically altered circumstance, you gain advantage on a Perception check to deter- mine the direction.
Dwellers in the Dark. You know how to make yourself scarce. When you take a Hide action, you may make your Stealth checks at advantage.
Immune to Cold. You are immune to normal cold. You are resistant to magical cold (such as from a
spell or a white dragon’s breath)
Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Dreamer. With the onset of adulthood (age 13), Mythdrigg can communicate with each other through Dreams, a handy ability to help keep vari- ous nomadic tribes in contact with each other in the ever-shifting ice tunnels. Both dreamer and recipi- ent can freely communicate with each other during these dream sessions; the Dreamer appears to
the recipient as a luminous purple apparition. The Dreamer can see an observer the surroundings of the recipient, but cannot leave visual range of the re- cipient, or the Dream ends. Dream communication can only be maintained for very limited durations, no more than one minute per level of the Dreamer.
Languages. You can speak Common and can read and write Common using the Human alphabet. There is no written Mythdrigg language -- though there is a trove of collected wisdom, folklore and mythology that is orally discussed and passed down from the Elders to tribe members, and occasion- ally from Elders of other tribes through Dreams. Mythdrigg language is considered a very calming fluid sounding but flat by other races, with only the slightest bit of intonation. It is similar to Theives Cant in that it relies on hand and facial guestures as part of its syntax.
ODTARI
dtari are shorter than humans, though a little taller than Maugtheni. Their skin is rough and dark brown with tinges of green, giving them a look of moldy, untreated leather. They tend to keep their faces stoic, and de- void of surface emotions. Their body proportions quickly identify them;
most have broad chests and wiry (but surprisingly strong) arms and elongated skulls (a self inflicted characteristic that stems from wrapping infants heads with leather straps).
Odtari culture puts little premium on hygiene, so they usually wear their hair long and unkempt or tied into a simple braid or topknot. Many prefer to shave their heads and go completely bald (which highlights their longer skulls). Facial hair (when present) is sparse and patchy at best. Odtari often wear head scarves to protect against the elements (as well as cover their features).
Heritage
Odtari are the racially intermingled remnants of
the once powerful (but now extinct) Goblin race, which was ultimately eradicated by the Shadowglyh along with the Ennari people who crafted it and the Orh-Kish Empire that they strove to protect. The Goblins were known for their powerful, marauding tribes and fearsome mounted combat. For hundreds of years, they harried the outposts and cities of the Orh-Kish Empire, though individual tribes remained independent and thus fairly manageable. That changed when the Goblin known as Tilloth unified the Goblin tribes in the years leading up the seige
of Mistmight (the capital city of Orh-Kish). Inside, the Ennari archmages franticly searched for a way to deal with the treat, and began developing a spell that would destroy the surrounding army. Unfortu- nately for all involved, the Goblins broke through the city walls, the Ennari mages released their spell prematurely, and the resulting magical plague that it wrought became the doom of both Goblins and the Ennari.
The Shadowglyph (as it was thereafter referred to) radiated outward, decimating the Goblins that sur- rounded the city. Within hours, the collected hordes were rings of corpses. Such was the magic of the shadoglyph that the killing magic continued to radi- ate outward, seeking far flung Goblins not centered on Mistmight. Only a handful of Goblins survived the devastation, and they retreated back into the wilds, or melted into the human hamlets of villages that took pity on the dying race. Modern Odtari are spawned from the remnants of those survivors and human lineage.
Surly Personality
Odtari have a reputation for being impulsive and surly -- as well as for being thieves and troublemak- ers -- at least in the eyes of other races. Some of this may be shaped by their reluctance to integrate in urban settings or with other races; some may
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be tied to their war-like Goblin heritage. They are also known for being notoriously unconcerned with time, and are counted on to be late to virtually any established meeting.
For their part, Odtari consider themselves tena- cious and opportunistic. They pride themselves on being self-reliant and adaptable to the ever-changing landscape of outside forces. (This may be viewed as fickle or isolationist by other races.)
One thing all races agree on -- Odtari love the nature of conflict, and embrace feats of strength, hunting, martial combat, and triumphs of conquest. As such, Odtari are prone to easy provocation, and such provocations could quickly lead to combat. On the other hand, once the moment has passed, they quickly forget about the provocation.
