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Published by silverdawnadventuringguild, 2023-05-14 08:39:25

Silverdawn Playable Races

Description: The people have dark hair and eyes, with hedonistic pleasure seekers; nothing could be further  
very few variants. Their skin is a reddish hue, and they from the truth. When forced to defend themselves and
tend to wear their hair long and tied by a simple leather their homelands, invaders have never been able to hold
thong in a single braid. They are not a tall people, with a portion of the islands for longer than a day. Many
heights ranging from 5’ 2” to 5’ 6” for the women, to a decades ago, a pirate king named Yorkic the Mad, who
maximum height of 5’ 9” for the men. All islanders are fancied himself “The God-Emperor of the Sea,”
born in water and can usually swim before they can attempted to annex the islands by force. He arrived in
walk. Lendorean never wear clothing when swimming Mal-La to find it deserted. He and his men moved into
(this is a custom that mainlanders enjoy, and is the island to search for people hiding, yet found no one.
uncomfortable). Lendorean people are considered quite When they returned to the beach, their ships were all
beautiful by mainlanders, and it is rare to see a burning. The survivors had swum to shore on to be
Lendorean that is not in top physical shape. attacked by the forces of the Hart-Na-Len. They were
Dress: Islanders dress in very colorful, light woven slaughtered to the man.
clothes. They favor floral patterns for women and Men learn to fight and hunt from an early age. They
animal designs for men. Metal is extremely rare, and is receive their first “Glabb-Na” during the rite of manhood
never used in dress. Clothing is tied, usually designed to at the age of ten. The Glabb-Na is a white shirt woven
be wrapped around the body. Necklaces, rings and from the scales of a particular sea serpent called a Chi-
earrings are made from shells, bones and pressed Len-Ma (roughly, “Soul Sea Mate”). This shirt is as
flowers. tough as chain mail, but weights no more than heavy
Culture and Society: In Lendorean culture, women cloth. No mainlander has ever been able to find, buy or
and men are equal, but serve different functions in acquire a Glabb-Na. There are three recorded attempts
society. Men are the protectors, the hunters, the to steal one in Len-Dore history, and all three stories are
farmers, the spiritual leaders and the keepers of “ways.” told to Lendorean children to frighten them from the
Women are the political leaders, the barters, the dangers of stealing. The Glabb-Na is the only article of
mothers and keepers of “self.” Lendoreans live in family clothing a Lendorean will wear in the water, and only
based clans called Shal-Le. The residents of the when fighting. Once a boy becomes a man at ten, they
multiple islands have band together for mutual begin spiritual training as servants to the goddess Chi-
protection and trade, which has lead to a formalized Len-Thol-Ma. The boys must serve Chi-Len-Thol-Ma for
government. Family names are traced through the three years, after which they must decide whether they
mothers, and knowledge of lineage is passed from wish to serve her for their entire life. This is the only
mother to child. Every clan has a woman as leader time they have the choice. A man who leaves the temple
called the Chu-Che. These Chu-Che choose a leader cannot return as a spiritual servant. Spiritual leaders
from amongst themselves, called the Thol-Che. The are called Tesch-Wa, and are highly regarded in society.
Thol-Che holds the title for life, but can have power The men who leave the temple can go on to become
removed from them by the Chu-Che council (called the farmers, hunters, or seek the highest rank of Lendorean
Con-Che). The Thol-Che can choose a small group of society: A Hart-Na-Len (Defender of Sea, or Aquatic
women to help her rule and share her power; these Knight). see the related article on the Hart-Na-Len.
women are referred to as the Lin-Che. Trade and Commerce: The people of the islands love
Cities on the islands are mostly trading posts set up to metals, especially steel, copper, and iron from which
serve as a central point for mainland traders. There are they fashion cookware, weapons and tools. The women
six cities: Quin-La, Tere-La, Catt-La, Rog-La, Zen-La and will barter hard for metal items and raw metal but have
the main “Capital” city of Mal-La. Mainlanders are no interest in gold or jewelry. Metal is only good to them
called Pik-Chi-Len, which roughly translated to “Lost if it serves a purpose. They also trade for Sylvarian
Souls on Sea.” Lendoreans are very friendly to wine, dried meats and live chickens. The island
mainlanders, provided that they stay within their laws. produces many spices such as Salt, Pepper, Cayen-Ne,
Thieves and lawbreakers are punished severely on the Topa-Mi and Hatas-Ha, which are widely sought by the
first offense, and outright killed if they offend again. people of Antaron. They also make a liquor they call
Punishment can be as menial as cleaning all of the “Poln-Twa” with is very potent, fiery, and warming to
shells off of a beach, to as harsh as whipping-posts. the inner body. Dwarves are especially fond of this
Lendorean life is more spiritual than religious. They strong drink, as are some Humanoid races. The people
observe the goddess Cardista every day before the hunt, are accomplished glass-workers as well. The
work the fields, or battle. They have many festivals, Lendoreans prefer to trade via barter, and do not accept
which are elebrated with large banquets of food and the coins of the mainland; gold is a useless metal to
drink. Marriage is a huge event in Lendorean society, as them. Originally, acurrency of the islands did exist
is the birth of a child. within a glass bead system of promissory note. These
Funerals are a celebration of a life more than a “Atta-We” - A glass bead, clear, with three coloured
grieving of a death. This highly social lifestyle has lead bands are given between women to represent an
many mainlanders to believe the islanders are amount owed. The amount owed varies from person to


