Table Of Contents
Ang elar 3 Ke lden 55
Brathunspar 8 Kh ordaldrum 58
Cidal 15 Ko bolds 65
Dragonborn 20 Slaa’ Kar 69
Elan 29 Sylvar in 73
Gilskalos 32 Tarstori 77
Goblins 36 Tieflings 80
Half-Orcs 39 Titanf orged 84
Half-Sylvar in 43 Yanath era 89
Humans 47
The angelic being is far from omniscient. Its guidance
NGELAR CARRY THE BLOOD OF A CELESTIAL AND
are chosen by one of the gods themselves is based on its ideal and understanding of the tenets of
for a great destiny. They can descend from their god, and it might have insight into combating
any race though can never carry the blood especially powerful forces that seek to halt your god’s
of another outsider such as a fiend. As such, will that it knows about.
a tiefling and an angelar can never inhabit As part of fleshing out an angelar character, consider
the same body. Most angelar are good- the nature of that character’s angelic guide. An angelar
aligned and fight against evil in the world, and some with an angel of vengeance or battle within them will
have a minor physical trait suggesting their heritage typically be more straight forward and aggressive than
such as silver hair or an unnaturally intense stare. one with an angel of protection or peace.
Without deviation, an angelar’s eyes match their patron Despite its celestial origin, an angelar is mortal and
deity’s chosen color, marking them as a forebear of that possesses free will. Most angelar follow their ordained
god. Most angelar carry a birthmark in the shape of path, but some grow to see their abilities as a curse.
their patron deity’s holy symbol or other mark These disaffected angelar are typically content to turn
significant to that faith. away from the world, but a few decide to turn against
Angelar will always feel uneasy around tieflings and their deity. In their minds, their exposure to celestial
other fiend blooded creatures, as though something is powers amounted to little more than brainwashing.
crawling just beneath their skin all over their body. This An angelar who turns against their deity faces a few
is doubly true for hollow angelar, who no longer have possible consequences. An evil deity may simply strike
the light of the heavens to warm them against the down the angelar, killing them outright. A deity who
fiends. Some more aggressive or righteous angelar, believes the angelar may still become better may have
such as those with an angel of battle, will often lash out them fall, their angelic guide abandoning them until
against tieflings, while those with a more peaceful one they return to their proper path. If they do not manage
such as an angel of protection will typically try to ward to return to their path, they will become a normal
others against the devilish creatures. This can wane member of their physical race, their divine powers being
slightly with time spent around them, but they are stripped away from them entirely. A deity can strip
always untrusting of the creatures, their very blood these powers away immediately instead if they so feel
urging them to action - whether to fight or flee. Even an the need to.
angelar who has befriended a tiefling will still feel a Culture and Society: Due to their immense rarity and,
great unease being within a close distance of them, even often times secretiveness, angelar lack a true culture or
feeling sharp pains pricking them all over their body society of their own. Instead, they tend to simply follow
when closer than about 15 feed of each other. The the culture of their birth race, often taking up a priestly
actual touch of a tiefling to an angelar will cause a role of some sort.
burning pain to infect their bodies and typically induced An angelar born of a kelden may rise up as a mighty
great rage in the angelar toward the offending tiefling. shaman of his people, while a human angelar will likely
The People: Angelar are places in the world to serve seek out the path of a cleric or religious sage. This is not
as guardians of their faith, a mortal vessel inhabited by always the case, and many angelar do not even realize
an angel of the god. They typically match their patron what they truly are until some large problem rears its
deity’s alignment exactly and their inner angel pushes head and their inner angel awakens, granting them their
them to fulfill their duty, at least as far as the angel’s divine power.
ideal goes. Religion: More than any other race, the angelar are
From an early age, an aasimar receives visions and first and foremost religious. Born of a mortal race but
guidance from their angel in dreams or trances. These infused with the immortal power of a divine servant.
times will shape the aasimar into a better servant of Even those who are not ‘awoken’ and do not yet know
their god, imbuing in them the powerful ideals they their true lineage, angelar feel an innate pull toward the
must strive to meet. religion of their divine parent.
Each angelar has their own angel within them, and An angelar of Solanis will feel a natural pull toward
each angel has their own ideal. As such, an angelar will light, feeling far more comfortable under the rays of the
often push toward that ideal much stronger than other sun and seeking to push away darkness wherever they
parts of their faith, but nonetheless try to do all they can can, while an angelar of Cardista may find a life on the
to be a proper servant. sea to be more natural to them than one on land.
An angelar has a link to their god through their inner Dress. Angelar naturally feel a draw toward the
angel, each one imbued with divine power. While they chosen colors of their divine parent, believing them to
look nearly identical to others of their physical race, be naturally more fitting on them than any others.
they hold within them a small part of the heavens. This Outside of this, however, they typically follow the
angelic guide will strive to teach the angelar and keep standards of dress for their society.
them on the right path to serve their deity.
ANGELAR
4
Trade and Commerce. Similarly to their culture and
Ang el of Au thority
society, angelar as a whole tend to vary widely on the
Angels of Authority are the heralds and mouthpieces of
ideals of trade and commerce, following the traditions
their deity, and tend to handle some of the most
of their birth race as they lack standards of their own.
important tasks related to the protection and well-being
Names. Most Angelar will take names from their
of a deity’s dominion.
physical race, but some will instead adopt the same
celestial name as their angelic guide. This is often seen
Ability Score Changes. Your Wisdom and Intelligence
as a strong step toward fully devoting themselves to be a
scores are increased by 1, but your Strength score
servant of their deity.
is decreased by 2.
Voice of the Gods. Starting at 3rd level, you can use your
Angelar Traits
action to embrace the powerful voice of your deity,
Your angelar character has the following racial traits.
commanding others to listen.
You can cast command a number of times equal
Ability Score Changes. Your Charisma score increases
to your proficiency bonus, regaining all expended
by 2.
uses when you finish a long rest. Charisma is your
Alignment. Imbued with celestial power, most aasimar
spellcasting ability for this spell.
match the alignment of their creator deity. Outcast
In addition, you can use you action to become the
aasimar are most often neutral or directly opposed
embodiment of authority for 1 minute,
to their creator deity, such as an aasimar of
guaranteeing those you hit get the message. Once
Therassor falling and becoming chaotic evil.
on each of your turns, you can deal extra psychic
Creature Type. You are considered both a humanoid
damage to one target when you deal damage to it
and a celestial for effects that relate to either. If an
with an attack or spell. The extra psychic damage
effect affects both, use whichever effect is worse.
equals your level.
Size. Angelar have the same range of height and weight
Once you use this trait, you can’t use it again
as their base race. Most aasimar are therefore
until you finish a long rest.
Medium, while some are Small, such as those
Celestial Resistance. You gain resistance to psychic and
created as cidal or brathunspar, and some are
force damage.
Large, such as titanforged aasimar.
Ang el of Battle
Speed. If your base race is a brathunspar, cidal, or
khordaldrum, your speed is 25 feet. Otherwise your
Angels of battle are military leaders, uninterested in
speed is 30 feet.
dialogue and having a single minded focus on
Low-Light Vision. Your eyes glow with the holy light of
destroying the enemies of their deity.
your gods. You can see in dim light out to a range of
60 feet as though it were bright light.
Ability Score Changes. Your Strength score increases
Healing Hands. As an action, you can touch a creature
by 2, but your Wisdom score decreases by 2.
and cause it to regain a number of hit points equal
Aura of Battle. Starting at 3rd level, you can call upon
to one half your level. You can use this trait a
the strength of your angelic guide to aid you in
number of times equal to one half your Charisma
battle. A manifestation of your guide appears in a
modifier (minimum 1) and regain all uses on a long
space adjacent to you, or the nearest unoccupied
rest.
space.
Light Bearer. You know the light cantrip. Charisma is
This manifestation lasts for 1 minute, or until you
your spellcasting ability for it.
end it as a bonus action. This manifestation can
Languages. You can speak, read, and write Celestial
attack and follows your unconscious commands. It
and one language allotted to your base race.
has hit points equal to 5 times your level and has a
Angelic Guide. Each aasimar has their own angelic
bonus to attacks equal to your proficiency bonus
guide within them, helping to decide their path.
plus your strength modifier. If it hits, it deals force
damage equal to 1d8 plus your level.
Once you use this trait, you can’t use it again
until you finish a long rest.
Celestial Resistance. You gain resistance to radiant and
necrotic damage.
ANGELAR
5
Ang el of Light Ang el of Retrieval
Angels of light are the embodiment of their deities Angels of Retriever are expert trackers and lead squads
subconscious thoughts and are driven to enact the of divine servitors and agents tasks with recovering
thoughts that spawned them. They will readily work for stolen relics or kidnapped creatures.
more powerful angels whose dispotitions match theirs.
Ability Score Changes. Your Dexterity score increases
Ability Score Changes. Your Strength score increases by 2, but your Strength score decreases by 2.
by 2, but your Intelligence score decreases by 2. Divine Hunt. Starting at 3rd level, you can use your
Radiant Soul. Starting at 3rd level, you can use your action to gain a portion of the senses of your
action to unleash the divine energy within yourself, angelic guide, allowing you to hunt down those who
causing your eyes to glimmer and two luminous, have sinned. Your eyes glow bright and a mask
incorporeal wings to sprout from your back. forms over the rest of your face.
Your transformation lasts for 1 minute or until This transformation lasts for 1 minute or until
you end it as a bonus action. During it, you have a you end it as a bonus action. During it, your
flying speed of 30 feet, and once on each of your movement speed is increased by 10 feet and you
turns, you can deal extra radiant damage to one can take up to three reactions per round, but only if
target when you deal damage to it with an attack or all of them are attacks of opportunity, and only one
a spell. The extra radiant damage equals your level. per turn. In addition, once on each of your turns,
Once you use this trait, you can’t use it again you can deal extra radiant damage to one target
until you finish a long rest. when you deal damage to it with an attack or spell.
Celestial Resistance. You gain resistance to radiant and The extra ra damage equals your level.
fire damage. Once you use this trait, you can’t use it again
until you finish a long rest.
Ang el of Protection
Celestial Resistance. You gain resistance radiant and
necrotic damage.
Angels of protection are angelic Knights Templar,
serving as bodyguards for important faithful and
Ang el of Supremacy
protecting temples.
Angels of supremancy are the most powerful of the
Ability Score Changes. Your Wisdom score increases by
angelic fighters and typically guard the homes of the
2, but your Dexterity score decreases by 2.
gods and form the backbone of divine strike forces in
Angel’s W ard. Starting at 3rd level, you can use your
serious conflicts.
action to let loose your angelic guide’s natural
yearn to protect those around you or yourself, Ability Score Changes. Your Constitution score
causing an incorporeal version of your angelic increases by 2, but your Intelligence score
guide to manifest near a creature of your choice decreases by 2.
within 30 feet for 1 minute. Divine Supremacy. Starting at 3rd level, you can use
This manifestation lasts for 1 minute or until you your action to invoke the aura of your angelic,
end it as a bonus action. During it, the protected causing your skin to be coated in a glossy silver
creature gains resistance to all damage equal to metal and your eyes to glow brightly.
twice your proficiency bonus. This stacks with Your transformation lasts for 1 minute or until
other sources of resistance except for sources that you end it as a bonus action. During it, you regain
resist half the total damage, and is applied after all hit points equal to your Constitution modifier at the
other sources. In addition, once on each of the beginning of each of your turns while you are above
protected creature’s turns, it can deal extra radiant 0 hit points.In addition, once on each of your turns,
damage to one target when it deals damage to it you can deal extra radiant damage to one target
with an attack or spell. The extra radiant damage when you deal damage to it with an attack or spell.
equals your level. The extra radiant damage equals your level.
Once you use this trait, you can’t use it again Once you use this trait, you can’t use it again
until you finish a long rest. until you finish a long rest.
Celestial Resistance. You gain resistance to radiant and Celestial Resistance. You gain resistance to radiant and
necrotic damage. necrotic damage.
ANGELAR
6
Ang el of Valo r Hollow Ang elar
Angels of valor are the rank and file of the Astral Sea, Hollow angelar have lost their angelic guide, feeling
fighting tirelessly for their gods despite being the cold and empty without their divine power. Few stay in
weakest of the angelic warriors. this state for more than a few months, after which they
will either be stricken down by their deity or turned to a
Ability Score Changes. Your Strength score increases
normal member of their physical race.
by 2, but your Wisdom score decreases by 2.
Valorant Divinity. Starting at 3rd level, you can use your Ability Score Changes. Your Strength score increases
action to invoke the divinity that dwells within you, by 2, but your Wisdom score decreases by 2.
causing your skin to radiate wisps of light and your Necrotic Shroud. - Starting at 3rd level, you can use
eyes to go white with powerful radiance. your action to unleash the divine energy within
Your transformation lasts for 1 minute or until yourself, causing your eyes to turn into pools of
you end it as a bonus action. During it, you let our darkness and two skeletal, ghostly, flightless wings
bright light for 30 feet and dim light for an to sprout from your back. The instant you
additional 30 feet. Each creature of your choice in transform, other creatures within 10 feet of you
the light has vulnerability 5 to radiant damage. In that can see you must each succeed on a Charisma
addition, once on each of your turns, you can deal saving throw (DC 8 + your proficiency bonus + your
extra fire damage to one target when you deal Charisma modifier) or become frightened of you
damage to it with an attack or spell. The extra fire until the end of your next turn.
damage equals your level. Your transformation lasts for 1 minute or until
Once you use this trait, you can’t use it again you end it as a bonus action. During it, once on
until you finish a long rest. each of your turns, you can deal extra necrotic
Celestial Resistance. You gain resistance to radiant and damage to one target when you deal damage to it
fire damage. with an attack or a spell. The extra necrotic damage
equals your level.
Ang el of Ve ngeanc e
Once you use this trait, you can’t use it again
until you finish a long rest.
Angels of vengeance are warriors sent to hunt down
Celestial Resistance. You gain resistance to radiant and
those who betray their faith, but are also occasionally
necrotic damage.
sent to test those servants who are in danger of falling.
Ability Score Changes. Your Constitution score
increases by 2, but your Intelligence score
decreases by 2.
Radiant Consumption. - Starting at 3rd level, you can
use your action to unleash the divine energy within
yourself, causing a searing light to radiate from you,
pour out of your eyes and mouth, and threaten to
char you.
Your transformation lasts for 1 minute or until
you end it as a bonus action. During it, you shed
bright light in a 10-foot radius and dim light for an
additional 10 feet, and at the end of each of your
turns, you and each creature within 10 feet of you
take radiant damage equal to half your level
(rounded up). In addition, once on each of your
turns, you can deal extra radiant damage to one
target when you deal damage to it with an attack or
a spell. The extra radiant damage equals your level.
Once you use this trait, you can’t use it again
until you finish a long rest.
Celestial Resistance. You gain resistance to fire and
cold damage.
ANGELAR
7
Kindness wins more than bitterness. Of the many races
AR FROM THE HUBBUB OF THE TALL FOLKS OF THE
world lies the fair and peace loving land of in Audalis, the Brathunspar understand the need for
the Brathunspar - the gnomes of the groves, balance better than most. They may not agree with their
woodlands, and deep hills. Traveling far into darker kin, but their thoughts are just as heeded and
the world of the tall-folk is not exactly where considered as the best of enlightened priests and
the wee folk wish to be, although some do hardiest of technits.
see the world on occasion. Well within the Names: Parents give children their first names at
ivory and mint green aspens of Hiellendale, the birth, which are used exclusively in early life. When the
Brathunspar have lived quite secluded, and happy for it. young begin their paths of learning, they choose their
They live harmoniously with the world around them, own names, which tend to relate to their professions
seeking good mead, conversation, and new insights to and desires. If the child follows in the footsteps of their
old problems. parents, they may also take their family name,
The people of the groves live in homes harmonious continuing the tradition. Many Brathunspar have names
with nature, and suited to the local region. Those near longer than the number of fingers on both of their
the coast live in dug out places that seem to be nothing hands. But in the name, people can know much about
more than hills and mounds. They grow flowers and the Brathun they speak with.
grasses upon the tops as landmarks to others. Those of Male Names: Grefis, Martol, Faurop, Nillos, Jaelr,
the woodland glades live within tree sculpted homes, Tornal
and hollows built into them. Those of the rocky cliffs dig Female Names: Mayven, Olgara, Penel, Seris, Talia,
and carve fantastic homes with crystal windows and Caislan
skylights to shine upon their gemwork and technit Surnames: Goodhead, Alerunner, Honeydew,
projects. Meadowrunner, Swordsinger, Hornblower,
The People: Brathunspar are the gnomes of Audalis. Thistlebloom, Masterchef, Scoutwatcher, Talespinner,
Ranging in height from two and one half to four feet in Laydancer
height, they live happily in their land of the Brathnaii Dress: Brathunspar wear various types of clothing,
Hollows. Brathunspar generally live about two hundred usually dependent on their profession in life. Technits,
years. They typically have bright, luminous, jewel the great inventors of mechnits and architecture, wear
colored eyes. Hair colors include vibrant shades as well leather aprons, thick cotton clothing, and caps that have
- primarily black, rich brown, scarlet, or gold. Solid many flaps and folds. These caps can be tipped and
colors are almost unheard of, however; highlights such tucked to function for holding graphites for writing,
as silver and flame in gold, blue and violet in black, and small tools, candles for light, and muffins when working
midnight and vermilion in brown are usually present. hard and feeling a bit hungry.