Curious Sense of Humor
On the other hand, Odtari are known to have a curious sense of humor, which often manifests in the heat of the moment. Odtari humor is riddled with insults and black, self-deprecation, which other races may find head-scratching. A quick joke may take the edge off a potentially dangerous scenario -- and Odtari are also quick to put the past in the past. They may fight someone today, only to be friends and share a mug of ale tomorrow.
Observant and Stealthy
Perhaps because they exist apart from most soci- eties, Odtari have honed their ability to observe the world around them. (Other races might call this “spying”). They tend to be naturally nimble and stealthy, even on horseback. They can be amazingly patient when necessary -- not moving for hours at a time if on watch for example.
Nomadic and Equestrian
Odtari society is a steed-based lifestyle, and judge a fellow Odtari’s social status by means of how many horses he or she owns. Only the poorest or most unfortunately Odtari owns no steeds -- and if they do, obtaining one (by whatever means) generally becomes a top priority. Odtari prefer to do things via horseback if possible -- conducting meetings with other Odtari from the saddle, or doing trades or business with other races. Odtari are even comfort- able sleeping in the saddle, though in the safety of their own camps, they will opt to sleep outdoors, on matts, under the stars.
Odtari do not settle in one place for long periods
of time, preferring the roaming, nomadic lifstyle of their Goblin ancestors. They are generally uneasy in cities, only visiting from time to time for supplies or to conduct trade. They usually set up camp on the outskirts of a town. Such camps are usually made up only of other Odtari, not because the Odtari discourage such arrangements, but because other
races tend to remain suspicious and distrustful of them. Odtari camps rarely remain in place for more than a few weeks at a time.
A Tradition of Hospitality
For all their rough exterior and isolationist tenden- cies, Odtari have a tradition of hospitality that other races find surprising. Vistors to Odtari encamp- ments are rare, but when they do come, they are generally welcomed with food, drink and smoke, which he Odtari view as gifts. Vistors who leave an Odtari encampment are generally expected to give small gifts (of inconsequential value) in return, after accepting hospitality. These gifts are not viewed as transactions -- they are part of a contract of social ci- vility. Failure to honor this contract is often met with a sudden mood shift, which might lead to more.
Religion
Most Odtari are skeptical of mainstream religion (which to them seems to happen mostly in cities and indoors). However, they do pay tribute to the shamanistic powers of the Ren Spirit, an entity which they believe to be the driving force for ill luck and misfortune in the world. When drinking, they will dip their fingers in their water or ale, and flicking them to the wind in order to provide the Ren Spirit with an offering -- and thus keep it from turning its malevolent eye and talon on them. Those who do embrace religion tend toward Thron worship. Odtari harbor an almost universal hatred toward Noonshadow, who they blame for the doom of their ancestors and the animosity and mistrust that is laid on them today.
Professions
Odtari tend to take on jobs and professions that feed into their nomadic lifestyle. They make great short-term mercenaries and warriors. Most know quite a lot about the wilds that exist outside city cen- ters, and hire themselves out as rangers and guides. Less scrupulous Odtari are well-suited to work for thieving crews. Many also find their way into the Silent Brotherhood.
Odtari Names
Due to their nomadic lifestyles, Odtari generally take a singlur name, and reference the name of their father. (Example: Crulz, son of Phineas or Murtel, daughter of Phineas).
Male: Ariq, Batu, Chakatae, Dzungar, Esin, Guruk, Kheshig, Khor, Naman, Oghul, Ozbeg, Phinias, Qaimish, Ragibak, Temoug, Torkigen
Female: Abiska, Buri, Duwa, Khamag, Khoumis, Konchi, Jamuka, Mergid, Nokoi, Ogedai, Qara, Shigi
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Odtari Traits
All Odtari have certain traits.
Ability Score Increase. Your Dexterity score increases by 1 and your Strength score increases by 1.
Age. Odtari reach adulthood at age 13 and live up to 75 years.
Alignment. As a race, Odtari tend toward chaotic alignments, placing more emphasis on individual freedoms and the call of nomadic life; however, those who mingle with other races may be more inclined to neutral alignments.
Size. Odtari are shorter than pure humans, though not as small as Mythdrigg or Maugtheni. Most are four to five feet tall. 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 dark- ness, only shades of gray.