HUMANS
51


person but the general rule of beads is a single bead is Languages. You can speak, read, and write the Len-  
worth “a half of one day’s catch.” The Lendoreans later Dore language.
adopted a currency, once they became influenced by
Pardinese Humans
mainland traders. There is a Fole-We which is a coral
ring of many colours and represents their smallest
Nowhere in all of Antaron is there a place with such a
currency.
dichotomy of types of people. In the fields and
A Fole-We would get you a cooked fish at a market.
farmlands, Pards are a simple folk who love the land,
The Galo-We is equal to 10 Fole-We, and is carved Scal-
enjoy a good story, a good drink, and any form of
Lo shell (similar to the oyster, but smaller. It is mauve
merriment. The people of the land are plain speaking,
and purple). The Atta-We remains as the equal to 10
almost blunt to one another, which often disturbs the
Galo-We. Men do not participate in trade at all, referring
visitors from Ertain or Coria. However, the generosity
to it as “woman’s work.”
and kindness of the people is renowned. They wear
Values and Taboos: The people of the islands are very
simple clothing, are very practical, and have an earthy
proud of their homeland. The thought of someone
common sense about them.
taking a part of it away when it has not been offered fills
Then you enter the cities, or to a lesser degree, the
them with rage. Theft is a major crime to Lendoreans
castles, keeps and small towns that dot the landscape.
and is punishable by death. Murder is almost completely
City folk tend to be showy, well-spoken, and self-serving.
unheard of in their society. There is a high degree of
Politics is a game that everyone plays, and everyone
rules and beliefs that are learned from birth and
knows how well everyone else is playing. Status,
ingrained deeply with Lendorean society. Mainlanders
position, money, and favors are the pieces and the court
that are invited to festivals or banquets by the
of Portua is the board in this expansive game of
Lendoreans are given a young child to sit with them as a
Hazards.
guide to what is polite and proper. Some mainlanders
The Pardinese that seek the life of the sea are very
think this is insulting, but it is meant as an honor to the
different from their land-dwelling brethren. They have a
child chosen to be the guide for someone who does not
more worldly view, having seen more of Antaron than
know the rules. It is strictly forbidden for one clan
most people ever will. The sailors wear exotic clothing
member to marry another clan member, even if there is
(sometimes quite revealing), and generally have a looser
no blood relation between them. All marriages are
moral code than those on land. They often make
between clans, and the man always leaves his clan to
satirical songs and jokes about Pardinal, and generally
become part of his wife’s clan. Tesch-Wa are allowed to
view both city and farm folk as fodder for their humor.
marry and have children. Lendoreans have a strong oral
All Pardinese are known for being bold, blunt,
tradition of storytelling to teach of the social structures.
shrewd, and having a self-directed satirical sense of
The men are keepers of the “ways,” which are the
humor. They openly mock their lords, each other, and
stories of heroes and legends. They teach other men
even their king. In fact, one of the biggest celebrations
these stories, which are usually moralistic and tell of
in Pardinal is the Midsummer Eve Festival. This
one man beating the odds or dying to save the islands.
celebration of the gods and the seasons lasts for three
The women are the keepers of the “self,” which are
days and is a huge social event. The last day of
stories of the women behind the scenes, who sacrifice
celebration is referred to as King Leo Day. On King Leo
desires and needs for the good of the clan.
Day, most Pardinese dress up like the king, wearing
Unique Items: The Khat-Tal is a device made from
bright, gaudy clothing and fake crowns. Purple is worn
wood and the dried guts of a particular sea turtle. It is
by commoners, despite the law. Prizes are often given
similar to a crossbow, but is designed to function
for the best (or worst) impressions of the current King.
underwater. It is long, about 3 feet, and holds one
This tradition is performed annually in honor of King
harpoon within its casing.
Leo IX, who was actually an impersonator for most of
Language: The Len-Dore language is different from
his reign.
those of mainlanders, and consists of many short words
Strangely, they do not have this sense of humor to
that are hyphenated to form other words. The language
anyone outside of Pardinal making similar jokes.
is difficult to learn as it has no plurals, and makes no
distinction between past, present and future. Therefore Ability Score Changes. Your Dexterity and Wisdom
saying, “I will be going to the beach” is the same as “I scores each increase by 1.
have gone to the beach” and “I go to the beach.” Wild Hunter. You gain proficiency with the Survival and
Carving skills.
Lendorean Traits
Languages. You can speak, read, and write Pardinese.
 