Females wear their hair loose if single; tight and Scholars and the magically-inclined wear robes of
wound if married. The males typically keep theirs short single colors with runes and markings embroidered on
and well tended, sometimes allowing it to grow long the garments and accompanying cloaks. Around their
enough to curl the ends, signifying that they are single. sleeves they add colorful symbols of their art and study
When each has a sweetheart or is courting, for other people to know. To easily find them within
Brathunspar braid various metals and glass beads into large crowds, they wear tall pointed hats gained when
their hair as tokens of their affection. they first join orders. For each year an individual spends
Most Brathunspar enjoy and pursue their professions as an adept, the point and fabric is adorned to show
and arts with tenacity. Whether farmers or tenders, their status.
artisans or scholars, priests or warriors, each seeks to Priests wear simple, short robes and sandals. They
become the best they can without dallying about; life is tend the people and world around them without much
filled with hard work and dedication. As many believe love for fine things, though various orders differ
and live by, bending to tasks means greater rewards at according to their faith. However, all clerics wear
the pub and home table. And when time comes to rest, sashes around their shoulders with symbols of their
they also seek it equally. patron deity embroidered in the colors of their faith.
When that time comes, Brathunspar enjoy the Bards, artisans, and township leaders are the most
smoking of sarnas grass and grove herbs. Mead and flamboyant of dress. They use bright colors found in the
ales are also a common sight in mugs. But what they rainbow to cover themselves in amazing feats of
enjoy most lies in families, storytelling, and listening to garment style. Wide colors, large pantaloons, smart
the world around them. Breezes bring to their keen ears vests with outrageous patterns, and layered skirts are all
the sounds of the glades, glens, hollows, and seas. The favorites of these Brathunspar. During fair days, they
sight of children at play is as refreshing as a dip in a bring out the greatest of their garments, rivaling each
pond or dance with a sweetheart. other for the sport of artistry.
The people of the Brathnaii Hollows do not all follow
a path of light and goodness, but even those who follow
a darker path of ill-intent can be sweet in disposition.
BRATHUNSPAR
9
The folk of the groves and homes are the simplest in Many technits begin as wizards and scholars, but just
garb, wearing homespun in earth tones. These folk as many come from the followings of Kharox and
enjoy the feel of linen and leather enforced pants. Rarely Telemor. The driving goal of these buccaneers of tools
do they wear shoes, enjoying the feel of their toes in the and invention is to build greater mechnits to complete
earth. Still, not a one of the common folk is without a the tasks of everyday folk, to answer the questions of
set of finery for great festivals and holy days. nature, and to study the places beyond like the stars and
Culture and Society: The Brathunspar are a people of heavens. Each Technit has a personal viewpoint on
order, not chaos. Although they may seem creation and the cosmos. They each follow personal
uncoordinated to visitors, the gnomes know that they laws of physics and sciences. But all of them agree that
truly follow an exact art of thought, theory, argument, the pursuit of invention is as important as the need for
and decision. They form collectives called townships artistic expression or a good strong sword.
with an elected Highwyrdr. The Highwyrdr, much like a The inventions of technits range in size from as small
mayor or earl, presides over functions and issues. It is as a child’s ball to as large as horse drawn carriages,
vital that he or she listen, heed, and consider the will of and even small houses. Each prized work functions in
the people; otherwise, great arguments spring up. ways as individual as the technit that created it. Some
When arguments do occur, they are planned events. cut vegetables, others superheat metal or create glass,
Discussion and flustered words can lead to insights while others can shoot crossbow bolts fifty at a time.
never before dreamed. The Brathunspar have various Technits have earned various names from the world
holidays and meeting days strictly for the sweeping abroad. Some call them “tinkers” for their love of tools
claims of artisans, scholars, priests, and technits to and experimentations. In Felarin, the wizards call them
make before their peers and friends. During these “masters of steel dragons” after the great technit Alfus
events, the higher the person, the more words are given Worldshaper, the first Brathunspar to study at the
to them. Podiums are offered, but usually through the famed Academy. But many others call them by curses,
ensuing debates chairs, tables, and other Brathunspar underfoot saboteurs, and various other obscenities for
are piled together to allow the speaker a higher vantage. their extreme viewpoints of rebuilding what didn’t need
Once the pillars topple, the individual’s time to speak touching in the first place.
concludes. Trade and Commerce: Brathnaii economy is not
The society of Brathnaii remains the same much of one in comparison to other lands. Gnomes of
throughout the lands, whether the people follow their the hollows simply barter and trade for goods and
professions in the cliffs of rock, hollows of hills, roots of services. In their view, everyone needs help or goods
trees, or groves of plains. One family or Brathun can from one time or another. Why charge for it, when you
easily travel to the another township and set up shop can trade? Gems may be valuable, but so are the works
without much worry. And when trouble arises, they bind of scholars, prayers of priests, and meat pies of bakers.
together to defeat the enemy. While Brathunspar accept The entire barter system depends on an equal sharing
the darker aspects of the world, they do take pains to of goods and services between parties. Some deals can
make sure that these do not get out of hand. include up ten parties, each giving something to another
Once every ten years, the Brathunspar travel to that a different party is willing to give in trade for
Lindaletempla, the musical tower of crystal on the something else. Elders are often needed to make sure
Moon Horse River. Here they bring artisan pieces for that the deals are square, and sometimes the Highwyrdr
the Sylvarian realm to accept in peace with their is ultimately included, whether they like it or not.
peoples. They speak here of tidings they have seen, or Trade between townships works the same as that
worries from the lands beyond. After these meetings, between individuals. During great festivals, founding
Brathunspar who wish to see the world of other folk days, and building days, Brathunspar gather together to
leave in a large ceremony. They gather to have their trade among communities. Here, families see each
memories spoken of by family and friends. Each other, make trades of news and goods, and plan the next
member is given a sash embroidered with their family’s festival after too much imbibing of mead and ale.
names, their profession, and prayers for safekeeping. Trade with other peoples are rare and hectic events.
Once out in the world, they are remembered fondly at At odd times of the year, every few years, Brathunspar
home. When travelers return, merrymaking and tale travel to bordering villages of Coria to sample human
spinning can last months. wares. Here the humans try to impress upon the
Technits: Brathunspar place respect and honor in the Brathunspar the meaning and value of coin; they believe
following of professions. Of these professions, one in buying, rather than bartering. The otherwise simple
particular of this race and no other is the Technit. act of exchange evolves into a chaotic mess of
Technits strive to understand the power of science and arguments, glove throwing, and finally shaking hands
engineering. They focus on the power of what they call and sharing pints.
mechnits - the science of gears, pulleys, and the laws of
nature.
BRATHUNSPAR
10
Religion: The Brathunspar follow gods as do other If any taboo exists, it is the destruction of knowledge.
races. They have devout worshippers, followers, and Forcing someone to live a life not fit for his or her mind,
priests among their numbers that call upon the heart, or soul is a prison to them the same as any room
pantheon to aid them in living, dying, and building. Of with bars. Choosing one’s path is the right of every
the pantheon, Brathunspar primarily focus on devotion living thing. Also, Brathunspar cannot stand the ending
to Wizerran (Jusarin), Gesjikie (Shinara), and Yialla of learning. People who hoard knowledge, burn books,
(Miellyah). hide libraries and goods locked away bring shivers to
any Brathun. “Learning for living, and living for
Wizerran (Jusarin) - Great technit of the mind and
learning” is a common expression. To end that lovely
spirit, keeper of lore, and majesty of kings. Of all
cycle is to commit a terrible crime.
powers in the pantheon, Jusarin is the one most
follow for his wisdom, insight, and knowledge. The
Brathunspar Traits
technits seek his fellowship through the Path of
Ability Score Changes. Your Consitution score
Dynasty.
increases by 2.
Gesjikie (Shinara) - Lady of misfortune and insight. If
Age. Brathunspar mature at the same rate humans do,
ever a great Brathunspar was in need of inspiration,
and most are expected to settle down into an adult
Shinara has brought that by breaking their technit
life by around age 40. They can live about 200
projects or sending dreams through the mead as
years.
they call it.
Alignment. Brathunspar are most often good. Those
Yialla (Miellyah) - Mother of the hearth, home, and
who tend toward law are sages, engineers,
heart. Of the pantheon, if Jusarin is the mind,
researchers, scholars, investigators, or inventors.
Miellyah is the heart. She is the lady of growing
Those who tend toward chaos are minstrels,
things, joys of the home, and keeper of children.
tricksters, wanderers, or fanciful jewelers. Brathnii
Hiellendale (Kith-Jora) - Lord of the wilds and beasts
are good-hearted, and even the tricksters among
of the earth. Kith-Jora loves the people of the
them are more playful than vicious.
Brathnaii Hollows in some ways as he does the
Size. Brathunspar stand between 2 and a half feet and
Sylvari. Their common and simple ways and
four feet tall and average less than 90 pounds. Your
protection of the wild places gave him pause to
size is Small.
create the Tirnook aspens, holy trees that hide the
Speed. Your base walking speed is 25 feet.
paths into their homeland from the ground.
Low-Light Vision. You can see in dim light within 120
Marcierlyn (Telemor) - Lord of art, color, and the
feet as though it was bright light and can see twice
creative genius.
as far as a human in starlight, moonlight, torchlight,
Rosshun (Solanis) - Lord of the sun and light.
and similar conditions of poor illumination. You
Caelis (Tyrannis) - Wench of terrible pain and
retain the ability to distinguish color and detail
gnawing anger.
under these conditions.
Zornthee (Anskar) - Lord of terror from the skies and
Brathunspar Cunning. You have advantage on all
deep.
Intelligence, Wisdom, and Charisma saving throws
Sorjourn (D’hurgen) - Lord of soft endings and
against magic.
mourning.
Languages. You can speak, read, and write Brathnii and
Frievir (Vilathera) - Lady of the hunt and provider.
your choice of Apaponese or Anathari.
Lauriel (Lysora) - Lady of care and peace.
Iron Brathunspar
Values and Taboos: Brathunspar covet knowledge
and ideas. Inventions in the home, their work, and the
An unusually strong group of brathunspar with closer
world at large inspire them. They have a love of growing
khordish roots than many others, iron brathnii are
and living, of tending groves and gardens, of raising
tough and stalwart.
families, and of increasing their own aptitude. The
people of the hollows value strength of heart, stoutness
Ability Score Changes. Your Strength score increases
of mind, and labors of love.
by 2, but your Wisdom score decreases by 2.
Unlike many other races, the Brathunspar understand
Iron Brathunspar Combat Training. You gain
the need to learn about, but not fall to, the dark. Living
proficiency with medium armor, light shields, heavy
always in the sun, never blinking will leave you blind. shields, maces, and warhammers.
But closing the eyes and seeking only shadows in one’s Tool Proficiencies. You gain proficiency with your
life can also end learning. They accept their darker choice of jeweler’s tools, weaponsmith’s tools, or
brethren, though they always seek the middle road. At armorsmith’s tools.
times, some may falter too far, becoming twisted and
truly evil. At those times, all come together - regardless
of creed - to either help their friend out, or to end their
blight.
BRATHUNSPAR
11
If someone is seen to be abusing it, whether from
Meadow Brathunspar
overfishing or worse, attacking other travelers in the
Meadow Brathunspar are a cheerful people that are
river way, it is not uncommon for them to suddenly be
capable of speaking with small creatures when they
besieged in the night, overtaken by numberous tiny
wish and these heart folk are well renowned for their
figures that emerge from the water and escape back
toxins and tonics.
into it afterward, never to be seen. Given the brathnii’s
helpful nature, these claims of brathunspar assault are
Ability Score Changes. Your Intelligence score
rarely taken seriously if they even get reported in the
increases by 2, but your Strength score decreases
first place. They rarely kill others, but will steal, set
by 2.
captured animals free, or puncture ships in shallower
Natural Born Alchemists. You gain proficiency with
waterways.
your choice of the Herbalism Kit or Poisoner’s Kit
and with the Alchemy crafting skill.
Ability Score Changes. Your Strength score increases
Innate Spellcasting. You can cast the Speak with
by 2, but your Wisdom score decreases by 2.
Animals spell to speak with any burrowing
Current Shaper. You know the shape water cantrip.
mammal a number of times equal to 1 + your
Intelligence is your spellcasting ability for this spell.
Charisma modifier. You regain all expended uses
River-Dweller. You have a swim speed of 35 feet, and
when you finish a long rest.
you can hold your breath for up to 10 minutes at a
time.
River Brathunspar
River Guide. As a bonus action, you can touch another
creature with one or both of your hands and impart
Among the criss-crossing rivers of the twin continents of
them with skill in swimming. That creature gains a
Ashek and Sar’Mak dwell the lively river brathnii, a
kindly group of people that are small of stature but big swim speed equal to your swim speed while you are
of heart. An oddity of their kind, the river brathnii are touching them. You can only grant a single creature
very open with their lives. They do not seek to hide away this swim speed at a time.
from other races as their forest and starseeker cousins
Starseeker Brathunspar
do, but instead build small villages amongst their family
groups and closest friends along the banks of the rivers
The starseeker brathunspar come from the far-off land
for which they are named. They are friendly and
of Ashek where they live alongside the peaceful cosmic
welcoming, and tend to be seen as a good omen for
sylvari. The starseekers are known for a nearly unique
travelers.
art they practice—that of astronomy. Through their
These are some of the largest of the brathunspar,
study of the stars, they have developed numerous
often standing from 3 to 4 feet tall and having a slightly
unique spells and uses of magic that are found nowhere
bluish tinge to their skin that is noticeable under close
else. They are slow to share these spells, and so few
inspection. They are thinner and more lithe than iron
outside of the starseekers and cosmic sylvari even know
brathnii, but share the grand nose that marks their
of their existence, much less how to use them.
races. They have a tendency to swim on their back,
Unlike other brathunspar, the starseekers see
letting their noses stick from the water like the dorsal
technology as a thing to be avoided, though not
fin of a great fish. They tend to keep their hair and
necessarily feared nor hated. They believe the use of
beards relatively short as it has a tendency to slow them
magic to be purely superior to things made of materials
or get caught while they swim through the rivers.
of the world.
Despite this, they do enjoy styling their beards, and
Outside of their sylvari companions, the starseekers
some even carve patterns into their hair and beard,
typically shun contact with outsiders, seeking company
though this is most common amongst the eldest of the
only amongst each other. They believe only through a
river brathunspar who do it as a status symbol of sorts.
shared likeness can one completely trust another
Their hair tends to be brown or black, though very
enough to share dangerous secrets such as magic, and
quickly turns white amongst both males and females.
so they prefer those of their own blood.
Outgoing and adventurous, river brathunspar quickly
befriend others who stumble upon their homes or their
rivers. They often offer to help guide ships along rivers
out toward sea or to other river brathnii villages along
the river that they know of. Those skilled in magic often
learn spells that help to increase swimming and sailing
speeds, helping ships pass through much quicker and
safer from potentially harmful creatures that may prowl
the banks.
Despite their seemingly carefree nature, river
brathunspar are stalwart protectors of their waterways.