The Strong Survive. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Nimble & Stealthy. You can take the Disengage or Hide action as a bonus action on each of your turns.
Stealthy. You gain proficiency on all Hide attempts. If you are hidden, you can move up to 10 feet in
the open without revealing yourself, as long as you end the move in a position where you’re not clearly visible.
Steed-based Culture. Odtari culture is strongly equestrian.
• You have proficiency in animal handling skills for ridable steeds. When you need to make such rolls, you may double your Wisdom modifier when you add it to the resulting roll.
• During your turn, you may mount (or dismount) a creature within five feet of you for only 5’ of movement. (Normally this would be half your movement speed).
• While mounted, you have advantage on an attack roll against a creature if at least one of your allies is also mounted and within 5 feet of the creature and the ally isn’t incapacitated.
• While mounted, your steed gains advantage on all fear based saves.
Languages. You can speak, read and write Com- mon, though probably not well.
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OMENARI
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n general, Omenari resemble a more husky version of humans, and are the second most populous race. They can be found in abundance in every country except New Wyntiri.
Omenari have heads slightly larger and
elongated than that of humans, with wider shoulders and torso. Their skin is gray with
a hint of red pigmentation; birthmarks of dark gray and red mottle their skin (a legacy of the Spellglyph that destroyed their ancestors)and grow more pronounced as they grow older. Most Omenari are around six feet tall and weigh in the neighborhood of 250lbs.
Despite the mottling, Omenari tend to striking (though brooding) facial features, with sunken eyes, dark heavy brows, and irises of blue, teal and green. It is somewhat common for Omenari to be born with mismatched eyes; in such a case, one is always gray.
the Heritage of Imperfect Magic
Omenari are the mixed-race descendants of the En- nari, the people of the Orh-Kish Empire. (Cahdrists are quick to point out that they should properly be referred to as “Om’Ennari” -- “Descendants of the Ennari”) Now centuries since the Empire’s self-in- flicted destruction (4521 CY), the Omenari remain as living reminders of hubris and the two-edged power of magic gone awry.
The Shadowglyph
Omenari are intimately connected to history and the doom of Or-Kish through the twisted magic of the Shadowglyph.
In the final days before the fall of Mistmight, the Orh-Kish capital, the proud Ennari archmages with- in the city poured their mystic energies into power- ful runes that would release an apocalyptic plague on the ever-swelling hordes of Goblins that besieged the city. When the Goblins finally broke through the walls and poured into the city, the mages -- who had not yet perfected their runes for the plague -- were forced to release their power in desperation. With
a crackle of supercharged arcane electricity, their glyphs became energy, and that energy became death. This came to be known as the Shadowglyph.
The hordes of Goblins quickly fell in and around the city as the plague’s shockwave radiated outward. Soon, in the whole of the valley that housed Mist- might, not one Goblin was left standing. Unfortu- nately for the inhabitants of the city, the Shadow- glyph did not end there. While the spell did not kill the Ennari outright as it did the Goblins, it’s imper- fect creation seemed to take on a life of its own, swirling and spiraling outward, seeking its Ennari creators as if it were a tracking assassin. Within days, the Ennari of Mistmight were transformed, warped and deformed by the power of the magic, all ultimately succumbing to an agonizing death. Those outside the valley or in surrounding cities died as well, falling to the relentless plague as it radiated
outward like a consuming ripple. Only those in the more remote cities initially survived -- but even they were ravaged by the nature of the magic. Modern Omenari are spawned from the remnants of those survivors.
Spawned From the Remnants
Within a generation from the fall of Mistmight, Ennari were unable to conceive or bear children with other Ennari. As their race dwindled in num- ber, male Ennari began to wed human women
in hopes of producing progeny. Children of these unions were generally healthy, though their bodies and minds continued to be marked by the ravages of the terrible magic which had plagued their parents, Less than three generations later, the pure-blood race of the Ennari had died out completely, but their half-scion, the Omenari, remained.
Modern Omenari are have more human blood than Ennari, but still retain much of the physical characteristics of their Enarii ancestors. In addition, the marks of the Shadowglyph -- both physical and metaphysical -- are reminders of what their ances- tors once achieved, and how they lost it.