Ability Score Changes. Your Strength and Dexterity
scores each increase by 1.
Lendorean Living. You gain a swim speed of 30 feet and
treat the Khat-Tal as a martial weapon.
HUMANS
52


 
Prüshik Humans Stahlian Humans
Prüsh is a land of mystery. They have a standing guard The Stahlia Empire is a massive force with a powerful
along both their landlocked border and their coastal standing army. Being one of the main areas with
border, not allowing any in or out. Little is known of the mandatory military service for all men, the people of the
powerful nation and it is rumored they practice dark empire are a strong built and hardy group. With tanned
magic and shamanic or pagan rituals and human skin and not just blond, but nearly golden hair, these
sacrifice to empower their warriors who enter a frenzy people stand out in a crowd, their pale blue or gray eyes
in battle. They are also known to take part in odd bodily seeming to look through people rather than at them.
alterations such as piercing their ears, lips, or face with
Ability Score Changes. Your Strength and Constitution
metal or bone.
scores each increase by 1.
Ability Score Changes. Your Strength and Charisma Military Service. You gain proficiency with Medium
scores each increase by 1. Armor as well as with the Mace, War Pick,
Ritualist. You learn one spell from the Shaman or Warhammer, and Shortbow.
Warlock spell list with the ritual tag. You may only Languages. You can speak, read, and write Stahlian.
cast this spell as a ritual, and Charisma is your
Telgradi Humans
spellcasting modifier for that spell.
Languages. You can speak, read, and write Prüshik.
The kingdom of Telgrad is a thriving land primarily
focused on hunting. Due to their far northern
Sendrian Humans
placement, the cold weather restricts much of what can
Living within the land some call “Tyrannis’ Heart”, the be grown, but encourages helping your common man to
Sendrian people have learned to be strong just to survive. These people have fair skin and often blond or
survive. The land is harsh and filled with people who light hair. Their eyes are often dark to help with the
follow dark gods and evil intent. It is home to thieves, harsh sunlight that often reflects off the snowy
merchants, assassins, death cults, necromancers, and landscape.
powerful warriors seeking riches. The Sendrian people
Ability Score Increase. Your Constitution and Wisdom
have adapted to become extremely hardy and able to
scores each increase by 1.
hold their own against any number of threats.
Natural Hunter. You gain proficiency in the Wisdom
Ability Score Changes. Your Strength and Charisma (Survival) skill and have advantage on any Wisdom
scores each increase by 1. (Survival) checks made to track a creature.
Sendrian Resilience. When you would roll a death Languages. You can speak, read, and write Telg.
saving throw, you can instead choose to gain 1 hit
Thohkryan Humans
point. You cannot use this feature again until you
finish a long rest.
The Thohkryan Empire is a large country known for its
Languages. You can speak, read, and write the
powerful naval force. Many of its people learn to sail at
Sendrian language.
least small fishing vessels from a young age, braving the
waters and the weather to bring home their catch. All
Skashian Humans
officers in their military are required to learn to sail
The Lordship of Skashia is a powerful country owned large sea vessels as well.
by the Stahlia Empire but granted its own governing
Ability Score Changes. Your Dexterity and Wisdom
power. The people of Skashia are exempt from the
scores each increase by 1.
Stahlian military service but may choose to join it as a
Sailor. You gain proficiency with Vehicles (Water) and
citizen of both Stahlia and Skashia. The Skashians are
may add double your proficiency bonus when
famed for their horsemanship, their knights leading any
making a check with it for sailing a ship.
charge with lance in hand. The dark haired and dark
Languages. You can speak, read, and write Thohkryan.
eyed people have a complexion similar to the Stahlians,
 
though slightly more fair.
Ability Score Changes. Your Strength and Wisdom
scores each increase by 1.
Rider. You gain proficiency in the Animal Handling skill.
In addition, any mount you ride has its speed
increased by 10 feet so long as you are the only one
riding it.
Languages. You can speak, read, and write Stahlian and
Skashian.



HUMANS
53


 
Ukirian Humans
The Ukirian Empire is a place of magic and study.
Housing some of the most prestigious schools of magic
teaching, the Ukirian Empire is well known for
producing the most skilled mages around. Around the
schools, they tend to have great temples where scholars
study the origins of magic and the world, seeking to
uncover as much information as possible in order to
better understand and control the things around them.

Ability Score Changes. Your Intelligence and Wisdom
scores each increase by 1.
Academy Initiate. You gain a cantrip of your choice
from the Wizard spell list. Intelligence is your
spellcasting modifier for that spell.
Languages. You can speak, read, and write Ukirian.
Yochel Humans
The Yochel Lordship is a country under the Ukirian
Empire that was separated by their emperor in order to
better study certain topics apart from the main empire.
These people are tasked with uncovering ancient
magiks that were used by lost civilizations and peoples,
primarily the spells that made them and their societies
so sturdy for so long.

Ability Score Changes. Your Intelligence and Wisdom
scores each increase by 1.
Ancient Magiks. You gain one 1st-level spell of your
choice from the abjuration spell school. Intelligence
is your spellcasting modifier for that spell. Once
you cast this spell this way, you may not cast it
again until you finish a short or long rest.
Languages. You can speak, read, and write Ukirian.
 




