BRATHUNSPAR
12
Ability Score Changes. Your Intelligence score other’s shared ideas, entire societies becoming psuedo-
increases by 2, but your Charisma score decreases hiveminds.
by 2. Over the time they have lived in the Underground, the
Magic of the Stars. You know the dancing lights cantrip. yugulmitz and their culture has someone degenerated,
When you reach 3rd level, you can cast the guiding and they have lost much of their tinkering desires.
bolt spell as a 2nd-level spell once with this trait Yugulmitz have no sort of clocks or time devices like
and regain the ability to do so when you finish a those of the deep sylvari, and have even forgotten the
long rest. When you reach 5th level, you can cast need for a calendar. They simply wake up together due
the moonbeam spell once with this trait and regain to their linked minds, and sleep together, letting their
the ability to do so when you finish a long rest. society move forward with the combined work of all of
Intelligence is your spellcasting ability for these them together.
spells. If you would deal damage with a spell cast Many yugulmitz don’t even have a concept of the past,
with this trait, it deals force damage instead of its present, or future anymore, not caring about any sort of
normal damage type. concept of time. This is much more likely in larger
societies where large groups are able to keep each other
Yugulmitz
in check, while more individuality is shown if they are
removed from these situations. Those who are removed
Dark Brathnii, called yugulmitz in their own language,
will slowly come to act more closely to a surface
are a brathnii subrace that live deep underground.
brathunspar, albeit without their knowledge and love of
While their surface cousins are known for their innate
crafting and tinkering. The yugulmitz are still a simple
magical strength and tinkering prowess, the yugulmitz
people, even if not kept in check by their hivemind
survived underground by maintaining paranoia and a
societies.
growing mental might, working hard to keep their
Among the yugulmitz, entertainment is still enjoyed,
underground societies secret.
particularly non-visual enjoyment such as music that
Dark brathnii are believes to have always lived
can easily be shared through the communal psionic link.
underground, descending from the brathnii who dwelt
Religion: The yugulmitz follow gods just like any
close to their old cousins, the Khordaldrum, and ended
intelligent people, but with odd variations. Due to their
up interbreeding with them much longer than others.
roots and their slow degeneration and forgetting of
These resulting brathnii were stockier and stronger
histories, they believe in an altered pantheon that is a
than the rest of their kind and over time their skin began
mixture of the Khordaldrum and Brathunspar deities.
to turn a dark color, matching that of the stone around
The primary deities they follow are Wizteriz (Jusarin),
them and helping them to hide, especially from the
Gamultinik (Kharox), and Culdar Grond (Rydor).
ghostly deep sylvarin. Due to their interbreeding, these
Dress: The yugulmitz have little wish to dress
brathnii inherited much of the famous khordish
eccentrically, instead typically going shirtless or with
stubbornness, though tempered by the brathnii good-
only minor scraps of clothing in order to make the most
hearted and kind nature.
of their natural camoflague. Both males and females
The People: Yugulmitz typically stand a bit taller than
make use of the same materials and styles, which are
other brathnii, with males typically standing between 3
both very minimal. They make use of tanned and treated
and 4 feet tall, and females just slightly shorter. They
mushroom skins for clothing often, though some
are both much stockier and stronger than overworld
societal groups instead prefer exoskeletons of large
brathnii with their bodies resembling the tourgaldrum
spiders, scorpions, and other creatures that stalk the
or khordaldrum. Yugulmitz have dark and bumpy skin,
underdark.
resembling natural solid stone, especially on their back
The clothing they do wear is always very basic and
where it forms into almost a shell and can protect them
minimal, as they rarely care much about it in the
from small falling stones or stalagtites. Most males keep
relatively cool and comfortable areas they live in.
their hair relatively short and cropped, while females
Additionally, clothing traps too much heat, letting them
will let it grow longer, normally to their shoulders. The
be easily seen by their enemies.
hair of dark brathnii is always some shade gray, but
ranges from almost white to almost black.
Yugulmitz can live a bit longer than surface brathnii
due to their enlightened minds, but with the dangers of
the Underground, they rarely do. The estimated
maximum lifespan of a yugulmitz is around 250 to 300
years, but the average lifespan is closer to 100 to 150.
Culture and Society: Unlike the highly industrious
surface brathunspar, the yugulmitz rely far more on
magic and psionic power to protect themselves.
However, this heavy reliance on shared psionic energy
has caused them to largely be drawn toward each
BRATHUNSPAR
13
Trade and Commerce: While yugulmitz typically prefer
not to interact with others more than they need to, even
going as far as to psionically warn each other about
approaching visitors and turning their societies into
little more than ghost cities underground. If they can be
found and coaxed into trusting someone, they do trade
occasionally, and this is where their true skills come out
to shine. The yugulmitz are exceptionally good at crystal
craft, creating interesting objects and powerful psionic
items from the crystals that are very prevalent in the
areas they live.
Names: Unlike their surface cousins, the yugulmitz
use a single name throughout their life, but do not use a
family name, instead taking a single name as a full
society. This can often cause some confusion with
outsiders, but makes it very easy for two yugulmitz to
identify each other. Outside of this, they use similar
names to surface Brathunspar, but are also known to
take Khordish names, or even make a blend of the two
for an odd yet unique sounding name.
Ability Score Changes. Your Wisdom score increases by
2, but your Dexterity score decreases by 2.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. 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.
Naturally Psionic. You know the telekinetic push and
send thoughts talents. Wisdom is your manifesting
ability for these talents. In addition, you gain
proficiency in the Psionics skill.
Stone Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in rocky terrain.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely
on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct
sunlight.
BRATHUNSPAR
14
come back to find their homes have been “picked”
HORT IN STATURE BUT MIGHTY OF HEART, THE
Cidals are one of the more misunderstood clean.
races of Antaron, mostly due to ignorance. Moundlins (Stumps): Moundlins are of a stockier
Many people have no idea that there are build than the Shadelins, with less accentuated ears,
different kinds of Cids, as the ones they and resemble portly humans more than Sylvari. They
usually see are merely a part of the whole. In are usually shorter (three to three and a half feet tall)
fact, many well-travelled people have than their cousins and prefer to wear more earth tones
wandered throughout Antaron without ever having seen and practical colors. Their hair is often very curly and
the full spectrum of Cidals. Some of these small folk short, ranging from dark brown to black in color. They
cannot seem to experience enough of the world, while have medium to dark skin tones and eyes that are
others are reclusive, fearful of the Big Folk or “Sigies” usually green or blue.
(pronounced S-eye-gees), and more than happy to keep Stumps are farmers and social creatures. They do not
to themselves. share the wanderlust of their cousins, but prefer instead
The People: The Cidals are a race that is short (three a good comfortable home, hard work, good food, and
to four feet tall) and live for about seventy to ninety good ale. They are materialistic in a mild way, liking
years. In the company of the Cidals, one can hear them good craftsmanship and items that have a long history.
use special terms for each other: Picks, Stumps, and Stumps are well aware of Pick habits and will have
Loavens. These affectionate nicknames are used only by special sets of cutlery, dishes, and “stuff” they bring out
the Cidals themselves, as other races merely refer to all when Picks are around; they refer to these items as
of them as “Cids.” If a non-Cidal uses the terms “Picklooms.” These possessions are expected to
incorrectly, they will be openly mocked and told to mind disappear; in fact, Stumps will often get together and
their place. But if that outsider uses the term properly, gossip about which Pick took what. If a threat appears
they will often find themselves receiving respect not to the community, Stumps are the warriors, stubborn as
often given the usual Sigie. oxen and willing to take on any Sigie that gets in their
The official terms of Shadelins, Moundlins, and way.
Shawlins are what the Cidals use when referring to The Stumps tend to live in homes build into, or
themselves among Sigies, and are what the few resembling, the hills themselves. They often have vast
scholars that have sought out the Cids use as reference. cellars for keeping ale and other fine spirits, and
Apparently, the Cidals think that you have to use big frequently possess drying houses and smoking huts, as
names, or the big folk won’t listen to you. well. Stump homes always smell of rich foods cooking
Shadelins (Picks): Shadelins possess a similar build and dark ales brewing.
to that of the Sylvari, though they lack the graceful Shawlins (Loavens): Despite the fact that long term
movement of the elder race. Skin tones range from fair unions between Picks and Stumps rarely work, there
to medium, with hair and eye color similar to that of are many examples of half-breeds in Cidal communities.
Sylvari. Shadelins prefer to wear bright, bold (often In fact, there seems to be a stage in a female Moundlin’s
mismatched) clothing, and almost always wear their life - between the ages of sixteen and twenty - where
hair long - pulled back into a single knot, two pony tails, inexplicably, they find Pick males very attractive. These
or sometimes a multitude of braids. Males stand mixed blood Cids are obvious to the Cidals themselves,
between three and a half to four feet, with females but are much harder for other races to spot. They have
slightly shorter. the full spectrum of body types, facial features, skin
Picks are extremely curious people, a trait that often tones, and eye colors of both Stumps and Picks. If you
ends their lives before their time (“Hey? Is that a see a Cid with a thin body, long ears, and curly hair,
Dragon? I’ve got to see!”). They are more carefree than chances are that they’re a Loaven.
their Stump cousins, and are known for having Shawlins are the most likely Cids to become
extended periods of wanderlust when they will travel successful adventurers. They get their wanderlust from
aimlessly across the world just because they want to see the Shadelin side, but the practical Moundlin side tags
it. They have no real sense of personal property, and are along and at least keeps them well-equipped. The name
often accused of stealing. Actually, Shadelins are not “Loaven” comes from a Cidal delicacy called Loavenus.
materialistic and merely like to examine new things for It is a sweet bread that the Cidal make that, depending
awhile before they grow bored and forget about the on which family recipe is used, tastes completely
item. different. Some are caramel-oats, some are berries-
Picks tend to live in homes built within or high up in wheat, while others are combinations of nuts, fruits and
trees, with elaborate ladders and ropes to swing down grains. Regardless, they all are hardy loaves that stay
from in case of unexpected emergencies. Of course, a good for months, and will sustain a person on the road
Pick always has a Stump build his house while for days.
examining all of his tools. Due to their wanderlust,
Picks often abandon their houses for years, only to
CIDAL
16
Shawlins tend toward hillside homes, but will often move, and the Loavens just pray for everyone to keep
spend time on flower gardens and wood/brick passing the dishes.
structures that, according to most Stumps, “stand out It has been noted but never fully explained, but Cidals
like a sore thumb.” They also have a great love of bees, (especially Picks) and Khordaldrum do not mix. The
and often make homes for the insects to harvest honey. two races just do not get along well.
Stumps and Picks both love honey and the mead that Trade and Commerce: Trade between the Cidal lands
comes form it, and are quite glad to leave the harvesting of Goodhome and Kindwell and the rest of the world is
of honey to the Loavens. sparse. Actually, most of the trading occurs only when
More Loavens enter the Cidal clergy to serve as Sylvari and human merchants make the journey
priests than their other brethren. Why Loavens are themselves. The Cidals will trade smokeweed, tanu, ale,
attracted to this profession is unknown, but many mead, honey, and some foodstuff in order to get metals,
believe it is because they have the sense of both Cidal high quality crafted pieces of carpentry, and other items
selves. of interest. Picklooms are often traded for with these
Language: The language of the Cidals is an merchants.
interesting one to listen to, as it is not really a distinct Two items made by the Cidals are very unique, and
language, but rather a mix of many tongues. Cidals use therefore highly sought after by merchants. The first are
many Sylvari words side by side with Khordaldrum, cabinets that are made for holding small items for
Brathunspar, and words from various human dialects. It display. These cabinets are unique in that the Cidals
is almost as if the language is a mash of acquired words have become quite adept at building secret
that the Cidals have put together into their own. compartments and drawers into the cabinet without it
Stumps within Goodhome have a particular dialect, being obvious. The second items are called Boxes of
noticeable in the way they tend to pronounce long “e” as Wonder. These are small wooden boxes with a set of
“a” and long “a” as “e”. Thus a Stump will say “Have e moving pieces on the top - squares that shift around like
good Dey.” Picks, probably due to their traveling and a puzzle. To open the box, you must first solve the
greater exposure to other cultures, tend toward more puzzle. These boxes are often called “Pickholders” by
human pronunciations of words. Loavens of Goodhome the Stumps, as they cause many a Pick to stay still for
often talk with a slight accent, changing their e’s and a’s awhile while they try to solve the puzzle.
only once in awhile. Religion: All gods are recognized by the Cidal, but the
Culture and Society: Cids live in small farming Stumps favor the goddess Ma Meil (Miellyah) and the
communities called “hams” (Tottle-ham, Brook-ham, Picks worship Sheilin (Shinara). Loavens generally
Blamen-ham, Kendal-ham are some Cidal community worship both equally. The Cidals tend to have their own
names). Governing, policing and militia are usually run names for the gods, taken from their regular names and
by the Stumps or the occasional Loaven. Despite the shortened a bit. For example:
obvious differences among them, the three subraces
Lysora - Lysa
actually get along well. There is a fair amount of
Miellyah - Ma Meil
squabbling and bickering, not to mention the gossiping,
Kith-Jora - Keithee
but in the end they have a high level of acceptance for
Shinara - Sheilin
each other, and a definite balance exists between them.
Solaris - Sal
Without the Stumps, Picks would have no towns, no
Therassor - Teri
structure, and nowhere to call home. Without the Picks,
D’hurgen - Hurgee
Stumps would become bored, stagnant, and never hear
Kharox - Old Grumpy
about the outside world. Without the Loavens, the
differences between the other two would become
Values and Taboos: Cidals very much believe that it
polarized.
takes a village to raise a child. Children are very special
No matter which Cid is which, all of them love a good
to them, with everyone taking part in their care and
social gathering. Every Cid will celebrate their naming
upbringing. Even Picks, once they have a child, will not
day with a tosh. This is a gathering of friends and family
leave home for wandering until the child reaches the
at the home of the Cid; basically, a dinner that will last
naming age of thirteen. When a Cidal child reaches this
throughout the evening. Many small courses are
age, they are allowed to pick a naming day. On that day
prepared, and a friendly competition always arises over
there is a huge tosh, and the child will pick the name
how many different dishes of food can be presented
that they will go by for the rest of their lives, leaving
before no one can eat anymore. Every dish is served
behind the childhood name given by their mother.
with a different beverage, whether it be an ale, mead, or
Overall, the Cidals have very rigid ideas about what
a strong spirit drink that the Cidals make from berries
should have a celebration and what should not.
called tanu. It is at toshs that Picks, Stumps, and
Marriage is celebrated, a Naming Day is a special day,
Loavens get along the best. It is said the Stumps are too
and harvest week is a great festival in most Cidal
drunk to worry about the Picks, the Picks are too full to
communities.
CIDAL
17
All Cidals love gossiping. They will discuss the goings- The People: Ghostlins are slightly shorter than other
on of the town, the nearby towns, this family, that cidals, standing only 2 and a half to 3 and a half feet tall,
family, and so on. Naturally, this gossiping often comes with males and females being matching in height. They
around to the ears of the people being gossiped about. are often thinner than surface cidal species. Ghostlins,
Yet it doesn’t bother them, for the Cids see gossip as who are referred to as lurks by themselves or other
idle chatter that all good people take part in because Cidal, have extremely pale and occasionally partially
they are concerned for the well being of their neighbors. translucent skin as well as bright red or rarely, white,
However, talking badly about another, or spreading eyes and white or light gray hair. The spooks are weird
mean or insidious rumors is frowned upon, called in a sense that their hair typically grows straight up, but
“Sigietalk,” and considered one of the worst taboos. For only a few inches for males, while females’ hair will
a Pick, the worst insult possible is for someone to call grow longer, eventually falling back in a wave of sorts.
them a thief. A Pick does not steal - he borrows, he Lurks rarely live as long as stumps and picks due to
picks up, he finds things, or he puts in his pocket and danger and their excessive bravery and curiosity that
forgets about something. They really don’t understand they retained from their ancestors. lurks still celebrate
the concept of ownership, and they are so very curious. many of the same traditions other Cids do, especially
No Cidal will stand by while another is in trouble. their naming day and love of social gatherings.
Even the most stubborn Stump will leave his fields to Lurks are very kindly and goodhearted people,
help another in need. Their sense of community is helping, laughing, and partying with any they find in
strong, making them a force to reckon with that many their otherwise wretched home.
would discount. Culture and Society: Lurks love a party, and the
danger of the Underground does nothing to put a
Cidal Traits damper on this. Like other Cids, lurks live in “hams”,
with the largest of them being Yippy-ham. Being most
Ability Score Improvement. Your Dexterity score
closely related to picks, lurks are often still full of
increases by 2, but your Strength score decreases
wanderlust and wish to see more, but unlike picks, they
by 2.
tend to do their exploring entirely in groups. It isn’t an
Size. Most Cidals stand 3 to 4 feet tall. Your size is
uncommon sight in the Underground to see a group of
small.
ten or more spooks traveling around, sightseeing, and
Speed. Your base walking speed is 25 feet.
protecting each other as well as trying to make friendly
Brave. You have advantage on saving throws against
with anything that moves and doesn’t immediately
being frightened.
attack them. The one exception to this is with
Gossiping Folk. You gain proficiency in the Deception
Khordaldrum, and especially with the Tourgaldrum—
skill.
the Underground dwelling Khord descendents. It is
Lucky. When you roll a 1 on an attack roll, ability check,
unsure why this is, but it seems that the Tourgs, or
or saving throw, you can reroll the die. You must
Tourgies as the lurks refer to them, share this disdain
use the new result, even if it is a 1.
for the lurks.