Keen Minds, Brooding Emotions
Like their Ennari ancestors -- who codified magic and built the largest civilization since the Wyntiri Empire sank beneath the ocean -- Omenari have
a reputation for being keen thinkers and astute scholars. Even Maughtheni Cahedrists, who tend to elevate their own scholarship above those of other races, quote Omenari scholars from time to time, and occasionally even use their work as support their own Cahedrist theories.
Compared to the humans around them, Omenari tend toward more brooding or pensive attitudes. They use the word “mojic” to describe their person- ality -- a layered word created during the brief gen- erations following the fall of Or-Kish, which carries equal parts “grief” and “unresolved anger”.
Visions and Prophecy
Additionally, perhaps owing to some lingering strand from the Shadowglyph or a deep seated desire to rekindle future greatness, many Omenari are zealots of prophecy and fate, and tend to spend considerable time and resources to receive (and debate) auguries, foretellings, and prophecies. Omenari believe that members of their race are occasionally privy to brief glimpses and visions of the future. Most such are quick, vague and often deal with people, races and events not Omenari, but provide topics for endless discussions with others of their persuasion.
Occasionally Omenari are born that have a more se- rious gift of prophecy. These are usually given to an Omenari organization called the Runecult, and are
sheltered under the highest levels of protection and education. Each prophecy that a Runecult member receives is meticulously recorded. These prophecies are commonly the topic of conversations among Omenari, and are frequently debated concerning their meaning.
The Runecult
Omenari contend that they have prophesied that one of their own, of “pure” Omenari blood (whatev- er that means), will rise in the future and reclaim the glory that was once Orh-Kish. (This is often the reason given for marriages only within their race). Many who believe this are part of an organization called the Runecult.
Charged to be the guardians of prophecy, its mem- bers lead shadowy (and slightly feared lifestyles) always looking to tip the scales of fate in the favor of the Omenari race.
Professions
Like humans, Omenari are entirely integrated into virtually all aspects of Narenfel society. Most are fascinated by the metaphysical, both divine and arcane, and so are common presences in temples, libraries and the Academy of Mystics. The head of The Shield and Sword, the elite division of Sigil Lords charged with hunting down and reacquiring all Academy-given orh-lodes, has by strong tradition always been an Omenari.
Omenari Names
Omenari names often reference classic names from the time of the Orh-Kish Empire, though some have taken more common human names as a deliberate step to put the past behind them.
Male: Ardasheer, Dariz, Fhalsoon, Garhet, Hrazik, Khath, Maarku, Orzhel, Rahim, Shanaz, Xerzmon
Female: Bahar, Esteril, Hester, Jaleni, Omid, Roksa, Shadi, Sharazad, Shinrini, Vashti
Omenari Traits
Your Omenari character has certain traits deriving from your mixed ancestry.
Ability Score Increase. Your Wisdom score increases by 1, your Strength score increases by 1, and your Constitution score increases by 1.
Age. Omenari mature at roughly the same age as humans (late teens). They rarely live beyond 55 or 60 years of age.
Alignment. Like humans, Omenari tend toward no particular alignment, but are shaped by the world and circumstances around them.
Size. Omenari are bulkier than humans, with more pronounced bone structure. Most are slightly taller
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than humans, a little over six feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. Shadowglyph Heritage. As a descendant of Orh-
Kish, the dire and tragic magic of the Shadowglyph still courses through your veins, both blessing and cursing your interaction with the magic:
•
•
•
You add your proficiency bonus to all saving throws from magical sources.
You are resistant to healing magic and potions (they only heal you half as much as normal). This does not affect your ability to gain hit points as a result of a long or short rest.
Conversely, when you are reduced to 0 hit points but not killed outright by poison or poison dam- age, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Languages. You can speak, read, and write Com- mon and Orh-Kish. Orh-Kish is a hard, guttural language with hard consonants. It uses Orh-Kish script.
he Vissink is a deep circular sinkhole impossibly located in the center of the inland lake that marks the north- ern borders of Everlock Swamp. Water cascades endlessly around its circumference into its yawning maw -- yet is never filled, nor is the lake
that surrounds it drained.
Deep below, beyond the roar of its mighty churn, are a network of caverns and tunnels, many submerged, others with pockets of air, all inhabited by denizens totally foreign to the races that live above ground, and only a handful cataloged by the sages and soph- ists of the Maughtheni Cahera. One such race is the Visric.