HUMANS
54


However, in the past few decades, kelden have come  
IGH IN THE SECLUDED REACHES OF THE CHAKRAN
Mountains dwell the kelden - a race of to see the value of metal weapons and the like - items
people unlike any other in Audalis. which they cannot make themselves. Therefore, a few
Discovered first by a party of elves on their have begun trading with the occasional visitors from the
tri-annual search for griffons, the kelden outside world. Interestingly, kelden seem to have a
remain shy and unobtrusive, and outsiders knack for trading, despite the alienness of the concept;
rarely see them. most who deal with them consider them to be shrewd,
Description: Kelden are tall and fairly thin, with very and kelden who choose to live in “civilized” society tend
lightly tanned skin; males stand an average of seven to to be successful.
seven and one half feet tall (with females a few inches Values and Taboos: Kelden think in terms of their
shorter). Their faces are long, and the hair of both tribe, and all decisions are made based upon this
genders (typically brown) only grows to the length of an philosophy. While each member is expected to be self-
inch or so. sufficient, if one falls ill or is injured, the tribe will care
What makes the kelden so unique among the races is for them and will shoulder their share of the
the fact they have large, leathery wings that allow them responsibilities. Likewise, every member of a kelden
to glide through the air. Actually flying is very tiring for tribe will battle ferociously for the good of the whole.
the kelden, but with proper air currents, they can Duties that involve the common good of all (sentry duty,
glidefor long periods at a time. etc) are shared fairly.
Dress: Kelden wear very little in the way of clothing, Outsiders are viewed with suspicion, but only with
which is a difficult habit to break for those that venture hostility if they prove to be deserving of it. However,
into “civilized” lands. Often, little more than a leather kelden will usually study any visitors for a time before
loincloth is all that is worn by members of either gender. they allow themselves to be seen.
In winter, this is supplemented by various animal pelts, Most kelden are quite content to live out their lives in
though no preference is given to any particular species. the mountains, caring only for day to day survival.
Culture and Society: There are several small tribes of However, there are a few who choose to leave and see
kelden scattered among the remote reaches of the the world. This is their choice, but it is rare for a kelden
Chakrans. These tribes consist of a few extended who leaves to be allowed back into the tribe - they are
families, and the various tribes often have little contact normally viewed as dead, and treated like outsiders if
with each other. Kelden usually live in caves high in the they attempt to return.
side of a mountain, which makes their homes both As they have no written alphabet, all kelden history is
difficult to find and easy to defend. verbally passed down from generation to generation.
Kelden are hunter/gatherers, with males and females The shaman is usually charged with this responsibility,
splitting the daily responsibilities. Males usually though a tribe’s elders often keep a large portion of lore
shoulder the responsibilities of hunting and protecting themselves.
the cave, while females handle gathering of food, raising Names: Kelden have names in their own language
the young, etc. However, these rules are not hard and that they believe are spiritual in nature. Their names
fast, and it is not uncommon to see the roles shared or hold fragments of those of their ancestors, imbuing
reversed. them with their will.
Kelden have no alphabet, and use pictures as their Male Names: Thrakathk, Hekualit, Tortotir,
only form of writiten communication. In addition, their Metakhalith, Yokasatakar, Bhabantasak, Jhototoskat,
language is vastly different from those of most other Bhatarithk
humaniods, and consists of a wide variety of whistles Female Names: Irelelithi, Mososoho, Retarasa,
and chirps. These factors combine to make learning Thratharaka, Mereresa, Yhororhothi, Gharelkrathi,
“normal” languages difficult, and magical spellcasting Tothriskari
very near impossible.
Ke lden Traits
All kelden tribes do have at least one shaman,
occasionally two or three. These primitive priests
Ability Score Increase. Your Constitution and Wisdom
normally worship nature or the sun, though not in the
scores each increases by 2, but your Charisma is
same manner as other races might. These spiritual
decreased by 2.
leaders serve important roles in kelden society, and are
Age. Kelden live roughly 150-200 years and mature
treated with greast respect and deference. Often, the
about at the same rate as humans.
chief shaman is the only member of the tribe (aside
Alignment. Kelden are very self-sufficient and believe
from children) not expected to provide his own food.
their own morals stand at the top of all decisions.
Trade and Commerce: Kelden are, overall, very
They tend toward Lawful alignments.
primitive when it comes to trading. Since most families
Size. Kelden are tall, standing 7 to 7 and a half feet tall
are self sufficient, very little trading is done; virtually all
with the females just a little shorter. Your size is
of that is handled by simple barter.
Medium.
KELDEN
56