Languages. You can speak, read, and write Cidal, your
Lurks despise harming the natural environment, even
choice of Apaponese or Anathari, and one language
going so far as to not mine at all in the Underground.
of your choice. The language of the Cidals is an
They will still build, but typically use materials that are
interesting one to listen to, as it is not really a
natural to the area. An exception to this is using magic
distinct language, but rather a mix of many
such as mold earth or psionic powers to reshape the
tongues. Cidals use many Sylvari words side by
environment without harming it. They have no problem
side with Khordaldrum, Brathunspar, and words
with using tunnels and the like made by other peoples,
from various human dialects. It is almost as if the
but will not make them themselves.
language is a mash of acquired words that the
Religion: The lurks recognize all gods similarly to
Cidals have put together into their own.
their ancestors, and share the same naming scheme for
Subrace. There are three subraces among the Cidal:
them with the most commonly worshipped deities being
The Shadelings, Moundlings, or Shawlings. Choose
Sheilin or Shinara, Ma Meil or Miellyah, and Lysa or
one of these subraces.
Lysora.
Ghostlin Dress: Ghostlins have a dress that offsets their drab
appearance, often favoring colorful clothing if they can
Ghostlins, a term some consider derogatory in nature
obtain it. They are known to use ground mushrooms
even though the people themselves don’s seem to care,
and insects to make vibrant dies, and will die
are a small group of wandering cidal that make their
mushroom-leather for clothing. These dyes are
home in the Underground. It is believed they originally
especially used for ceremonies or toshs. The lurks will
came from a group of adventuring shadelins that ended
party like any other Cids, and use these colors to
up too far from home and unable to find their way
express themselves.
home.
CIDAL
18
Trade and Commerce: Ghostlins are exceptional
craftsman when it comes to clothing and
leatherworking, but are not great at working metal.
They do enjoy carving mushroom stalk or the rare wood
from trees that do grow in the Underground, but they
are far from the best at it. When they do trade, it is often
trading clothing or even leather armor away in return
for wood, metal objects, or even just stories and
company. It is not uncommon for a lurk to give away
some of his or her goods in order to have a reason to
spend time with others, talking and laughing.
Ability Score Changes. Your Intelligence score
increases by 2.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. 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.
Naturally Psionic. You know the nomadic mind talent
and the charming presence power and can manifest
them at will. Intelligence is your manifesting ability
for these manifestations. In addition, you gain
proficiency in the Psionics skill.
Languages. You can speak, read, and write Untocor.
Moundlin
Ability Score Changes. Your Constitution score
increases by 2.
Perfectionist. You gain advantage on any check made
using one set of artisan’s tools that you are
proficient with of your choice. This choice cannot
be changed later.
Lead Stomach. You have immunity against ingested
poisons.
Shadelin
Ability Score Changes. Your Charisma score increases
by 2.
Eccentric. You gain proficiency in the Performance
skill.
Nimble. You can move through the space of any
creature that is of a size larger than yours.
W anderlust. Your movement speed increases to 35 feet.
Shawlin
Ability Score Changes. Your Wisdom score increases by
2.
Master Chef. You gain proficiency with cook’s utensils.
Mediator. You gain proficiency in the Persuasion and
Diplomacy skills.
CIDAL
19
societies. These societies do still stay rather separate
RAGONBORN ARE A RACE OF DRACONIC CREATURES
created by the most powerful of dragons from other races, and with the still relatively low
originally to act as their emissaries among population of dragonborn in the world, they are
‘lesser peoples’. At that time, dragonborn sometimes believed to be a myth and are often mistaken
weren’t born naturally, but instead were for bulkier slaa’kar. Despite this, they often still behave
creatures reborn from non-draconic similarly to their ancient ancestors, though dragonborn
humanoids who, to prove their devotion to the of muddled heritage are much more like humans with a
powerful dragons of the world, willingly took on lot of variation, and ‘pure’ dragonborn are far more
draconic traits in place of their original biology. These similar. For example, a pure red dragonborn will often
creatures always matched the alignment of their be avaricious and hateful, caring only for themselves,
draconic adoptive parents, and spread the word of their while a muddled red dragonborn who has ancestors of
might through the world. gold, black, silver, or others may be far more calm and
Dragonborn were originally very powerful creatures polite, not resembling red dragons themselves.
who resembled their draconic adoptive parents. They The scales and horns of dragonborn also depend on
had strong determination and were natural leaders who their bloodline. A pure amethyst dragonborn will have
took on the responsibility to lead the battle against other scales that are close to lavender or some shade of pale
dragons who would doubt the strength of their purple in color, and the scales will appear like naturally
parentage. Many consider the dragonborn to be a lesser formed mineral crystals, while a pure white dragonborn
version of the dragonspawn, massive creatures will often have a ridge from the back of their head and
descended from true dragons that were created to fight their horns will be partially transparent like ice with
powerful creatures and the avatars of opposing gods. scales from white to gray and very smooth. Muddled
Despite this, there seems to be no correlation between dragonborn often have very plain looking horns that
the two. push back, but often curve somewhat, resembling an
Since the time of their creation, dragonborn have odd mixture between their ancestors and their scales
begun to breed with each other, giving birth to a true are small and fine.
race, born naturally and without needing an infusion of Culture and Society: The culture of dragonborn has
power from true dragons. This has weakened the race evolved to largely be militaristic whilst still including
considerably, but has given them more freedom to live diplomacy. This however, is largely impacted by the type
their own lives, even at the cost of their draconic of dragonborn who live in the society. A society full of
strength. Some, wishing to further themselves even pure red dragonborn will be almost entirely militaristic
moreso from dragons, have taken up jobs as dragon with the strongest of them being chosen as their ruler,
hunters, and this reputation has spread and begun while a society of pure amethyst dragonborn will tend
accounting for a majority of their race. toward diplomatic and scholarly debate. Muddled
The People: Dragonborn are a powerfully built people dragonborn tend toward the center, voting on elected
and stand a head above many other races, averaging officials or choosing them through other, typically non-
almost 7 feet tall and almost 300 pounds. Their hands violent, methods. Much of pure dragonborn society is
and feet are strong, talonlike claws with three fingers highly decorated, showing wealth and power while
and a thumb on each hand. They are clad in scales muddled dragonborn tend toward authoritarian styles,
resembling those of dragons, though due to the favoring function or appearance.
interbreeding of many different types, the colors have Religion: Pure dragonborn often believe in their own
become muddled and most dragonborn appear as might a lot, but will do anything they can to grow
brownish or black. Dragonborn also lack wings or a tail, stronger and so will occasionally follow gods, even
giving them a much different appearance from the while having the lowest rate of worship among races
novaldra people. Despite this, some socieities of with just under 90 percent of pure dragonborn following
dragonborn have ensured the different colors stay deities. Almost every muddled dragonborn follows a
separate. While this has caused prejudicies against deity, however, and so they tend to blend into other
standard interbred dragonborn from these ‘pure’ societies better. When a dragonborn does follow a god,
dragonborn, it has also kept bloodlines more pure, they tend toward powerful gods and those of strength,
allowing for vibrant colored scales that resemble these often leaning toward Thadril Anskar, and some
dragonborn’s ancient ancestors. In addition to these, a worshipping Therassor or Bakloran as well.
dragonborn granted a gift of power from its own
draconic ancestor type will have its scales changed to
match that specific dragon’s colors, including the exact
shade.
Dragonborn used to live in barbaric tribes when they
first began moving away from their ancient roots,
starting as a race of their own. Luckily for them, they
have come far from those times and instead create full
DRAGONBORN
21
Dress: While dragonborn cannot consume inanimate Breath Weapon. You can use your action to exhale
matter for sustenance like their draconic ancestors, they destructive energy in your choice of a line 30 feet
do tend to like the same sorts of treasure and enjoy long and 5 feet wide, or a 15-foot cone. Your
incorporating it into their clothing. Pure amethyst draconic ancestry determines the damage type of
dragonborns, for example, often embroider or stud their the exhalation. When you use your breath weapon,
clothing or gear with amethysts, and pure red each creature in the area of the exhalation must
dragonborn are known for having gaudy equipment, make a saving throw, the type of which is
including mass amounts of jewelry, gold trimmed armor determined by your draconic ancestry. The DC for
or even fully gilded armor occasionally, and all sorts of this saving throw equals 8 + your Constitution
gemstones lining every part of their gear. Muddled modifier + your proficiency bonus. A creature takes
dragonborn typically have much more plain clothing, 5d4 damage on a failed save, and half as much
preferring simple robes and the like or plain, unpainted damage on a successful one. The damage increases
armor. to 7d4 at 5th level, 9d4 at 11th level, and 11d4 at
Trade and Commerce: Dragonborn, especially pure 17th level. After you use your breath weapon, you
dragonborn, are typically somewhat xenophobic, but for can’t use it again until you complete a long rest.
good reason. The world is inhospitable to ones that look You can use your breath weapon an additional time
so much like the creatures that kill their sons and burn at 5th level (2 times), 11th level (3 uses) and at 17th
their homes. Dragonborn much prefer to live in their level (4 times).
own societies surrounded by their own people, but also Languages. You can speak, read, and write Draconic
feel a natural drive for exploration that is hard to put and your choice of Apaponese or Anathari.
down. Due to this, the ones that do venture out often Draconic Ancestry. You are descended from one type of
‘sell’ themselves as mercenaries and the like. This is far dragon. You gain features for your appropriate
more common among muddled dragonborn, furthering dragon ancestry subrace.
the believe that dragonborn are simply a bulkier slaa’kar
Am ethyst Dragon Anc estry
due to their similarities in appearance. A pure
dragonborn is almost never mistaken for a slaa’kar,
Amethyst dragonborn are very regal and magnanimous.
excluding some of the green, black, or white
They speak in low tones and treat all beings with dignity
dragonborn. Outside of this, some have proven
until proven they should not. Pure amethyst dragonborn
themselves as craftsman or especially as spellcasters,
have lavender colored scales and lack standard horns,
drawing upon their draconic heritage for power.
instead having two large teeth jutting up from near the
front of the jaw, similar to an orc’s tusks in appearance.
Dragonborn Traits They also often develop fin-like protrusions that lie
along the sides of their head and can frill forward
Your dragonborn character has the following racial
similar to a cobra’s hood.
traits
Ability Score Increase. Your Intelligence score
Ability Score Changes. Your Constitution score
increases by 2.
increases by 2 and Your Dexterity score is reduced
Alignment. Pure amethyst are calm and think things
by 2.
through without outside interference. They are
Age. Young dragonborn grow quickly. They walk hours
typically Neutral.
after hatching, attain the size and development of a
Kinetic Breath. Your breath weapon imposes a
10-year-old human child by the age of 3, and reach
Constitution saving throw and the creature is
adulthood by 15. They often live to be around 200
restrained until the end of its next turn on a failure.
due to their draconic bloodline.
As a bonus action on your turn, you may hurl a
Size. Dragonborn are taller and heavier than humans,
creature restrained by this breath attack up to 10
standing almost 7 feet tall and averaging almost
feet. This distance increases by 10 feet at 5th level
300 pounds. Your size is Medium.
(20 feet), 11th level (30), and 17th (40 feet). A
Speed. Your base walking speed is 30 feet.
creature takes 1d6 bludgeoning damage for every
Natural Armor. You have tough, scaly skin. When you
10 feet traveled in this way. You also have
aren’t wearing armor, your AC is 13 + your
resistance to force damage.
Dexterity modifier. You can use your natural armor
Supernaturally Calm. You have advantage on all checks
to determine your AC if the armor you wear would
made to calm another creature.
leave you with a lower AC. A shield’s benefits apply
as normal while you use your natural armor.
DRAGONBORN
22
Black Dragon Anc estry Bronze Dragon Anc estry
Black dragonborn are known for their viciousness, and Bronze dragonborn can often be found aboard ships,
are well accustomed to swampy terrain. harnessing their natural affinity for the sea.
Ability Score Increase. Your Wisdom score increases by Ability Score Increase. Your Strength score increases
2. by 2.
Alignment. Pure black dragonborn are far and away the Alignment. Pure bronze dragonborn are curious,
most vile tempered and cruel of dragonborn. They nquisitive, and have a strong sense of justice. They
are typically Chaotic Evil. are typically Lawful Good.
Acid Breath. Your breath weapon imposes a Dexterity Lightning Breath. Your breath weapon imposes a
saving throw and deals acid damage. You also have Dexterity saving throw and deals lightning damage.
resistance to acid damage. A creature that fails its You also have resistance to lightning damage.
saving throw takes half as much damage at the Repulsion Breath. You can exhale repulsion energy
beginning of its next turn. using your breath weapon. Each creature in the
Brutal and Cruel. You add your Constitution modifier to area must succeed on a Strength saving throw or
the damage of your breath weapon. be pushed 15 feet away from you. This increases by
5 feet at 5th level (20 feet), 11th level (25 feet), and
Blue Dragon Anc estry
17th level (30 feet).
Dragon of the Coast. You have a swim speed of 30 feet.
Without wings, blue dragonborn harness the sands of
their desert homelands to ambush their foes.
Cobalt Dragon Anc estry
Ability Score Increase. Your Charisma score increases
The cobalt dragonborn of Ashek are a scourge upon the
by 2.
land, bearing the power of one of the most dangerous
Alignment. Pure blue dragonborn are orderly and
ferrous dragons of the land. They are known for being
manipulative. They are typically Lawful Evil.
cruel, cunning, and seeking to dominate any and all
Lightning Breath. Your breath weapon imposes a
creatures they come into contact with.
Dexterity saving throw and deals lightning damage.
You also have resistance to lightning damage. A Ability Score Changes. Your Wisdom score increases by
creature that fails its saving throw is also stunned 2.
until the start of its next turn. Alignment. Pure cobalt dragonborn are despicable,
Desert Predator. You have proficiency in Stealth. cruel, and tyrannical. They are typically Lawful Evil.
Magnetic Breath. Your breath weapon imposes a
Brass Dragon Anc estry
Strength saving throw, and the creature is
restrained until the end of your next turn on a
Infamously gregarious, brass dragonborn make a point
failure. If the target is wearing ferrous armor, such
to speak to anyone they find interesting.
as that of steel or adamantine, the target is instead
Ability Score Increase. Your Charisma score increases paralyzed. You also have resistance to lightning
by 2. damage.
Alignment. Pure brass dragonborn are benign and Rule Through Fear. You gain proficiency in the
carefree, and love to talk with anyone. They are Intimidation skill.
typically Chaotic Good.
Fire Breath. Your breath weapon imposes a Dexterity
saving throw and deals fire damage. You also have
resistance to fire damage.
Sleep Breath. You can exhale sleep gas. Each creature
in the area must succeed on a Constitution saving
throw or fall unconscious for 1 minute. This effect
ends for a creature if the creature takes damage or
someone uses an action to wake it.
Boldly Talkative. You have proficiency in Persuasion.
DRAGONBORN
23
Copper Dragon Anc estry Emerald Dragon Anc estry
Copper dragonborn are known as the most welcoming Emerald dragonborn are extremely studious and seek to
of the metallics, in spite of the daring pranks they may expand their knowledge in all subjects, but they also
pull. tend to be very paranoid. Pure emerald dragonborn
have scales of numerous shades of green, ranging from
Ability Score Increase. Your Charisma score increases
minty green all the way to a deep emerald color. They
by 2.
had a single large spike-like horn that came from the
Alignment. Pure copper dragonborn are even-tempered
back of their head, jutting backward over a fin-like
and sociable, but prone to not following directions.
structure.
They are typically Chaotic Good.