VISRIC
Outward Appearance
To the eyes of other races, Visric physical proof of the strange and deep places of the world.
Visric are have pupil-less metallic blue eyes, slight chitinous horns on the sides of their head above
the ears, and a scaled protusion that extends out over where the mouth would be, mostly obscuring a small black beak and ring of teeth. They are am- phibious, and are able to breath underwater in fresh water environments (like the Vissink). They have a set of gills on the sides of their neck.
Visric are smooth and hairless, though they have a number of hanging protuberances below their nasal area and that extend down on either side of the neck, giving the appearance of a fleshy mustache and mane. These protuberances are not prehensile (they can’t grab or hold things), but the Visric do have some control over them, using them to help ex- press emotions, much as if they were facial muscles. Visric stand taller than humans, and are powerfully built. Their fingers (which are three on each hand plus a thumb) are not jointed in the way of human fingers, but instead can bend in virtually any direc- tion. Hands and feet are heavily webbed.
Their skin is unusual, and has developed as part of their life in the Vissink. Visric can almost instantly change the color and even patterning of their skin, allowing them to blend in with their background. Virtually any color or combination of colors can be assumed, so long as the patterning is rough and random. (For example, they could assume the look and patterning of a collection of stones, but not the geometrically exact patterns of a brick wall with joints and layers.) Because of this ability, when out of the water, they prefer to wear only minimal armor pieces or cloaks that can be quickly removed. In its natural state, Visric skin has a grayish-purple hue.
Beneath the Skin
The exotic nature of Visric does not stop at outward appearance.
Visric have three hearts, and deep blue blood. Perhaps because of this anatomy, they have strange
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regenerative properties, disease is unknown in their culture, and they are resistant to all by the most powerful poison. This makes them intensely interesting to the Cahedra, as well as members of the Academy looking for insights (or components) for their arcane craft.
Lifespan
All Visric start life as a female. They reach adult- hood at around age 8 and are then capable of pro- ducing offspring. By age 16 or 17, their bodies have transitioned to be male, which they remain for the remainder of their life. Both male and female are powerfully built, and are natural predators in their environment.
For all their unusual biology, Visric have a much shorter lifespan than other races, usually living no more than three decades. Whether in their native environment or exploring the nations of Narenfel, Visric tend to say on the move.
Despite a lack of academic learning, Visric are in- stinctually very perceptive. Most eschew traditional study in Academies or Cahedra, and opt instead to actively sample the world around them. It is this de- sire that often drives the Visric to leave the Vissink and explore the upper world.
Interaction in Society
Visrics in the deep reaches of the Vissink are cunning predators, combining their superior camou- flage with powerful attacks. Those who inhabit the surface world find that these skills are still effective. Adventuring Visric are often fighters and barbar- ians, rogues and alanarcs.
There are no known Visric towns or cities above ground. Most Narenfelian citizens can go their entire life and coun the number of Visric they have met on one hand -- or perhaps even a single finger.
Visric Names
True Visric names are more vibration and tone than spoken word. Visric tend to think in terms of action, and so choose actions and activities in the Common tongue to adopt as their own names when interact- ing with other races.
Common Names: Un’loch, Pilfur, Knoc, S’lay, Feest, Kast
Visric Traits
Visric have a number of unusual racial traits.
Ability Score Increase. Your Strength score increases by 1. You may increase your Dexterity OR Wisdom by 1.
Alignment. Self-preservation is instilled early into those who focus on staying alive in the Vissink. As a result, Visric tend toward chaotic alignments.
Size. Visric are larger than the average human, most standing between 6.5 to 7.5 feet tall. Your size is medium.
Age. Visric have a greatly accelerated lifecycle (as both male and female), and a much shorter lifespan that surface races. They rarely live longer than 30- 35 years.
Enhanced Low Light Vision. Life in the depths and caverns of the Vissink has provided you with superior sight to above ground races. 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 retain the ability to distinguish color and detail under these conditions. Out of water, you can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumina- tion.
Keen Senses. You gain proficiency with Percep- tion checks.
Natural Armor. If you are wearing no armor, your base AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
Self-Preservation. You gain proficiency with Stealth checks.
Unusual Biology.