Speed. Your base walking speed is 30 feet.  
Natural Wings. You have large, leathery wings jutting
from your back. You have a fly speed of 40 feet, but
you must end your turn on solid ground, and cannot
move the turn after you fly. This fly speed is
reduced by 10 feet if you are wearing heavy armor.
Tundra-Born. You gain resistance to cold damage and
you are unaffected by extreme cold temperatures.
Natural Hunters. You gain proficiency with the Nature
and Carving skills.
Class Restrictions. A Kelden cannot be a wizard unless
they speak a language other than Kelden that has a
written language.
Languages. You can speak Kelden. The Kelden
language has no written text.
 

































































KELDEN
57


Halls of Memory where the entire Gamulqolfelir is  
EEP IN THE MOUNTAINS OF KHORDAL LIVE A RACE OF
beings that dwell in cavern homes, who dig carved into the walls and kept for all Khordaldrm to
deep into the earth and mine for gold and read. The written language of the Khords is based on
riches. These are the Khordaldrum, which over five hundred different runes and symbols. Every
roughly means “The chosen people of Khord child is taught to read and write the runes before
Khordal.” They are a hardy race that lives their twentieth birthday
deep under the mountains, building vast cities As a function of the rules, every Khord in Khordal
and mines within the rock and earth. Of all the races of knows what he is and where he ranks within the society.
Audalis, the Khordaldrum are the most reclusive, even He knows what to do to help a craftsman, he knows
more so than the Gilskalos or the Slaa’kar. who to go to when he is not feeling well, and he knows
The People: The Khordaldrum race is known for what he can say and what he can not. This may be part
being sturdy and strong. As a long-lived race, they can of why Khords have so much trouble with other races,
easily attain three hundred years in age, and remain because they cannot classify them into any rank of their
quite active through the majority of those years. They society other than “outsider”.
are often called “Khords” by the other races and Khord social structure is not widely known or
sometime “Kords,” although a Khordaldrum always understood by outsiders. Many Khords never leave their
prefers to be called by his given name. While they rarely homes for their entire lives, instead devoting all of their
grow much taller than four feet, Khordaldrum are very energy to crafts and smithing. Others become warriors,
solidly built (weighing usually over 130 lbs) and make defending the homelands from invaders above and
excellent warriors. Their skin is usually tan or ruddy; below. Yet, where are the women? Very few outsiders
hair is normally brown, occasionally black, sometimes have even seen a Khord female, and some have
red, although very rarely. Eye color is typically brown for pondered that there is no visual difference between
the males, although it is said that Khord females have male and female Khordaldrum. That is not true; female
violet or green eyes. Khord males have a tendency to go Khords are indeed bearded, slightly shorter than males,
gray early in life, around sixty or seventy years, which is and tend to be round-shaped with large bosoms.
considered a mark of distinction in their society. All A little known fact about Khords is that for every four
Khords, both male and female, have beards. A clean- born, three will be male. Given this disproportion in the
shaven Khord is an outcast, this being a lowest sign of male to female ratio, Khord males who do not find a
disgrace and dishonor. mate in life will devote themselves and their energies to
Most Khordaldrum make their homes in the working on their chosen profession. Married Khords
subterranean cities under the Khordal mountain range, also have professions, but it is generally accepted that
though a few opt for aboveground settlements. bachelors do the better work. Female Khords mostly
Centuries ago, a second Khordaldrum nation existed in tend to home and hearth, attending to the needs of
the Chakran mountains, but the inhabitants there were children and education. It is taught among the Khords
exterminated by the crunaik, goblins, and trolls that also that males deal with the big issues, while females deal
made their homes in those same mountains. Many with the small. To the outsider this may seem a bit
Khordaldrum still dream of the day when the Chakrans derogatory to the women, but it is not true to the
will be reclaimed from the foul beasts that slew their Khordaldrum. It is understood in their society that there
kin, and rumors persist that a small clan of are many more small issues than big, and if they are not
Chakrandrum survived and live on deep within the dealt with effectively, then society will fall.
bowels of the earth. The Chakrandrum were a very The family is the most important part of the
similar race to the Khordaldrum, with the exception of Khordaldrum life. Families live together, building
being taller (4 to 4.5 feet tall), and fairer of skin and subsections off of their homes as needed. Every family
hair. has a Patriarch who represents them in outer council
Culture and Society: Rules. They are the heart and meetings. Married couples will have their own
soul of Khord society and each and every last Khord dwellings, while bachelors often stay in the same series
lives and dies by the rules. The people live in vast of caverns. As the typical Khord female has four
caverns, built from the rock and earth, carved carefully children in her lifetime, it is considered good if one child
from the living stone. If one rule is not followed, one becomes a craftsmen, another a warrior, the third a part
part of a column done in haste and without care of the of the clergy, and finally a female to help continue the
rules, then the cavern will probably collapse. One can race. If a fourth male is born, then they are the one
only imagine how important rules must be to the encouraged to marry to help build the family. Marriage
Khordaldrum, given that context. ceremonies are planned years in advance, last for two
A Khord that breaks the rules is banished from weeks, and invitations to these events are relished and
society without exception. A Khord that breaks the rules highly sought. Once a couple is married, the female is
and thereby causes the death of another is shaved, then officially adopted into the family of the male and takes
banished - a fate worse than death. All the rules, no his name.
matter how small or how important, are kept in the  