Acid Breath. Your breath weapon imposes a Dexterity Ability Score Increase. Your Intelligence score
saving throw and deals acid damage. You also have increases by 2.
resistance to acid damage. Alignment. Pure emerald dragonborn value logic and
Slowing Breath. You exhale gas, and each creature in facts, untainted by moral dillemas. They are
the area must succeed on a Constitution saving typically Lawful Neutral.
throw. On a failed save, the target cannot use Deafening Screech. Your breath weapon is a loud
reactions, its speed is halved, and it can’t make screech and imposes a Constitution saving throw,
more than one attack on its turn. In addition, the dealing thunder damage and deafening each target
creature can use either an action or a bonus action that fails its save for 1d4 rounds. You also have
on its turn, but not both. These effects last until the resistance to thunder damage. This breath weapon
end of your next turn. cannot be used as a line.
Good Host. You have proficiency in Performance, and Powerful Recall. You gain proficiency in the History
can speak, read, and write one extra language of skill.
your choice.
Fang Dragon Anc estry
Crystal Dragon Anc estry
Powerful and hateful, fang dragonborn often take jobs
Crystal dragonborn are gregarious and free-spirited. as guards and mercenaries.
While they enjoy solitude, they value family more than
Ability Score Increase. Your Strength score increases
other types of dragonborn. Pure crystal dragonborn
by 2.
often have a very beak-shaped snout, ending in a
Alignment. Pure fang dragonborn are prone to random
wickedly sharp point and have a row of spikes running
outbursts of rage and violence. They are almost
down their neck and arms resembling a wave. They
always Chaotic Neutral.
have milky-white scales, though some rarely have
Liferipper Fangs. You lack a breath weapon. Instead,
somewhat translucent scales.
you may expel a use of your Breath Weapon to
Ability Score Increase. Your Dexterity score increases make a special unarmed attack. On a hit, you deal
by 4, but your Wisdom score decreases by 2. 2d4 piercing damage plus necrotic damage equal to
Alignment. Pure crystal dragonborn are free spirits, the normal damage of your breath weapon. The
doing as they wish, even directly in contrast to what target must make a Constitution saving throw,
they are requested to do. They are typically Chaotic taking a level of exhaustion on a failure and having
Neutral. their maximum hit points reduced by the amount of
Blinding Cone. Your breath weapon imposes a necrotic damage dealt. A creature can have no
Constitution saving throw and deals radiant more than 2 levels of exhaustion from this ability.
damage equal to half the damage of your breath Spiked Body. You may make a special unarmed strike
attack. Any creature that fails its saving throw is by expelling spines from your body. These spines
also blinded for 1d4 rounds. You also have have a range of 30 feet and deal 1d6 + your
resistance to cold damage. This breath weapon Strength modifier piercing damage on a hit. You
cannot be used as a line. have 20 spines, and regrow any lost spines when
Mountain Acclimation. You’re acclimated to high you finish a long rest.
altitude, including elevations above 20,000 feet.
You’re also naturally adapted to cold climates.
DRAGONBORN
24
Gold Dragon Anc estry Mercury Dragon Anc estry
Patient and wise, gold dragonborn are always seeking The mysterious Mercury Dragonborn are shifty and
to live up to their forebear’s legacy. mercurial. Their moods shift quickly and they tend to
have difficulty finishing thoughts before moving onto a
Ability Score Increase. Your Wisdom score increases by
new one. They are typically considered to be
2.
unpredictable and to be mentally unstable. They dwell
Alignment. Pure gold dragonborn are regal and
with their draconic masters in the high peaks of Ashek
enigmatic. They are almost always Lawful Good.
and Sar’Mak.
Fire Breath. Your breath weapon imposes a Dexterity
saving throw and deals fire damage. You also have Ability Score Changes. Your Wisdom score increases by
resistance to fire damage. 2.
Weakening Breath. You exhale gas, and each creature Alignment. Pure mercury dragonborn are shifty and
in the area must succeed on a Strength saving mercurial, though good-hearted. They are typically
throw or have disadvantage on all Strength-based Chaotic Good.
attack rolls, Strength checks, and Strength saving Lightbeam Breath. Your breath weapon imposes a
throws for 1 minute. A creature can repeat the Constitution saving throw and deals fire damage.
saving throw at the end of each of its turns, ending Any creature that fails its saving throw cannot see
the effect on itself on a success. you until the end of your next turn. You also have
Reserved Companion. You have proficiency in Insight. resistance to radiant damage.
Liquefy. Over the course of 1 minute, you can melt your
Green Dragon Anc estry
body into a puddle of liquid mercury. While in this
state, you have a movement speed of 10 feet and
Green dragonborn have gained a reputation for being
can move through a space as small as 1 inch
untrustworthy, one that many embrace to their
without squeezing. You can stay in this state for 1
advantage.
minute, after which it takes 1 minute to reform.
Ability Score Increase. Your Intelligence score Once you reform, you cannot liquefy again until you
increases by 2. finish a long rest.
Alignment. Pure green dragonborn are master
Obsidian Dragon Anc estry
manipulators and enjoy corrupting others. They are
typically Lawful Evil.
Obsidian dragonborn are ruthless and cunning,
Poison Breath. Your breath weapon imposes a
stopping at nothing to achieve their goals. Pure obsidian
Constitution saving throw and deals poison
dragonborn had scales of an extremely deep black that
damage. You also have resistance to poison
seemed to blend into one another, and had a crown of
damage. A creature that fails its saving throw is
horns the same color as their scales that jutted back,
also blinded until the end of your next turn.
giving them a regal appearance. Their eyes often had a
Manipulative Schemer. You have proficiency in
soft red glow to them, like flowing magma.
Deception.
Ability Score Increase. Your choice of your Strength or
Iron Dragon Anc estry
Intelligence scores increases by 2.
Alignment. Pure obsidian dragonborn are violent and
Iron Dragonborn are larger than most of their kind, both
selfish. They are typically Neutral Evil.
in height and brawn. These ferrous dragonborn of
Burning Obsidian Breath. Your breath attack imposes a
Sar’Mak work as mediators and powerful guardians.
Dexterity saving throw and deals slashing damage.
Ability Score Changes. Your Strength score increases Any creature that fails its save takes fire damage
by 2. equal to half your breath weapon damage at the
Alignment. Pure iron dragonborn are natural diplomats start of its next turn. You also have resistance to
and pacifists. They are typically Lawful Neutral. fire damage.
Sleep Breath. You can expend a use of your breath Terrifying Presence. You gain proficiency in the
weapon to release powerful sleep gas. This effects Intimidate skill.
each creature in the area as though you cast the
sleep spell at 3rd-level. This breath weapon option
can only be used as a cone.
Spark Breath. Your breath weapon imposes a
Constitution saving throw and deals fire damage.
You have resistance to fire damage.
Diplomat. You gain proficiency in the Persuasion skill.
DRAGONBORN
25
Opal Dragon Anc estry Purple Dragon Anc estry
Opal dragonborn are wise and charismatic, as well as A rare breed made by the powerful purple dragons - a
being very mischievious. Pure opal dragonborn have crossbreed of red and blue dragons. These dragonborn
pearlescent scales that are often pinkish or white, and can harness plasma energy and tear apart their foes
very sleek. In addition, their horns curl back and with their brute strength. There have been very few of
sometimes even end up often pinkish or white, and very these dragonborn ever created, and interbreeding with
sleek. In addition, their horns often have a tendency to any other dragonborn removes their powers, reducing
split, almost akin to the antlers of a stag or similar them to a simple Red or Blue Dragon Ancestry
creature. Their eyes are typically calm and show a dragonborn.
multitude of different colors in them.
Ability Score Increase. Your Charisma score increases
Ability Score Changes. Your choice of your Wisdom or by 2.
Charisma score increases by 2. Alignment. Pure purple dragonborn are self-proclaimed
Alignment. Pure opal dragonborn are sly and tricky, immortal, extremely proud and vain. They are
never caring to stick to a plan for too long and almost always Neutral Evil. There are no non-pure
known to not keep their word. They are typically Purple Dragonborn, and they are infertile.
chaotic neutral. Plasma Breath. Your breath weapon imposes a
Distracting Breath. Your breath attack is a wave of odd Dexterity saving throw and deals lightning and fire
pearlescent gas. Each creature in the area of the damage. You have resistance to your choice of fire
breath weapon must make an Intelligence saving or lightning damage. You cannot change this choice
throw, being charmed by you until the end of your later. A creature that fails its saving throw is
next turn on a failure. A creature charmed in this Frightened of you until the end of your next turn.
way has disadvantage on attack rolls and dexterity Untouchable. You have an amazingly powerful hide
saving throws. You also have resistance to psychic from the mix of your progenitors. When you take
damage. This breath weapon cannot be used as a damage from bludgeoning, piercing, slashing, or
line. the damage type you gained resistance to from your
Charming Presence. You gain proficiency in the plasma breath you can use your reaction to reduce
Persuasion skill. the damage by an amount equal to half your level.
You can use this a number of times equal to your
Platinum Dragon Anc estry
proficiency bonus, regaining all uses when you
finish a long rest.
Platinum dragonborn are powerful and have a powerful
aura of command, but are also considered wise and
Red Dragon Anc estry
intelligent.
Among all dragonborn, reds are the most haughty, many
Ability Score Increase. Your Charisma scores increases
believing that they are the greatest among dragonborn.
by 2.
Alignment. Pure platinum dragonborn are caring and Ability Score Increase. Your Strength score increases
proper, as well as being morally proper. They are by 2.
almost always Lawful Good. There are no non-pure Alignment. Pure red dragonborn are highly covetous
Platinum dragonborn, and they are infertile. and vain. They are almost always Chaotic Evil.
Radiant Breath. Your breath weapon imposes a Fire Breath. Your breath weapon imposes a Dexterity
Constitution saving throw and deals radiant saving throw and deals fire damage. You also have
damage. You also have resistance to radiant resistance to fire damage. A creature that fails its
damage. saving throw is also Frightened of you until the end
Misty Breath. You exhale glittering energy, and each of your next turn.
creature in the area must make a Charisma saving Arrogant Tyrant. You have advantage on saving throws
throw, being incapacitated and turned into a fine to avoid being charmed or frightened.
mist for 1 minute. While mist, the creature is
immune to all damage and cannot be moved. You
can end this effect early as an action, but cannot
end this effect for only certain creatures.
Divine Brilliance. You have proficiency in the Religion
skill.
DRAGONBORN
26
Ruby Dragon Anc estry Silver Dragon Anc estry
Ruby dragonborn are large of frame and powerfully Silver dragons often entrust dragonborn of their color
built, caring little for other races and believing with historical artifacts, creating a reputation for them
themselves superior to any others. A Pure ruby as lorekeepers and curators.
dragonborn has bright and gleaming scales, and can be
Ability Score Increase. Your Intelligence score
mistaken for a red from far enough away, but close up
increases by 2.
their lineage is revealed through the crystalline shape of
Alignment. Pure silver dragonborn are regal and king.
their scales. Their eyes hide an inner wisdom and
They are typically Lawful Good.
cunning that further betrays the brutal and chaotic ways
Cold Breath. Your breath weapon imposes a
of reds. Their horns formed a sort of crest between
Constitution saving throw and deals cold damage.
them as they moved backward, but the tips of the horns
You also have resistance to cold damage.
extended further back creating two distinct points past
Paralyzing Breath. You exhale paralyzing gas, and each
the shield-like section of bone.
creature in the area must succeed on a Constitution
Ability Score Increase. Your Strength score increases saving throw or be paralyzed until the end of your
by 2. next turn.
Alignment. Pure ruby dragonborn can be haughty, but Hoarding History. You have proficiency in History.
they tend to follow a code of some sort while
Topaz Dragon Anc estry
staying away from moral extremes. They are almost
always Lawful Neutral. There are no non-pure
Topaz dragonborn are misanthropic and unpredictable.
Ruby Dragonborn, and they are infertile.
They have muscular builds offer unparalleled speed.
Heat Breath. Your breath weapon is a wave of extreme
Pure topaz dragonborn have two large fin-like
heat, devoid of true flames, and imposes a
protrusions on the sides of their heads similar to those
Constitution saving throw and deals fire damage.
of Amethyst dragons, albeit larger. They also have a row
You also have resistance to your choice of fire. An
of wave-like spikes down their neck that resembled sand
underwater creature is not resistant to the fire
dunes or breaking waves.
damage from this source.
Hulking Mass. You gain proficiency in the Athletics Ability Score Increase. Your Strength score increases
skill. by 2.
Alignment. Pure topaz dragons are uncaring and often
Sapphire Dragon Anc estry
argumentative or contrarian. They are typically
Lawful Neutral.
Sapphire dragonborn are powerful and antisocial. They
Dehydrating Breath. Your breath weapon is a blast of
are far more aggressive than other gemstone
dehydrating power which ironically often resembles
dragonborn. Pure sapphire dragonborn have deep blue
a blast of water which imposes a Constitution
crystalline scales that help them to blend into dark
saving throw and deals necrotic damage. On a
areas, and they have a ferocity about them that is
failure, each target gains a level of exhaustion. A
unmistakable. They have a tendency to enjoy the taste of
creature cannot gain more than 1 level of
spiders which can be highly unsettling to other
exhaustion from this ability. You also gain
creatures. Their horns curl back and point slightly
resistance to cold damage.
upward typically.
Social Avoidance. You can manifest the delusion power
Ability Score Increase. Your Strength increases by 2. at will, and affect up to three creatures at a time.
Alignment. Pure sapphire dragonborn are militaristic Each creature must perceive the delusion in the
and tactical, understanding the need for structure. same way.
They are typically Lawful Neutral.
Debilitating Roar. Your breath weapon is a pulse of
high-pitched, nearly inaudible sound. It imposes a
Constitution saving throw and deals thunder
damage. Each creature that fails its saving throw is
also frightened of you for 1d4 rounds. You also
have resistance to thunder damage. This breath
weapon cannot be used as a line.
Sapphire Claws. You have a climb speed of 30 feet.
DRAGONBORN
27
White Dragon Anc estry
Out on the frozen wastes, white dragonborn pride
themselves on hunting the greatest of prey.
Ability Score Increase. Your Strength score increases
by 2.
Alignment. Pure white dragonborn are brutish and
beligerent. They are typically Chaotic Evil.
Cold Breath. Your breath weapon imposes a
Constitution saving throw and deals cold damage.
You also have resistance to cold damage. A
creature that fails its saving throw is petrified until
the start of its next turn, frozezn in a block of ice.
Primal and Vengeful. You have proficiency in Survival.
DRAGONBORN
28
Religion: Elans are less likely to worship deities than
LANS ARE NOT BORN; THEY ARE MADE. LIVING
humans are selected from a pool of members of other intelligence races, since they feel that
applicants and screened by a special elan any grace or continued existence they might hope for
council. Those who pass must undergo a depends on their inborn psionic talent. As not
secret psionic process in one of several worshiping a deity can easily mark one as an outcast or
hidden elan enclaves, where they draw a large amount of negative attention to them, at
abandon their humanity for a new, least in Audalis, they will often masquerade as following
psionically energized existence. Thus, elans do not one.
reproduce biologically, but rather psionically, through a Names: Elan names vary greatly, and an elan’s name
mysterious psionic ritual known only to elans. Even is often simply the human name he or she possessed
then, their “children” are usually already fully formed before entering into their new existence. This is
adult humans. Nonhuman elans are never created, and particularly true when an elan wishes to pick up their
it could be that the ritual simply doesn’t work for any old life where it left off. Others view their second chance
creatures but those who were originally human. at existence as an opportunity to start anew, and they
When those who are still human seek the pick new names.
transformation to elans, they must petition existing Titles, though they are used only among themselves,
elans for the privilege of going through the process. are important to elans. Freshly transformed elans have
Elans are a secret lot in this regard, and do not publicly the title of Newmade; those who have lived at least a
reveal their enclaves or places of making; the elans few decades after transformation have the title of Made;
select new aspirants and turn away those they feel are and those over a century old have the title of Eternal.
unsuited for life as an elan. Newly created elans retain Those who belong to the council that chooses new elans
the basic memories and personalities of their previous have the title of Culler.
human lives, but lose all their other memories such as
Elan Traits
skills for life and combat.
Elans are nearly as adaptable, flexible, and ambitious
Your Elan character has the following racial traits
as the humans from which they are made. Because their
exceedingly long life spans sometimes lead the living to
Ability Score Changes. Your Intelligence and
think the worst of them, elans practice a certain
Constitution scores each increase by 2, but your
restraint, especially with regard to the subject of their
Charisma score decreases by 2.
origin. Otherwise, their personalities vary widely.