Amphibious. You can breathe air and water.
Webbed Hands and Feet. Your base walking speed on land is 30 ft. You have swim speed of 35 ft.
Poison Resiliency. Visric are resistant to poison damage, and make all Poison saving throws with advantage.
Immune from Disease. Visric are immune from all diseases, natural and magical.
Camouflage. As a flourish on your turn or as a reaction, you may alter the color, patterning and texture of your skin, instantly allowing you to blend into your surroundings. This ability grants you advantage on Stealth checks to hide. If you are wearing no clothing or armor and carrying no items, you may make a Stealth check to hide even when a creature could normally see you. Both of these abilities are lost if you move or take an action. You may use a Sleight of Hand check to conceal a small weapon or item on your person while hiding in plain sight at the discre- tion of your DM.
Additional Hearts. Your body can take far more abuse than most races -- even on death’s door. If you are reduced to 0 HP, you do not die until you have failed four saving throws, rather than three.
Fast Recovery. A Visric regains all HD he has used during a short rest (instead of during a long rest).
Underwater Weapons. You have proficiency with spear, javelin, and net.
Languages. You can speak Common and Visric. Visric itself has no written script. Most Visric can- not write or read Common, or if they can, it is at an elementary level.
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YA’AVIN
a’avin are the descendants of a distant, mixed, and unchronicled heritage: the bloodlines of Elves, mixed with the lineage of the distant lands of Han Chi -- the stock of the long lost (and sunken) Wyntiri Empire. Unlike other realms,
where Elves are often admired for their beauty, grace and serenity, The elves of Narenfel -- specifically the Elflawvin -- are unwelcome, deeply mistrusted and feared.
It is a sad irony (though largely unknown or over- looked) that Ya’avin are not offshoots of the Elflawin race (as assumed), but are in fact descendants of a different race of elves that was separated from the mainland after the global catastrophes and the fall of the Wyntiri Empires.
Appearance
Ya’avin appearance strongly favors their ancient Elven background making them easily distinguish- able in a crowd. Much like the Elflawvin, their skin tone is pallid, and they are slightly taller than most humans (about six foot). Most recognizable is their elongated and pointed ears (the sight of which often inspires the same loathing shared with true Elf- lawvin).
Occasionally Ya’avin are born with green or rus- set hair (like that of the Elflawvin in spring and summer) but unlike true Elves, the hair remains constant in color, does not change color with the seasons, and does not fall out during late fall or winter.
Adding to their exotic nature, their Han-Chi influ- ence is easily seen in their slightly slanted eyes and angular cheekbones, further differentiating them from the humans of the main continent.
In addition to their natural appearance, Ya’avin culture is defined by its use of heavy and elaborate body and face tattooing, visually setting them apart even further.
Artistry and Illustration
Of all the races, Ya’avin are known for their art- istry, particularly for the unique style of their gold and silver gilded illustrations called Illuminations. Ya’avin mastery in this art form is almost universally acknowledged (though often begrudgingly), and finished manuscripts are highly sought out by col- lectors, Cahedrists, scribes and Academy Members; indeed they are one of the few reasons that draw other races to seek interaction with the half-elves, or the monasteries where most of this work takes place. Ya’avin are also known to be gifted singers and musicians.
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Tattoos
Another distinguishing mark for Ya’avin are their extensive full body and face tattoos. While mem- bers of other races individually wear any number of tattoos, to Ya’avin culture is an essential part of identity, passion and rite of passage.
It is traditional to give a child their first tattoo within their first month, a small identification mark signifying their family heritage. The tattooing is usually part of a celebration of welcoming.
When a Ya’avin child comes into adolescence around 12 or 13, they tattoo their hands and upper wrists. It is up to the child to choose the color and style of these tattoos, but most involve colorful band- ing of black, brown, blue, ocre or amethyst, braided lines, or geometric patterns.
As a Ya’avein matures, they add to these marks with a collection of many other common pieces
of inking of their personal choosing. Throughout the course of their lives, Ya’avin continue to add to their collection, with tattoos both small and large. Milestone events such as marriage and newborn children are often part of the body canvas, as are fortuitous (or somber) events, achievements of rank, marks of distinction, victories and discoveries and more.