KHORDALDRUM
59


This adoption is often ridiculed by the other races, as it and goblins to even viler creatures awoken by the  
does mean that the couple technically becomes brother Khordaldrum digging too deep into the bowels of the
and sister, but the Khords do not understand the joke. earth. Another profession held very high among the
Marriages are often prearranged between families, Khords is the sapper. A type of warrior, a sapper
many times as soon as a female child is born, and the combines the fighting skills of a soldier with the
women do the choosing. With so few females and so engineering skills of a miner. The sapper is the first into
many males, it is considered unwise to let these things any newly discovered caves or grottos. It is said that
happen by chance, and generally male Khords are just sappers can look at a stone on the ground and realize
glad to be picked. Whether part of their heritage or whether a cavern is safe to claim or best left alone.
whether the women are good at “picking” couples, most In combat, the Khordaldrum favor the double-edged
marriages among the Khords are considered happy, axe or the warhammer. Looking at a Khord, it is not
although there is the fact that they will go long periods hard to see why, as they are not built for finesse-type
of time without seeing each other. weapons. Some Khords use short swords, light spears,
Khords often find it hard to understand other races or other such weapons, but most chose the axe and
because they do not follow the same world views. hammer.
Raised to believe that rules are the foundation of It is often said that Khordaldrum are completely
society, Khords have a problem understanding the without a sense of humor. The Khord response to that
“frivolous” Sylvari, the “promiscuous” humans and the would be that it is false; he will laugh when he hears
“damned annoying” cidals. something truly funny! Although an extremely serious
Part of this also lies in the fact that Khordaldrum and somber race, they do enjoy a good laugh over a nice
have a completely different sexual makeup than the frothy tankard of ale or hard cider. The reason that
other races. Female Khords are only in “season” for a Khords are seen among the other races as humorless is
period of three days every three years. During that time that to them, each individual must be the epitome of
they give off an earthy scent (like peat moss) that will Khordaldrum kind when they are among other beings.
drive a male Khord into a lustful state. Married Khords Therefore, it takes a while for a Khord to feel
usually lock themselves in their homes during this comfortable enough around others to let down the
“fertile” season (Orta-dal as the Khords say). Females guard, push the rules to the back of the mind, and
usually go through this starting at age fifty. However, simply relax.
other than during the season, there is no sexual activity. The Khordaldrum have a higher alcohol tolerance
If a male Khord goes his entire life without ever than most races, and can drink an exceptional amount
marrying or seeing a female in this state, he will never of libations without feeling the effect. The preferred
feel the urge. This is why Khords are baffled by the drink of most is ale, followed by hard cider and mead.
other races’ need to court, kiss, cuddle, and fool around; No Khord will drink wine willingly (“if I wanted water,
it is all a waste of time to them. This is not to say that a lass, I’d ask for it!”). In Khordal, there is a drink that the
Khord never feels love - indeed, when a male Khord warriors drink called zhan-vunlgen or “Khordaldrum
dies, it is not unusual for his wife to die of the “weeping” Liquor”. This is a harsh drink, and very potent; few of
disease, an illness created by severe grief where the the other races can stomach it. It is so strong that even
female essentially cries herself to death. Those that do among the Khords, one tankard is enough to put a male
recover from the grief will usually not remarry for warrior on the floor.
decades. Trade and Commerce: Khordaldrum merchants trade
There are many different kinds of craftsmen and the goods and products of the craftsmen among
professions within Khordal. Metals are forged into themselves and to the aboveground races of Antaron.
mighty weapons, gems and rock carved into artistic Metal goods, weapons, armor, jewelry, and crafted
pieces of beauty. It is said that a Khord hates to see a metallurgy are traded by the merchants in exchange for
naked blade, - which is to say that every piece that is foodstuffs, cloth, and other goods that are not readily
worked upon has some artwork bestowed upon it. Even available to the Khordaldrum. On the bigger scale, the
the simplest of pots and pans will have the seleta mark Khords are the source for about forty perfect of the iron
of the maker upon it. This seleta mark is a source of ore and sixty percet of the gold in Antaron.
great pride among the Khords, and they will remark If it weren’t for the goods they sell being so highly
upon them to others. (See this hammer? Look here, it’s needed, no one would ever willingly deal with a Khord
a Relis! See, here is his seleta). The Khordaldrum love merchant. They rarely haggle and if they do, they don’t
to work hard and enjoy their professions. Anything less deviate from the price much. All the merchants use the
than twelve hours is a leisure day, and even warriors same prices (rules, don’t you know) and it is hard to find
will spar for hours, only to take their turn at helping the a bargain with a Khord.
craftsmen work.  
Warriors are held in high regard in Khord society,
and are very necessary. The lands of the Khords are
often beset by many a foul creature, from trolls, ogres,