Alignment. Elans tend toward no particular alignment,
The People: Elans typically stand just under 6 feet tall
but may be swayed by their previous lives as
and weigh around 180 pounds, with males generally
humans. The best and worst are found among
taller and heavier than females. Because the council
them.
members who make the selection of aspirants have
Size. Elans typically stand just under 6 feet tall and
their own preferences, elans of a certain “generation”
weigh around 180 pounds, with males generally
often share certain physical characteristics. The current
taller and heavier than females. Your size is
council members favor aspirants with lightly tanned
Medium
skin, dark hair, and a youthful quality such as the
Speed. Your base walking speed is 30 feet.
Drannish and Sendrians of Antaron, or the Skashians
Trance. Elan do not sleep. Instead, they meditate
and Stahlians of Renarim. Overall, elans vary in looks
deeply, remaining semiconscious, for 4 hours a day.
as widely as humans do. An elan dresses in a style
While meditating, you can dream after a fashion;
typical of the area in which he or she lives, including the
such dreams are actually mental exercises that
adoption of unusual hairstyles, fanciful clothes, tattoos,
have become reflexive through years of practice.
body piercing, and the like.
After resting in this way, you gain the same benefit
Elans have effectively unlimited life spans. As long as
that a human does from 8 hours of sleep.
they are not destroyed, their mental arts could
Psionically Suffused. Elans gain 3 psi points. This
conceivably continually energize and rebuild their
benefit does not grant them the ability to manifest
bodies for a thousand years or more.
powers unless they gain that ability through
Culture and Society: Elans mix with members of
another source, such as a psionic class.
other races, especially humans. It is probable that their
Resistance. Elans can use psionic energy to increase
relations would undergo a shift should their true nature
their resistance to various forms of attack. As a
become widely known, so one of the essential tenets of
reaction to failing a saving throw, you may spend 1
elan existence is secrecy.
psi point to immediately gain a +2 bonus to that
Should an Elan be found out, they will often attempt
saving throw, potentially turning it into a success.
to flee if possible, and start up life again elsewhere. If it
is not possible, they may turn to their psionic talents to
attempt to change or wipe the memories of those who
learned of their true nature.
ELAN
30
Resilience. When an elan takes damage, they may
lessen its severity through their psionic energy. As
a reaction when you take damage, you may spend
any amount of psi points. For every psi point you
spend in this way, decrease the damage from that
source by 2.
Repletion. An elan can sustain his or her body without
need of food or water. By spending 1 psi point, you
do not need to eat or drink for 24 hours.
Languages. You can speak, read, and write your choice
of Apaponese or Anathari and the languages of
your past life. For this, choose a human subrace
and add the listed languages for that subrace.
ELAN
31
Being a warrior race, the young of both sexes are
HE PEOPLE: CLINGING TO THE SOUTHERN
reaches of the island, there lives a race of taught to fight at an early age. A favourite game of the
beings very similar in appearance to Gilskalos children is Soka Liv Besparat, or “Find the
humans. The Gilskalos are very tall, with Weapon.” where they are taken into an ordinary part of
the males ranging from 6’5” to 8’ tall and a cave or home and asked to point out how many items
the women only slightly smaller. Without in the room can be used as a weapon and how
exception, they all have white hair, and effectively. The child that finds the most weapons and
their eyes are pure deep blue, without pupils or iris. ways to use them, wins. The axe, the Cirkelyxan (A
These eyes have a sixth sense called Glosav, which is double bladed curved battle weapon), the spear, and the
the ability to sense movement. The skin of the Tibornite Bagen (Bone-Bow) are their primary weapons. The
is almost a chalk white, and they have an incredible Gilskalos never used swords before they were
tolerance of extreme temperatures. It is estimated that introduced to them by the Dun-Krav (Gilskalos’ word for
they naturally live for about eighty years, although old the Antarian Reach dwelling humans, these people call
Gilskalos are extremely rare. Gilskalos are very strong the Tiborn people “Gils”), but many now favour the
and agile people, but have trouble dealing with weapon. All weapons made by the Gilskalos are forged
outsiders that seek them out in peace. They tend to be from a strange black alloy called Vartstal - it is as hard
xenophobic, even paranoid, about other races. as steel, holds a razor sharp edge much longer than
Dress: The Gilskalos wear the furs and skins of the steel, and is resistant to hot and cold. This metal is
animals of the island. They wear clothing for protection essential to these people, as ordinary steel will bind
and warmth, with no worry about colours or fashion of itself to flesh in the cold climate of the north. This metal
any sort. Both men and women wear jewelry and often has just begun to be traded, and is seen in Antaron in
paint tattoos upon themselves of protective circles and the hands of those who can afford to spend a lot of gold
guardian spirits. The people wear their hair long, and to get it.
unbound except when on a hunt when it is pulled back The Gilskalos have a strong oral tradition, and love
and tied. songs and stories. A stranger to a new cavern can “buy”
Culture and Society: The Gilskalos live in the huge his stay for a night or two with a new song or a story.
underground caverns that are found through the The people love to dance, sing and laugh, because all of
southern part of the Tibron islands. These caverns them know that the next day they may perish. Their
usually have large underground pools or lakes that are songs always seem to have a great deal of death and
fed by hot springs. The pool (Halsaspol) is the social dying in them, as well as great victory at a great cost of
spot of the community, where people gather to trade, lives. Although very heroic in nature, listening to
socialize and relax. Their society is tribal, and strongly Gilskalos music for extended period of time can make
based on family, with women and children considered the most cheerful of other races depressed.
the most important part. This is due to the fact that Trade and Commerce: The xenophobic nature of the
most Gilskalos do not live long, so children are Gilskalos makes them very tough customers with which
important for the survival of the race. to trade. Only the Dun-Krav have been successful so far,
They are a warrior race with many enemies in this although more will eventually follow. The Dun-Krav
harsh realm. Most of them die in combat or in adverse were able to establish a trust with the Tiborn people
weather conditions (cold snaps, blizzards, etc). Males when one of their warriors spent a year living with
will sacrifice their lives willingly to save a woman or a them, fought alongside them, and eventually died in
child. A woman who is with child is revered in their battle to save a clan’s children. The Gilskalos trade
society. Fellow Gilskalos, both men and women, will vartstal, gold, silver, copper, and furs with the Dun-Krav
touch the stomach of a pregnant woman as a form of in exchange for foodstuff, wool, linens, and spirits. The
luck or blessing. Dun-Krav initially traded weapons with the Gilskalos,
The diet of the Gilskalos is mostly meat, a great deal but found they were useless in the cold temperatures.
of fish, and dark green seaweed that grows around the Knowledge of craft is a commodity to the Gilskalos, who
hot springs. They trade for other foods but mostly out of love to learn new ways of making or creating useful
interest rather than necessity. Men do the bulk of food items. In order to trade with the Dun-Krav, the Gilskalos
gathering, in parties of ten to fifteen; it is rare that all have set up a trading city on the southern tip of the
return from a hunting trip. southern most island called Handel Byta which means
The wasteland has great white bears that stalk “place of trade.”
Gilskalos for food. In addition, wolves as big as horses
roam the lands, as do massive sea creatures that break
through ice to eat as many beings as will fall into their
great maws. The Trikellen (see below), an evil
intelligent predator of the tundra, also like the taste of
Gilskalos’ flesh.
GILSKALOS
33
The Tiborn people use a coin standard using carved for a Gilskalos to kill another Gilskalos, and if it were to
bone fragments, due to the cold temperatures making ever happen, that warrior would be banished off the isle
metal coins a problem. The Slant, a white fragment with forever. Their natural enemies such as the great bears,
a carved Great Bear is the smallest denomination, used wolves and whales are all revered by the Gilskalos who
in everyday exchange of goods. Ten Slants go into one hold them in a place of honour among the spirit world.
Penning, a bone with a carved image of a walrus. Ten Trikellens have no spirits in the eyes of the Gilskalos,
Pennings make one Signera, which is carved with the and are despised rather than revered. This is especially
image of a whale. One Signera is equal to one Dun-Krav shown in the fact that no likeness of a Trikellen is ever
gold coin. carved by a Gilskalos.
Religion: According to their legend, the Gilskalos Unique Items: The Cirkelyxan is a long, double
were sent to this world long ago by their god (called bladed weapon that resembles two scimitars bound
simply “Our Father”) in order to protect them from a together by the hilts. The Gilskalos whirl this weapon
great beast called Gudslaktare. The Gilskalos believe around their bodies in combat and wield it with a deadly
that their god perished in order to save them, and will effectiveness.
not worship any other gods; however, the Gilskalos The Bagen is a longbow made from the bones of sea
believe that one day their god shall return to them in the dwelling animals. The bow is unique in that it has three
form of a child born from a Tibornite woman. Every very fine strings, and all three are used to fire the arrow,
child is checked for a sign of divine birth, mostly by with the notching gathering all three strings. It has a
looking at their eyes to see if they reflect the heavens. much greater range than a longbow and hit with a
There are a few “Cults” among the Gilskalos that greater thrust.
believe different parts of their legends. The Hejaren: The spirit masters of the Gilskalos work
Death to the Gilskalos is an ending, and they have no through incantations and protective circles to bind
belief in a Heaven or a better place after death. They spirits to do their bidding. The process of summoning
believe that the spirits of the dead are trapped and commanding spirits is a long one and is not used in
inbetween this world and the place of the Father, to combat at all. Most clan homes have a protective circle
watch over the living as Fïjrmyndare (Spirits if the drawn in their main living area. Protective circles can be
Dead). drawn using any materials, from ink, to salt to burning
According to the Tibornites, there are Lysa (spirits) in or carving the circle. If a protective circle is damaged in
the world that guide and protect them. A shaman cleric, anyway, it cannot be used, and if damaged while
called a Hejaren, acts as an agent between the spirit summoning, can leave a Hejaren completely
world and the real world. The Hejaren are highly defenseless against the spirit world. Therefore, drawing
revered by the Gilskalos, and are considered the most a protective circle takes a minimum of two hours to
powerful beings in the tribe. These spirit masters use a complete, and if the danger is high, the Hejaren will
complex system of protective circles, chants, draw a second circle within the first for extra protection.
incantations, and drawings to manipulate the spirits and Hejaren can also draw tattoos upon a person that
make them do their bidding. Although scoffed at by protect them from the spirit world, but they are
mages in Antaron, the Hejaren do seem to be very extremely temporary.
effective at what they do (see below). There are four types of spirits in the Gilskalos world.
Values and Taboos: The Gilskalos value the life of the They are Beskaffenhet (animals and plants),
many over the life of the few; they must think this way to Fïjrmyndare (guardian and the dead), Jordisk
survive the lands in which they dwell. When a warrior (elemental) and Ondska (evil or dark ones). The Hejaren
dies, there is a ceremony where each of his brother begins working with just the Beskaffenhet; these can be
warriors puts his hand on the corpse’s and then throws summoned to get items, find a path, fight a plant
his hand in the air screaming Farsa (Home Father!). disease, grow a garden faster, etc. Then they move on to
They do this as a sign of releasing the spirit to join the the Fïjrmyndare that are used to heal, protect, and
Father in the other world, although they know that the defend. Finally the Jordisk serve the Hejaren through
release cannot happen until the Father returns to them fire, water, air and earth. The Jordisk are the spirits that
(see Religon). The Gilskalos do not bury their dead or can be used to attack and strike out at the Ondska. The
do anything with the body, but leave it for the predators Hejaren will not summon an Ondska and will attempt to
and scavengers to consume. If asked why, they simply use the other three spirits to attack and defend against
reply, “that which was him (or her) is not.” Widowed the Ondska they must fight. In order to use a Jordisk
Gilskalos women remarry quickly and seem to not Lysa, the Hejaren must have some of that element
grieve the loss of their mates. This has lead to a persent before him. For example, to summon a fire
reputation of callousness among the women, but in Jordisk there must be a fire placed outside of the
truth it is out of necessity. To grieve long means fewer protective circle.
children and the next child may be their god returning. Some Lysa are more dangerous than others, and the
The men value actions over words in combat and protective circle is always drawn to prevent the wrong
prefer to judge a man by his deeds. It is extremely taboo type of spirit from answering a summoning.
GILSKALOS
34
Trikellens: Also on the islands are a race of beings
called the Trikellens. These beasts are similar in
appearance to orcs or bugbears, but they are a very
different species. They are green skinned, with
yellowish eyes. They are not born, but hatched from
litters laid by huge females of the species.
The Trikellens have a “hive” mentality that allows
them to share thoughts, and learn from each other’s
experiences. This race would have dominated the land
by sheer numbers and wiped out the Gilskalos long ago
had it not been for the fact they do not use weapons or
tools. In combat they use their claw-like hands and
fierce bite, and they do not cook their food. There is
much speculation among scholars that the Trikellen are
a magic creation gone bad, much like the gargoyle or
the golem. They seem to be a strange mixture of
goblinkin, bee and wolf. The Trikellen have an insect
social structure with a single queen to a hive, thousands
of workers, drones and caretakers. Trikellen have a
great fear of fire but can live in cold places where even
the Gilskalos cannot stay.
Gilskalos Traits
Ability Score Increase. Your Strength or Dexterity score
increases by 2 and your Wisdom score increase by
2, but your Charisma score decreases by 2.
Age. Gilskalos mature at the same rate as and live about
as long as humans.
Alignment. Gilskalos tend to be Neutral, and tend
toward lawful, believing firmly in the benefits of a
well-ordered society.
Size. Gilskalos are very tall, with the males ranging
from 6’5” to 8’ tall and the women only slightly
smaller. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Glosav Vision. Creatures have disadvantage on stealth
checks made against you, and attack rolls against
invisible creatures are not made at disadvantage if
they are not hidden. Likewise, invisible creatures
do not have advantage on their attack rolls against
you unless they are hidden. Lastly, you can make
opportunity attacks against invisible creatures
unless they are hidden.
Tundra-Born. You gain resistance to cold damage and
you are unaffected by extreme cold temperatures.
Additionally, you ignore difficult terrain caused by
nonmagical snow and ice.
Gilskalos Combat Training. You treat the Cirkelyxan
and the Bagen as martial weapons.
Self Sufficient. You gain proficiency with the Nature and
Carving skills, and have advantage on Carving
checks made to gather materials from slain
creatures.
Languages. You can speak, read, and write Tibornite.
GILSKALOS
35
wasted easily due to their high death rate. A tribe name
OBLINS ARE A SMALL, DIMINUTIVE RACE OF
creatures with skin ranging from orange to is chosen by the Boss when a new tribe is set up.
red, or even green and blue. They are Male Names. Khreluul’dan, Zaguush, Tuul, Akaal,
naturally stealthy and steal and pillage Duulkan, Kuc, Al’daash, Rhaar
whenever possible. They often find Female Names. Al’daagen, Al’deruul, Arthaal’dekaan,
themselves being enslaved by larger and Ogeluul, Kaakaaluul, Gherec, Taagec, Lhaareluul
stronger races, or being taken advantgae of Tribe Names. Rednose, Murderhat, Bigpick,
by even other goblins. A goblin will never enter a fight it Bigsword, Barkskin, Flamehand
knows it can’t win, either choosing to back off and let
Goblin Traits
someone bigger weaken their foe first, or just running
away and grabbing more goblins. They excel in horde
Ability Score Improvement. Your Dexterity score
fighting and trap-making, preferring to pick off their
increases by 2.
targets from a range and separating them so they have a
Size. Goblins stand 3 to just over 4 feet tall and weigh
greater chance to win. They have no adversion to dirty
around 40 to 60 pounds. Your size is small.
fighting and will make use of any other creatures,
Speed. Your base walking speed is 30 feet.
natural terrain, poisons, or traps they can to make sure
Age. Goblins can theoretically live up to 100 years,
they survive another day.
however due to their lifestyle, they typically live no
The People. Goblins are cunning and quick, but they
longer than 25 years unless they are the Boss, in
know they can’t make it on their own. They develop a
which case they can live longer unless assassinated
strong connection to each other, at least the ones that
for power first.
live long enough to do so. To a goblin, the greatest fear
Alignment. Goblins tend to hate laws and rules that
is being alone, for it means certain death.
bind them, and try to benefit themselves before
Culture and Society. Goblin society is a rough place to
anything else. They are typically Chaotic Evil.
live. They look to the strong for everything, and the
Low-Light Vision. Accustomed to living in dark and
weak are left behind as trash. Children are born in
quiet places, goblins see in low-light within 60 feet
groups of 4 to 6, and food is thrown to them, forcing
as if it were bright light.
them to fight each other in order to earn the right to live
Nimble Escape. You can take the Disengage and Hide
and grow. The women are often kept together in a
actions as a bonus action.
central space to raise the young, and the males are
Languages. You can speak, read, and write Goblin.
trained to be warriors, guards, or spies. Goblins will
Subraces. Goblins are split into different subraces
wear simple clothing when part of a tribe, but if given
depending on where they live, how they live, or
the ability to live lavishly, they will do so without a single
even the color of their skin. There are four subraces
thought of who or what it will hurt or cost. They will
among goblins: Cave goblins, blues, fire goblins,
stab each other in the back at the merest possibility to
and gold goblins.
gain treasure or power, and would sooner turn tail and
Cave Goblins
run than even think about trying to help their “friends”.