Khomantu MARKINGS
The pride of a Ya’avin’s ink story is in his Khoman- tu markings, which are added to his chest (the Oad) when he reaches adult status, or to the base of his neck (the A’akra) when he begins his professional career.
While beautiful in their own right, Khomantu Markings are a fusion of inks and divine magics, resulting in a design of lines and colors that are fused into the very life essence of a Ya’avin recipient. Khomantu tattooists are revered in Ya’avin commu- nities, and guard the secrets of their skills.
The Oad (Chest Marking)
The Oad is focuses on a specific animal from which the Ya’avin draws inspiration, power, and guidance.Much thought is given to the type of animal chosen, for it becomes a centerpiece of the Ya’avin’s identity, personality and lineage.
The A’akra (Achievement Marking)
The A’okra is a collection of glyphs and blessed runes that carry magical power, and can provide additional protection and blessings over time. At the start of their career, adventuring Ya’avin visit a Kho- mantu tattooist to receive the base matrix (referred to as the Nine Peaks) at the base of their neck. As they grow in prowess, they return to the tattooist to add to it.
Ya’avin Communities
Ya’avin face considerable challenges integrating into mainstream society, though no nation actively persecutes them or outlaws their presence. In larg- er towns, there are communities of Ya’avin families that form small pockets to limit interactions (and altercations) with other races. Small Ya’avin villages exist here and there, usually in someone isolated environments. Many Ya’avin withdraw even further, becoming part of remote monasteries, where they learn the secrets of shey’gun’te while focusing their artistic passions into Illuminations.
Ya’avin Professions
While learned individuals may realize that Ya’avinn are not Elves, most common folk will certainly not be able or willing to parse the difference. As such, Ya’avinn have little place in the mainstream world order — at least, no place that is readily accept-
ed. They make their way and their professions in almost every field as best they can, but make friends very rarely. It is for this reason that Ya’avin are most commonly monks, adventurers, entertainers, sells- words and thieves.
Shey’gun’Te
(The Way of Heaven’s Fist)
Perhaps the only aspect of Ya’avin society that invites open conversation is the intricate, com-
plex form of martial arts Ya’avin employ called shey’gun’te. The secrets and ritualistic katas of this form of attack are jealously guarded by Ya’avinn masters, and are generally forbidden to be dis- cussed with or passed down to non-Ya’avin disciples.
Ya’avin Names
The Ya’avin language is very different from the oth- er languages in Narenfel, since it relies on a range of vocal inflections to convey specific meanings (represented by the liberal use of apostrophes when the words are written in the common alphabet.)
Ya’avin names are often a mouthful for non-Ya’avvin, especially given the fact that few folk have little in- teraction with them in the first place, and consider- able mistrust in them in general. As a result, outside their communities and monasteries, Ya’avin tend to choose “human sounding” name and nicknames, sometimes loosely based on the sound or mean-
ing of their Ya’avin name, but often just randomly chosen.
Ya’avin Male Names: Atith, Chan’darith, Chiv’an, Dakat’chi, Kep, Kosal, Nim’ith, Nih’mol, Oudomm, Pon’leik, Ponleu, Rath’pol, Sang’hua, Youk
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Ya’avin Female Names: Ary, Bor’mei, Cham’pei, Joran’i, Kolti’da, Mach, Mali, Pun’thea, Ra’chany, Raks’mei, Roum’jong, Serey, Srey, Thida
Ya’avin Traits
Ya’avin have a number of racial traits.
Ability Score Increase. Your Dexterity increases by 1. You may choose one other ability score to increase by 1.
YA’AVIN OAD (CHEST MARKINGS)
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. Left alone, they tend to live much longer than humans, however, often more than 120 years.
Alignment. To be a Ya’avin is to be aware, in virtu- ally every interaction, of the social disdain of their roots. Ya’avin internalize this pressure in different ways. Some harbor resentment and anger at the un- fairness of it all, tending toward more chaotic align- ments. Others seek to prove that as a race, Ya’avin
Trait
When you drink a healing potion or are healed through a healing spell, you may roll the result a second time and enjoy the benefit of the highest roll.
Once per long rest, you may add a d4 to a skill check, saving throw or damage roll. If you do so, the next time you make a similar roll, subtract a d4 from the total. Even with a long rest, this bonus does not reset until after you have paid the penalty on the subsequent roll.