KHORDALDRUM
60


One particular trade good that will get a Khordaldrum sacrifice. A grouping of silver or golden threads in a  
merchant bargaining is mithril. This fine metal, the braid represents acts of faith or steadfastness.
secret of which is held by the Sylvari, is like ambrosia to Stories and tales of heroic deeds and Khordaldrum
the Khords. They love it and they like to have it. Many a steadfastness are enjoyed by all, along with song.
Khord smith has tried unsuccessfully to figure out the Khords tend to enjoy songs that are shared by a group
secret of mithril, and it remains a point of contention and generally make all other races look ridiculous in
between the Khordaldrum and the Sylvari. comparison to Khordaldrum kind.
Religion: Religion is a very vibrant part of a There is a Sylvari saying that all topics are taboo to
Khordaldrum’s life. They worship Kharox, or the Khordaldrum. Certainly with the structured lives of
Gamultinader in their language, and it is considered the race, it is very limited what they will discuss among
part of a family’s honor to enter a son into the clergy. themselves, let alone with outsiders. Among
There are three different clerical followings of Kharox, themselves, it is considered very taboo to talk about
each with its own function and purpose within society. another Khord’s wife. It is very bad manners to use
Art of Olorfarluk, the World Carvers: Followers of another dwarf’s tools without permission. This rule
this teaching seek to make their marks upon the world alone could explain the special dislike of cidals that the
according to the vision of Kharox. This is the largest Khordaldrum are known to have. However, to offer
sect of his teachings that keeps Kharox’s laws called the another Khord the use of your tools is considered a high
Gamulqolfelir, the Grand Vision. The home of these honor.
followers is in the Warrens of Gunthras in Khordal with The Khordaldrum value hard work, good
other shrines and followings in Settlestone and Jaycern. craftsmanship, and time honored traditions. Family,
World Carvers seek to preserve the great works of the home, and hearth are at the core of their existence, and
Khordaldrum as well as work towards making even they enjoy peace and harmony. That being said, a Khord
grander and more breathtaking works of beauty from will never shy from a fight, and they do not fear dying for
the earth. their homeland, family, or race.
Sentinels of Runes: The Sentinels are guardians of Large bodies of water and things that are used to
sacred places. These followers study ancient arts, cross them are not liked by Khords. The general dislike
architecture, and engineering to create some of the comes from the bulky and solid physique of the race,
grand tombs, temples, forests, and rivers seen in the which is not meant for swimming; truth be told, most
world of Audalis. Whether natural or formed by hand, Khords would sink faster than an anchor in water.
the Sentinels use their knowledge, creativity, magic, and Another general dislike of the Khordaldrum are horses.
their abilities to protect holy places. Some of the most They do not like riding horses, for basically the same
famous traps and protection devices have been devised reason - their short stature makes riding difficult at the
by the Sentinels. best of times.
Runemasters: Among the Khordaldrum, there is a One of the biggest values and taboos rolled into one
small group that is held in high esteem. While the lies in the prized weapon or tool of the family Patriarch.
World Carvers are keepers of the Laws, the Khun- When a family loses their Patriarch to age or battle, the
kharad, or Runemasters, are keepers of all lore and chosen weapon if he was a warrior, or tool if he was a
knowledge that is sacred. They are the defenders of craftsman, is passed to the eldest son. The ceremony is
secrets, and the last line of defense against demons and very sacred, and is always attended by members of the
elemental creatures that slumber within the earth’s clergy. The celebration afterwards rivals that of
core. Unless they are on a specific quest for knowledge marriage as the family celebrates the new Patriarch and
or an artifact, the Runemasters will not venture forth the fond memories of the ones who have passed. The
from Khordal. Most Runemasters would prefer to stay eldest son has no choice in this - he must take the
home in the mine and curl up with a good rock. offering and the role given to him, and abandon all
Values and Taboos: As strange as it sounds to the previous plans. If a Khordaldrum were to ever refuse
other races, Khords hold great value in their beards. this honor, they would be shaved and banished forever,
Their facial hair tells a story to other Khords and they never again allowed to return.
read one another’s like a book. A braid in a beard is  
something highly valued by the Khords, both male and
female. When a Khord performs a deed or action that
exemplifies the Gamulqolfelir or shows great honor,
they are allowed to tie a braid in their beard. No one
would dare tie one without performing such an act, as
wearing a braid will bring prompt other Khords to ask,
“Tell us how you earned that braid.” A bead within the
braid means that a life was saved and the family of the
rescued has given honor to that Khord. Two braids
woven together through a single bead represent a