Religion. Goblins follow gods, but few and far
Ability Score Increase. Your Constitution score
between. They only pray if they believe it will bring them
increases by 2, but your Intelligence score
power or money, and never for the well-being of others
decreases by 2.
unless they are trying to trick someone else. A few of the
Darkvision. You can effectively see in dim light within
gods they do follow are:
60 feet of you as if it were in bright light, and in
darkness as if it were dim light. You can’t discern
Alanus and Shinara: Big Shiny Finder
color in darkness, only shades of gray.
Sharlys and Tyrannis: Big Scary
Trap Experts. You can add your proficiency bonus to
Bakloran: Big Hitter
any ability checks you make to detect, set up, or
Thirkell: Big Sneaky
disable traps.
Thadril Anskar: Big Sky Scream
Shadow Goblins
Values and Taboos. Goblins hold very few things
close. They always expect someone to stab them in the
Ability Score Increase. Your Wisdom score increase by
back or betray them, and nothing is considered taboo
2, but your Strength and Intelligence scores
for them, except for mating without the approval of the
decrease by 1.
Boss. Mating rights are only given to males who kill big
Darkvision. You can effectively see in dim light within
enemies, find treasure for the Boss, or perform
60 feet of you as if it were in bright light, and in
something else he deems worthy.
darkness as if it were dim light. You can’t discern
Names. Goblins arent given names until they get to
color in darkness, only shades of gray.
the age of maturity, as a name given before that can be
GOBLIN
37
Shadow Step. While you are in dim light or darkness, as
a bonus action, you can teleport up to 60 feet to an
unoccupied space that you can see that is also in
dim light or darkness. You have advantage on the
first melee attack you make before the end of your
turn. You can use this ability again after completing
a short or long rest.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) or Intelligence
(Investigation) checks that rely on sight when you,
the target of your attack, or whatever you are trying
to perceive or investigate is in direct sunlight.
Blues
Ability Score Increase. Your Intelligence score
increases by 2, but your Strength score decreases
by 2.
Naturally Psionic. You know the delusion, mind thrust,
and mystic hand talents. Intelligence is your
manifesting ability for these talents. In addition, you
gain proficieny in the Psionics skill.
Fire Goblins
Ability Score Increase. Your Constitution score
increases by 2, but your Intelligence score
decreases by 2.
Somewhat Fireproof. You gain resistance to fire
damage.
Living Dangerously. You gain proficiency in the
Acrobatics skill. Whenever you make a Dexterity
(Acrobatics) check where you put yourself in
danger (in which you might lose hit points), your
proficiency bonus is doubled.
GOBLIN
38
for a human name. Some half-orcs with human names
HETHER UNITED UNDER THE LEADERSHIP OF A
mighty warlock or having fought to a decide to adopt a guttural orc name because they think
standstill after years of conflict, orc and it makes them more intimidating.
human tribes sometimes form alliances, Male Orc Names: Dench, Feng, Gell, Henk, Holg,
joining forces into a larger horde to the Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk
terror of civilized lands nearby. When these Female Orc Names: Baggi, Emen, Engong, Kansif,
alliances are sealed by marriages, half-orcs Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola,
are born. Some half-orcs rise to become proud chiefs of Volen, Yevelda
orc tribes, their human blood giving them an edge over
Half-Orc Traits
their full-blooded orc rivals. Some venture into the
world to prove their worth among humans and other
Ability Score Increase. Your Strength score increases
more civilized races. Many of these become
by 2.
adventurers, achieving greatness for their mighty deeds
Age. Half-orcs mature a little faster than humans,
and notoriety for their barbaric customs and savage
reaching adulthood around age 14. They age
fury.
noticeably faster and rarely live longer than 75
The People. Half-orcs’ grayish pigmentation, sloping
years.
foreheads, jutting jaws, prominent teeth, and towering
Alignment. Half-orcs inherit a tendency toward chaos
builds make their orcish heritage plain for all to see.
from their orc parents and are not strongly inclined
Half-orcs stand between 5 and 7 feet tall and usually
toward good. Half-orcs raised among orcs and
weigh between 180 and 250 pounds.
willing to live out their lives among them are
Orcs regard battle scars as tokens of pride and
usually evil.
ornamental scars as things of beauty. Other scars,
Size. Half-orcs are somewhat larger and bulkier than
though, mark an orc or half-orc as a former slave or a
humans, and they range from 5 to well over 6 feet
disgraced exile. Any half-orc who has lived among or
tall. Your size is Medium.
near orcs has scars, whether they are marks of
Speed. Your base walking speed is 30 feet.
humiliation or of pride, recounting their past exploits
Low-light Vision. Thanks to your orc blood, you have
and injuries. Such a half-orc living among humans
superior vision in dim conditions. You can see in
might display these scars proudly or hide them in
dim light within 60 feet of you as if it were bright
shame.
light.
Half-orcs feel emotion powerfully. Rage doesn’t just
Relentless Endurance. When you are reduced to 0 hit
quicken their pulse, it makes their bodies burn. An
points but not killed outright, you can drop to 1 hit
insult stings like acid, and sadness saps their strength.
point instead. You can’t use this feature again until
But they laugh loudly and heartily, and simple bodily
you finish a long rest.
pleasures—feasting, drinking, wrestling, drumming, and
Languages. You can speak, read, and write Orc and
wild dancing—fill their hearts with joy. They tend to be
your choice of Apaponese or Anathari. Orc is a
short-tempered and sometimes sullen, more inclined to
harsh, grating language with hard consonants. It
action than contemplation and to fighting than arguing.
has no script of its own but is written in the Khord
The most accomplished half-orcs are those with enough
script.
self-control to get by in a civilized land.
Subrace. Half-Orcs can come from many different types
Culture and Society. Half-orcs most often live among
of orc lineage, granting them different features.
orcs. Of the other races, humans are most likely to
Green Orc
accept half-orcs, and half-orcs almost always live in
human lands when not living among orc tribes. Whether
Ability Score Increase. Your Constitution score
proving themselves among rough barbarian tribes or
increases by 2 but your Intelligence score
scrabbling to survive in the slums of larger cities, half-
decreases by 2.
orcs get by on their physical might, their endurance, and
W ar Training. You gain proficiency in Medium armor.
the sheer determination they inherit from their human
Harsh Life. You gain proficiency in the Carving skill.
ancestry.
Savage Attacks. You treat all melee weapons as though
Religion. Half-Orcs often worship the same gods as
they had the High Crit property.
their human side if they are living among them, or as
their orc side otherwise. They rarely if ever create their
own societies and do not have their own gods.
Values and Taboos. Half-orcs adopt their values and
taboos from the society they are living with, and as such
they can vary wildly.
Names. Half-orcs usually have names appropriate to
the culture in which they were raised. A half-orc who
wants to fit in among humans might trade an orc name
HALF-ORCS
40
similar outlook on other races, seeing them as ignorant
Crimson Orc
and close-minded.
Ability Score Increase. Your Constitution score
Language: Gray half-orcs speak both the orcish of
increases by 2, but your Wisdom skill decreases by
their parent’s distant cousins and vergik, the language
2.
of the gray orcs themselves. Orcish is a harsh, grating
Forgeborn. You gain resistance to fire damage.
language with hard consonants. It has no script of its
Musclebound. You gain proficiency in the Athletics skill.
own but is written in the Khord script. Vergik is the
Brutal Striker. You treat all melee weapons as though
language of the gray orcs. It shares the harsh, grating
they had the Brutal 1 property.
noise of orcish, but unlike orcish, it has many large
words. These words typically evolved from entire
Grave touched Orc
sentences or descriptions of emotions, objects, or the
like.
Ability Score Increase. Your Charisma score increases
Culture and Society: Gray orcs decide their leaders
by 2, but your Dexterity score decreases by 2.
through battles of mental fortitude and willpower. They
Bound to Below. You have resistance to necrotic
take turns lashing at each other’s minds with powerful
damage.
psionic assaults, and whichever survives is made the
Menacing. You gain proficiency in the Intimidation skill.
ruler. This is often followed by the half-orcs spawned of
Vile Magic. You treat all necromancy spells you cast as
them as well, and they tend to develop their minds to a
though they had your choice of the Brutal 1 or High
great extent.
Critical weapon property.
Gray orcs and half-orcs often believe that emotions
Gray Orc
are a waste of good brain power, and tend to ignore
them when they are unnecessary, prefering to view
Gray orcs, a rare species of orcs found deep
things through a logical scope. Due to this, they typically
underground or high above the other races in the
lack the bestial and rageful nature of other orcs.
mountains, stand far different than their less civilized
Religion: Gray orcs and half-orcs are highly intelligent
cousins. These creatures stand just as tall as your
creatures and thus see the benefits of worship. They
average green or crimson orc, yet lack much of their
understand their place in the world and do not see
definition. They have long gaunt limbs and skin that
themselves as above the gods - though surely do see
appears to be ill-fitting, hanging in swathes from their
themselves as better than many other peoples due to
limbs and constrictingly tight around their torso. They
their intellect. Gray half-orcs often worship the same
often have flabby jowls on their face while the top of
gods as their human side if they live among them, but if
their head is tight and smooth, as these creatures rarely
they live among their orcish side, they typically worship
grow hair of any sort. The creatures appear frail and
neutral and evil deities.
fragile, but are just as strong if not stronger than
Values and Taboos: Gray orcs and half-orcs share
humans and other races.
many of the same taboos and values. They value
The true defining feature of the gray orcs compared to
strength of mind and the order that comes with it while
their cousins is their intelligence and the mastery of the
despising chaos and the rampant destruction it brings.
power that lies within their minds. Gray orcs are
psionically awakened creatures and their spawn are no
Ability Score Changes. Your Intelligence score
exception. In the rare cases that a gray orc breeds with
increases by 2 and Your Charisma score is reduced
a human, a gray half-orc is created. These creatures are
by 2.
shunned by most peoples due to their appearance.
Brutal Striker. You treat all melee weapons as though
The People: A gray half-orc retains much of its orcish
they had the Brutal 1 property.
parentage’s physical appearance, though some sprout
Naturally Psionic. You know the brainfog and psilance
tufts of hair at random intervals across their scalp and
talents. Intelligence is your manifesting ability for
over their body. These creatures have the same jutting
these talents. In addition, you gain proficiency in
jaws and prominent teeth of other orcs and half-orcs,
the Psionics skill.
but lack the piggish snout of them, having no protruding
Languages. You can speak, read, and write Vergik.
nose and instead two small slits mark the face that the
Vergik is the language of the gray orcs. It shares
creatures breathe through.
the harsh, grating noise of orcish, but unlike orcish,
Gray orcs and half-orcs are often stuck in their own
it has many large words. These words typically
ways, refusing to change as the world does around
evolved from entire sentences or descriptions of
them. They have a bad tendency to torture creatures
emotions, objects, or the like.
who attempt to change them or adamantly disagree with
their ways.
Gray half-orcs typically end up living among their
orcish lineage, as other peoples are intolerant of things
that look like them, shunning them or outright attacking
them. Due to this attitude, the half-orcs often develop a
HALF-ORCS
41
Dark Orc
Ability Score Increase. Youre Dexterity score increases
by 2, but your Intelligence score decreases by 2.
Darkened Hide. You gain proficiency in the Stealth skill
and have advantage on stealth checks while in
darkness.
Darkvision. You are able to see in darkness as though it
were dim light out to a range of 60 feet. You cannot
see color in darkness, only shades of gray.
Ambusher. Any melee attack you make while
undetected deals an additional 2d6 damage on a
hit.
HALF-ORCS
42
mistaken to be one half or the other, and rarely seen as
ALKING IN TWO WORLDS BUT TRULY BELONGING TO
neither, half-sylvarian combine what some both. They struggle for acceptance in a world that
say are the best qualities of their sylvarian simply does not know enough about them.
and human parents: human curiosity,
Half-Sylvarin Traits
inventiveness, and ambition tempered by
the refined senses, love of nature, and
Ability Score Changes. Your Charisma score increases
artistic tastes of the sylvarians. Some half-
by 2.
sylvarian live among humans, set apart by their
Age. Half-sylvarian mature at the same rate humans do
emotional and physical differences, watching friends
and reach adulthood around the age of 20. They
and loved ones age while time barely touches them.
live much longer than humans, however, often
Others live with the sylvarians, growing restless as they
exceeding 180 years.
reach adulthood in the timeless sylvarian realms, while
Alignment. Half-sylvarian share the lawful attitude of
their peers continue to live as children. Many half-
their sylvarian heritage. They value strict order and
sylvarian, unable to fit into either society, choose lives of
the natural progression of ranks, demonstrating
solitary wandering or join with other misfits and
love of leaders and desire for followers. They tend
outcasts in the adventuring life.
toward rules, resent others’ demands if they
The People. To humans, half-sylvarian look like
percieve them as below themselves, and sometimes
sylvarian, and to sylvarian, they look human. In height,
prove unreliable if they do not respect others. They
they’re on par with both parents, though they’re neither
often share the evil and selfishness of the Sylvarin,
as slender as sylvarian nor as broad as humans. They
but their human side can sway that heavily.
range from under 5 feet to about 6 feet tall, and from
Size. Half-sylvarian are about the same size as humans,
100 to 180 pounds, with men only slightly taller and
ranging from 5 to 6 feet tall. Your size is Medium.
heavier than women. Half-sylvarian men do have facial
Speed. Your base walking speed is 30 feet.
hair, and sometimes grow beards to mask their
Low-Light Vision. Thanks to your sylvarian blood, you
sylvarian ancestry. Half-sylvarian coloration and
have superior vision in dim conditions. You can see
features lie somewhere between their human and
in dim light within 60 feet of you as if it were bright
sylvarian parents, and thus show a variety even more
light.
pronounced than that found among either race. They
Skill Versatility. You gain proficiency in two skills of
tend to have the eyes of their sylvarian parents.
your choice.
Half-sylvarian have no lands of their own, though they
Sylvarin Bloodline. You have advantage on saving
are welcome in human cities and somewhat less
throws against being charmed, and magic can’t put
welcome in sylvarian forests. In Bayris, Coria, and in
you to sleep.
regions where sylvarian and humans interact often, half-
Origin. You were born from one of the numerous types
sylvarian are sometimes numerous enough to form
of sylvarin and humans intermingling. Choose what
small communities of their own. They enjoy the
type of each you are descended from.
company of other half-sylvarian, the only people who
Enlightened Corian
truly understand what it is to live between these two
worlds.
Ability Score Changes. Your Wisdom score icnreases by
In most parts of the world, though, half-sylvarian are
2, but your Strength score decreases by 2.
uncommon enough that one might live for years without
Eyes on the Prize. You gain proficiency in the Appraise
meeting another. Some half-sylvarian prefer to avoid
skill.
company altogether, wandering the wilds as trappers,
Keen Senses. You gain proficiency in the Perception
foresters, hunters, or adventurers and visiting
skill.
civilization only rarely. Like sylvarian, they are driven by
the wanderlust that comes of their longevity. Others, in
Enlightened Dranni sh
contrast, throw themselves into the thick of society,
Ability Score Changes. Your Constitution score
putting their charisma and social skills to great use in
increases by 2, but your Strength score decreases
diplomatic roles or as swindlers.
by 2.
Religion. Many half-sylvarian are highly pious and
Well-Developed Mind. You gain proficiency in the
devout, due to the circumstances of their life and finding
History skill.
temples to be one of the few truly accepting places for
Keen Senses. You gain proficiency in the Perception
them. The gods they follow depend on where they live,
but they can be found worshipping almost any and all skill.
gods.
Values and Taboo. Like sylvarian, half-sylvarian value
their traditions but also value their freedom, due to their
human half. They are stuck in a world that both loves
their company and rejects their selves. They are
HALF-SYLVARIN
44
Enlightened Ertani an Glorious Pardinese
Ability Score Changes. Your Intelligence and Wisdom Ability Score Changes. Your Intelligence and Wisdom
scores each increase by 1, but your Strength score scores each increase by 1, but your Constitution
decreases by 2. score is reduced by 2.