Once per long rest, you may give inspiration to a party member of your choice.
Once per long rest, during your movement, you can treat rough terrain as if it were normal terrain.
Once per long rest, you may choose a party member to get proficiency on a Charisma save.
Choose one: You gain proficiency on Stealth checks OR Perception checks
Once per long rest, as long as your party is attacking a single non-human creature, you may give all party members (including yourself) inspiration.
Choose one: Proficiency in Deception checks OR Arcana checks
Proficiency with Athletic checks
If there are no friendly, conscious comrades within 100 ft, you gain proficiency on all skill checks.
d20 Animal 2 Bear
4 Crow
6 Dog
8 Falcon
10 Hummingbird
12 Owl
14 Raven 16 Spider
18 Stallion 20 Wolf
Meaning
Healing and strength
Balance and fate
Trust and loyalty Freedom
Passion
Grace and wisdom
Brotherhood
Strategy and mystery
Confidence and power Finding your own way
11 Lizard Luck and awareness
Once per long rest, at the beginning of the combat round after initiative has been set, you may move
your place in the initiative order up or down up to two positions.
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1 Bat
The cycle of life You get an additional death save (normally three, you and death get four)
3 Butterfly
Transformation Choose one: Proficiency in Nature checks OR Religion and enlightenment checks
5 Daircat Deception and stealth
Choose one: proficiency on Stealth checks OR Deception checks
7 Eagle Leadership and intelligence
Once per long rest, you may choose a party member to get proficiency on an Intelligence save.
9 Fox
Observation and cunning
Choose one: proficiency in Insight checks OR Perception checks
13 Rabbit
Safety and rebirth
Once per long rest, choose a party member. If they fail a death save, you may negate it.
15 Snake Initiation and Luck
Success on a Death Save is 8 or higher (normally ten or higher)
Once per long rest, you are resistance to the one of 17 Spiderdragon Resilience and cunning the following damage types on a single attack: piercing,
slashing or bludgeoning.
19 Turtle Tenacity and self-reliance
After a long rest, you gain 1d6 temporary HPs. They cannot be restored, until the next long rest.
are not Elflawvin, and embrace law and structure as a means to demonstrate their worthiness in society.
Size. Ya’avin are slightly taller than humans, gen- erally ranging from 6 feet to 6 foot four. Your size is Medium.
Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your elven heritage, you
have superior vision in dark and dim conditions. 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.
Artisan. You gain proficiency with Artist tools, and advantage on any rolls in which you use them.
Shey’gun’te. You know the fundamentals of shey’gun’te. You gain unarmed attack. If you deliver an unarmed attack during your main action, you may use your bonus action to make another un- armed attack. These attacks can be either punches or kicks. (This fighting style can be improved if you choose the Monk class.)
Inked. As a Ya’avin, tattoos are your heritage and connect you to the rest of your family and lineage. All stories have their place on the canvas of your life. Within that framework, you will have at least two centerpiece tattoos:
Oad (Chest Markings). Your chest is tattooed with your Tribal Mark. You may choose from the Ya’avin Oad chart, roll your mark randomly with a d20, or work with your DM to develop a variant.
A’akra (Achievement Markings). As an adventurer, you are inked with an A’akra, a matrix of warnings and blessed runes that are further developed over the course of your professional career. At level 1, you will start with the Nine Peaks (the base matrix) tattooed on your back at the base of your neck. Thereafter, for each level that you achieve, you may return to a Khomantu tattooist to add an additional glyph to the rows of the A’akra. When a row is complete, the A’akra will bestow additional benefits to you.
Languages. You can speak, read, and write Common, Ya’avin, and one extra language of your choice.
THE A’AKRA LEVEL 1: BASE/PROTECTION
Magic cannot put you to sleep.
LEVEL 3: BLESSING
Choose one:
• You have advantage on saves vs. charm • You have advantage on saves vs. poison • You have advantage on saves vs. illusion
LEVEL 7: BENEFIT
After each long rest, you have a
d8 inspiration die to use until the next long rest.
LEVEL 12: POWER
Choose an elemental damage type. You are resistant to it.
LEVEL 20: DESTINY
Choose a damage type OR a spell school. You are immune to damage of that type, or magic from that spell school.
FRONT BACK
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