Enlightened Mind. You gain a cantrip of your choice Wild Hunter. You gain proficiency in your choice of the
from the Wizard spell list. Intelligence is your Survival or Carving skill.
spellcasting modifier for that spell. Imperious Magic. You know the friends cantrip.
Keen Senses. You gain proficiency in the Perception Charisma is your spellcasting ability for that spell.
skill.
Glorious Sendrian
Enlightened Pardinese
Ability Score Changes. Your Strength score increases
Ability Score Changes. Your Intelligence and Wisdom by 2, but your Constitution score decreases by 2.
scores each increase by 1, but your Strength score Sendrian Resilience. When you would roll a death
decreases by 2. saving throw, you can choose to have advantage on
Wild Hunter. You gain proficiency in your choice of the it. Once you do, you cannot do so again until you
Survival or Carving skill. finish a short or long rest.
Keen Senses. You gain proficiency in the Perception Imperious Magic. You know the friends cantrip.
skill. Charisma is your spellcasting ability for that spell.
Enlightened Sendrian Grand Corian
Ability Score Changes. Your Intelligence score Ability Score Changes. Your Wisdom score increases by
increases by 2, but your Strength score decreases 2, but your Intelligence score decreases by 2.
by 2. Eyes on the Prize. You gain proficiency in the Appraise
Sendrian Resilience. When you would roll a death skill.
saving throw, you can choose to have advantage on Resistant Blood. You have advantage on saving throws
it. Once you do, you cannot do so again until you against disease and injury poisons.
finish a short or long rest.
Grand Dranni sh
Keen Senses. You gain proficiency in the Perception
skill.
Ability Score Changes. Your Strength and Constitution
scores each increase by 1, but your Intelligence
Glorious Corian
score decreases by 2.
Ability Score Changes. Your Wisdom score increases by Well-Developed Mind. You gain proficiency in the
2, but your Constitution score decreases by 2. History skill.
Eyes on the Prize. You gain proficiency in the Appraise Resistant Blood. You have advantage on saving throws
skill. against disease and injury poisons.
Imperious Magic. You know the friends cantrip.
Grand Ertani an
Charisma is your spellcasting ability for that spell.
Ability Score Changes. Your Wisdom score increases by
Glorious Dranni sh
2, but your Intelligence score decreases by 2.
Ability Score Changes. Your Strength score increases Enlightened Mind. You gain a cantrip of your choice
by 2, but your Constitution score decreases by 2. from the Wizard spell list. Intelligence is your
Well-Developed Mind. You gain proficiency in the spellcasting modifier for that spell.
History skill. Resistant Blood. You have advantage on saving throws
Imperious Magic. You know the friends cantrip. against disease and injury poisons.
Charisma is your spellcasting ability for that spell.
Grand Pardinese
Glorious Ertani an
Ability Score Changes. Your Wisdom score increases by
Ability Score Changes. 2, but your Intelligence score decreases by 2.
Enlightened Mind. You gain a cantrip of your choice Wild Hunter. You gain proficiency in your choice of the
from the Wizard spell list. Intelligence is your Survival or Carving skill.
spellcasting modifier for that spell. Resistant Blood. You have advantage on saving throws
Imperious Magic. You know the friends cantrip. against disease and injury poisons.
Charisma is your spellcasting ability for that spell.
HALF-SYLVARIN
45
Grand Sendrian
Ability Score Changes. Your Strength score increases
by 2, but your Intelligence score decreases by 2.
Sendrian Resilience. When you would roll a death
saving throw, you can choose to have advantage on
it. Once you do, you cannot do so again until you
finish a short or long rest.
Resistant Blood. You have advantage on saving throws
against disease and injury poisons.
HALF-SYLVARIN
46
Size. They widely vary in height and build. They are
ITH THEIR PENCHANT FOR MIGRATION AND
conquest, humans are more physically barely 5 to 6 feet tall. Regardless of your position in
diverse than other common races. There is that range your size is medium.
no typical human. An individual can stand Languages. You can write, read, and speak your choice
from 5 feet to a little over 6 feet tall and of Apaponese, Anathari, Asheki, or Sarmor.
weigh from 125 to 250 pounds. Males
Cheligi Humans
might sport facial hair that is sparse or
thick. A lot of humans have a dash of nonhuman blood,
Chelig is a small Kingdom in the north of Sar’mak
revealing hints of sylvari, orcish, or other lineages
home to a very odd people, possessing the dark skin
leading to half-blooded children. Humans reach
typical of the continent but with bright blue or green
adulthood in their late teens and rarely live even a single
eyes that seem to almost glow in low light. These people
century.
prefer to keep to themselves, their high king ruling over
Humans are the most adaptable and ambitious people
themselves as well as their two accompanying
among the common races. They have widely varying
princedoms. Their people are prone to being born with
tastes, morals, and customs in the many different lands
a sorcerous spark and possess an iron will.
where they have settled. When they settle, though, they
stay: they build cities to last for the ages, and great Ability Score Changes. Your Dexterity and Charisma
kingdoms that can persist for long centuries. An scores each increase by 1.
individual human might have a relatively short life span, Mote of Magic. You gain a cantrip of your choice from
but a human nation or culture preserves traditions with the sorcerer spell list. Charisma is your spellcasting
origins far beyond the reach of any single human’s modifier for that spell.
memory. They live fully in the present—making them Languages. You can speak, read, and write Cheligi.
well suited to the adventuring life—but also plan for the
Corian Humans
future, striving to leave a lasting legacy. Individually and
as a group, humans are adaptable opportunists, and
Corians consider themselves to be the pinnacle of
they stay alert to changing political and social dynamics.
human culture, and can come off to other peoples as a
Where a single sylvari or khord might take on the
bit arrogant and pompous. In their defense, they do
responsibility of guarding a special location or a
have a rich and full culture, and have much to be proud
powerful secret, humans found sacred orders and
of. Coria possesses an enlightened society in which
institutions for such purposes. While khordaldrum clans
women are granted rights in theory equal to those of
and cidal elders pass on the ancient traditions to each
men; there is no post that a Corian girl cannot aspire to
new generation, human temples, governments, libraries,
achieve. Corian society is governed by rules of conduct,
and codes of law fix their traditions in the bedrock of
many of which are unspoken and understood. Even the
history. Humans dream of immortality, but they achieve
lowliest peasant maintains an attitude of dignity in their
it by ensuring that they will be remembered when they
bearing, which can be sometimes misinterpreted by
are gone.
outsiders as pridefulness. Nevertheless, Corians are a
Although some humans can be xenophobic, in
gracious people, polite and friendly as a whole.
general their societies are inclusive. Human lands
Corians have a progressive stance on society as a
welcome large numbers of nonhumans compared to the
whole. While they are still feudal, they do not restrict
proportion of humans who live in nonhuman lands.
women to specific roles - this, as a society, sets them
Humans who seek adventure are the most daring and
apart from most other cultures within Antaron. The
ambitious members of a daring and ambitious race.
nobles still demand respect from all beneath their
They seek to earn glory in the eyes of their fellows by
station, but they are limited in how they can affect those
amassing power, wealth, and fame. More than other
who don’t show them respect - in other words, there
people, humans champion causes rather than territories
aren’t any wanton beatings of the peasant class because
or groups.
someone accidentally splashed mud on the noble’s new
boots. As a matter of fact, honor between gentlemen
Human Traits (and even gentlewomen) is held in such esteem that
they will not deign to duel with a person who has not
Skill Proficiency. You gain proficiency in a skill of your
had formal training in the art. Such affronts are usually
choice.
either dismissed as a show of the noble’s generosity, or
Feat. You gain a feat of your choice.
the offender is brought before a magistrate and fined.
Age. Humans live less than 100 years and reach
adulthood in late teens.
Alignment. They tend toward no particular alignment.
Among them, the best and the worst can be found.
Speed. Your base walking speed is 30 feet.
HUMANS
48
Most of the general population is too busy working to
Dranne se Humans
afford time for entertainment, but in general, Corians
The Drannese, also sometimes called Drans or
love music - a traveling minstrel is often the talk of the
derisively known as Drannies, trace their origins from
town, and nobles will hire entire orchestras to play at
the race of men called the Anathari. Those that have
their dinners and affairs. Within the noble class a duel is
pure lineage are immediately noticeable by the coppery
a very exciting endeavor, and often the more publicized
skin that they possess. Their hair is usually dark brown
duels will be attended much in the same fashion as a
to black, with men tending to have their hair cut short,
show or play. While the opera hasn’t yet taken hold,
without facial hair. Women will wear their hair very long
some small circles of nobility have found the
and go to great lengths to add a wave or curls. As the
pronounced style enjoyable.
Anathari were shorter than the other races of
In the less wealthy sectors, the peasant class has
humankind, men tend to be between 5’ 4” and 5’8” in
come up with a game of skill called Bratha. The game is
height, and the women between 5’0” and 5’4”. Eye
similar to checkers, except that two of the stones begin
colors are predominately brown, although the
with specific random traits determined at the onset
occasional green does appear and is considered a mark
from a specified list, and the game is played on a much
of great beauty.
larger board. The object is to overcome both of the
As a people in general, the Drannese have a tendency
unique pieces, and the strategy of the game is a favorite
towards the large and garish. They like big houses, big
among would be tacticians who otherwise would never
horses, big meals, and big tracts of land. Colors worn by
find themselves in charge of an army. The noble caste is
citizens are usually a sign of status and lean towards
slowly picking up on the game, and more than one noble
very flashy and bright. When they play sports, they play
family has paid a great deal of money to procure custom
hard and play to win. When they fight, they fight hard
made sets of Bratha stones.
and they fight to win. When they throw a party…it is the
As there is so much open land within the boundaries
biggest and grandest event possible and no one goes
of Coria, the sport of racing has become rather prolific -
home hungry or sober. Drannese throw themselves into
and gambling at the races is largely qualified as a
any event or action completely and fully, and are highly
gentleman’s sport. The Corian people will race
competitive, especially with each other. The Drannese
anything, or so it seems. Foot-races are prominent
have many organized competitions over the course of a
among the peasant class, while horse racing is
year to determine who the best is at pretty well
preferred among the nobles. Chariots are also common,
anything. The extreme nature of the imperials causes
though usually reserved for special occasions.
them to be viewed with great trepidation among the
Music is perhaps the most glorified of the Corian arts.
other kingdoms.
While the single minstrel is a fun pastime, the
Another intrinsic nature of the Drannese is a love for
presentation of an orchestra is bound to draw a
order. They like to have their houses clean, their
multitude of high-paying nobles. Conductors and
shrubbery well trimmed, their clothing perfect, and their
composers are in high demand, and have earned a high
money counted. The Empire has an archive of records
level of respect among the noble caste; the standing
going back to the very beginnings of the Drannon
orchestra that the queen has at court is well-known.
Kingdom. These archives have some very detailed
Orchestras arecomposed primarily of strings and winds,
information about the smallest of things in the Empire.
with no brass instruments - as they are rare and not
Every ten years, the Imperial House sends out soldiers
overly appreciated - and percussion is nearly unheard of
and scribes to do a census of all people and livestock
within Corian society. Sculpting and painting come in a
within Drannon. It is done every ten years because it
close second, and the artist who shows skill and talent
takes that long to get all the counts, tabulate them, and
can expect commission by lofty nobles without fear of a
put them in their proper book of record. A Drannese
drought. There are a few actor’s guilds and plays, but
citizen could go to the archives and, for a fee, find out
the general public has yet to catch on to the fun of live
the names of every relative he has had going back the
theater.
dawn of the Empire. Other records include a room
Ability Score Changes. Your Wisdom and Charisma
dedicated to an ongoing record of every meal ever eaten
scores each increase by 1.
by an emperor, cross-referenced by date and food type
Eyes on the Prize. You gain proficiency in the Appraise
As stated, the Drannese tend to go big into everything.
skill, and have advantage on Appraise checks when
There are many laws and decrees in the Imperial
appraising art, jewelry, or precious metals
world, so many that no one person can keep track of
(including coinage).
them all. This has lead to such professions such as
Languages. You can speak, read, and write the Corian
magistrates and advocates being in high demand.
language. Scribes and letterers are also sought after eagerly, so
much so that if you can read and write in Drannon,
chances are you can find short-term employment.
HUMANS
49
Ability Score Changes. Your Strength and Constitution
Ability Score Changes. Your Dexterity and Charisma
scores each increase by 1.
scores each increase by 1.
Drannon Law. You were born and raised within the
On the Move. Your base movement speed increases to
walls of the empire of Drannon and were shaped by
35 feet.
their laws. You gain proficiency in the History skill,
Languages. You can speak, read, and write Telg.
and have advantage on with History checks when
recalling anything related to laws.
Ghali/Marakti Humans
Languages. You can speak, read, and write the Drannon
language. The Ghali and Marakati are a people very similar to the
Cheligi, possessing their same odd eyes except that
Egleshi Humans
theirs do not hold an inner light. The Gahli were
separated for the same reason as the Marakati, due to
Eglesh is a neutral zone where multiple races live in
their lack of a common inner magic. This made the
peace. Constantly under threat from the Stahlian
Cheligi people distrust their mundane cousins and cut
Empire who wishes to claim Eglesh’s lands for their
off much contact with them outside of collecting taxes.
own, Eglesh has a standing army. In addition to this the
people are expert builders, creating grand walls and
Ability Score Changes. Your Dexterity and Charisma
towers to defend their lands from a siege. Coming from
scores each increase by 1.
all walks of life, the people of Eglesh are a mixed bag of
Graceful Bladesman. You have proficiency with one
looks and there is no real standard among them.
weapon of your choice - simple, martial, or
superior, but not exotic - that has the light or
Ability Score Changes. Your Constitution and
finesse property.
Intelligence scores each increase by 1.
Moteless. Ghali and Marakati Humans entirely lack a
Builder. You gain proficiency with your choice of
mote of magic. Due to this, they are unable to
Carpenter’s Tools, Glassblower’s Tools, or Mason’s
become sorcerers.
Tools and may add double your proficiency bonus
Languages. You can speak, read, and write Cheligi.
to checks made with the chosen toolkit when
constructing something for a building.
Lendoreans (Kac hirians )
Languages. You can speak, read, and write Egleshi.
The islands to the south of Audalis’ mainland are called
Ertainian Humans
the Kachiri Islands by the mainlanders; however, to the
inhabitants of the islands, they are called Len-Dore,
Ertain is the largest of the five human kingdoms,
which means “People of the Sea.” They worship Chi-
prosperous and strong, and with the people to show it.
Len-Thol-Ma - often referred to affectionately as We-La,
The kingdom is wealthy enough to be able to afford a
literally “Give home” - (known elsewhere as Cardista,
prestigious magic academy known as the Library of
goddess of the sea) and have a distinct society of their
Felarin. It has the highest number of educated people of
own. The name “Kachiri Islands” is a misunderstanding
any kingdom in Antaron, and even many of the common
from when the first traders came to the islands and
people know at least basic cantrips.
asked the name. They were told Kachi-Ri, meaning the
Ability Score Changes. Your Intelligence and Wisdom island upon which they were currently landed.
scores each increase by 1. Mainlanders stuck to that name stubbornly, and the
Academy Initiate. You gain a cantrip of your choice Lendoreans don’t worry about mainlander’s
from the wizard spell list. Intelligence is your “confusion.”
spellcasting modifier for that spell. The Islands: There are eleven islands that make up
Languages. You can speak, read, and write Ertainian. Len-Dore, with four of them being noticeably larger than
the rest. The western most island is Tabla-Ri, (cities of
Eshiyan Humans
Rog-La and Catt-La), The center island is Kachi-Ri, (city
of Mal-La), and the southeastern island of Caya-Ri
The kingdom of Eshiya was once part of Telgrad but
(Cities of Zen-la and Quin-La). The large island north of
claimed independence many years ago. They are a
Kachi-Ri is Bani-Ri (city of Tere-La). The remaining
hardy people, but rely more on trade than simply
small islands are Fols-Ri, Win-Ri, Uban-Ri, Onta-Ri,
hunting and gathering everything they need. They are
Olan-Ri, Yami-Ri, and Zodl-Ri. None of the smaller
easily mistaken for a Telgradian, but their lifestyle is
islands have trading cities. The Lendoreans bring their
entirely different. They favor mobility, both of the person
goods to Mal-La or Quin-La in order to trade.
and of their civilizations. They retain no long-standing
cities and have a very nomadic lifestyle, easily
deconstructing or folding their buildings and rolling
them on carts, moving to wherever the trade happens to
be.
HUMANS
50