KHORDALDRUM
61


 
Khordaldrum
Ability Score Changes. Your Intelligence score
Your Khordaldrum character has the following racial increases by 2.
traits. Tempered. You gain resistance to Fire damage.
Slave Life. You gain proficiency with Thieves’ Tools and
Ability Score Changes. Your Constitution score
the Disguise skill. In addition, whenever you make
increases by 2, but your Dexterity score decreases
a Constitution (Endurance) check related to staving
by 2.
off the effects of starvation, dehydration, or sleep
Age. Khordaldrum mature at the same rate as humans,
deprivation, you are considered proficient in that
but they’re considered young until they reach the
skill and add double your proficiency bonus to the
age of 50. On average, they live about 350 years,
check, instead of your normal proficiency bonus.
with the exception of the Flame Khordaldrum who
Hill Kh ordaldrum
live on average 200 years.
Alignment. Most Khords are lawful, believing firmly in
Hill Khords are descended from the people who moved
the benefits of a well-ordered society. They tend
from the mountains many generations ago, and are
toward good as well, with a strong sense of fair play
largely interbred with the ancient Chakran people who
and a belief that everyone deserves to share in the
have all but fallen into history by now, with few to no
benefits of a just order.
pure-blooded Chakran people surviving. These khords
Size. Khordaldrum rarely grow taller than 4 feet tall, but
are hardy and much more joyous than the solemn
are built strong and generally weight above 150
mountain khords. They are not as great with
pounds. Your size is Medium.
stoneworking or smithing, but make up for it with their
Darkvision. Accustomed to life underground, you have
innate skills for drink, whether making it or downing it.
superior darkvision in dark and dim conditions.
They have learned to apply their skills to potions and
You can see in dim light within 60 feet of you as if it
poisons as well over the years, making them excellent
were bright light, and in darkness as if it were dim
alchemists.
light. You can’t discern color in darkness, only
shades of gray.
Ability Score Changes. Your Wisdom score increases by
Khord Resilience. You have advantage on saving throws
2.
against poisons that affect the body, and you have
Khord Toughness. You gain 1 additional hit point each
resistance against poison damage.
time you level up.
Khordaldrum Combat Training. You treat the Urgrosh
Drunkard. You gain proficiency with Brewer’s Tools
as a martial weapon. In addition, you have
and Armorer’s Tools. In addition, whenever you
proficiency with the throwing hammer and
make an Intelligence (Arcana), Intelligence
warhammer.
(History), Intelligence (Nature), Intelligence
Stonecunning. Whenever you make an Intelligence
(Psionics), or Intelligence (Religion) check related
(History) check related to the origin of stonework,
to identifying potions, poisons, or alcoholic
you are considered proficient in the History skill
beverages, you are considered proficient in that
and add double your proficiency bonus to the
skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Khord and
Mountain Kh ordaldrum
your choice of Apaponese or Anathari.
Flame Kh ordaldrum Making up the bulk of the general people of the Kharolis
mountain range, the mountain khordaldrum are a
The wretched scum of the mountains, flame
hardy, powerfully built people shaped by the strict
khordaldrum are the slaves of Kharolis, sentenced to
lifestyle of their home. They have mandatory military
work their lives away in the deep magma pits in the
training and know multiple weapons as well as being
halls under Kharolis. Working in the heat and awful
able to move properly in numerous types of armor as
conditions, these khords have adapted and grown to live
well. They are skilled miners and craftsmen, making up
with little food, water, or sleep. These working halls are
the majority of the miners, smiths, stoneworkers, and
lined by special crystals that put out radiation, causing
just general crafters in the mountain. These hardy
the khords that spend too much time here to develop
people survive day to day by relying on the help of every
deeper skin shades compared to the pale mountain and
other khord in their clan, with even one falling out of
hill khordaldrum above. This is used as an identifier to
place potentially causing large problems for the clan as
notice them at a glance in the case of one attempting to
a whole. Due to this factor, the price of betrayal or
escape.
abandonment of the family and clan is high.
 
KHORDALDRUM
62


Ability Score Changes. Your Strength score increases The People: Tourgaldrum have dark skin similar to  
by 2. the Yugulmitz though some have skin in a more
Khordaldrum Armor Training. You gain proficiency purplish shade, particularly those with stronger
with light and medium armor. psionics. These people typically have gray or black hair
Stoneworker. You gain proficiency with Mason’s Tools and beards, and keep the tradition of braided beards
and Weaponsmith’s Tools. In addition, whenever from their Khordish ancestors, even if they have lost
you make a Strength (Athletics) check related to much else from them. A strong and hardy people, the
mining, you are considered proficient in the Tourgs protect many of the other races of the
Athletics skill and add double your proficiency Underground from the deep-dwelling abberant threats
bonus to the check, instead of your normal that so thoroughly suffuse the area, though they have a
proficiency bonus. particular hatred of Deep Sylvari as their haughty
nature annoys them, and they see the Ghostlins as
Salt Kh ordaldrum
freeloading and too carefree to be of any true use.
Despite this, they continue their grim duty, protecting
Salt khords live throughout Thohkrya and sail the seas.
the other races as they would protect any of their own.
Far less dense than their cousins, these bouyant
Any time a tourgaldrum meets an ilithid, it is always a
dwarves often appear to be far wider and girthier than
fight to the death.
their land-bound cousins.
Culture and Society: Tourgs have a very rough
Ability Score Changes. Your Strength and Dexterity lifestyle, but keep the Khordish love of masonry and
scores each increase by 2, but your Charisma score stonework. A tourg stronghold is a sight to behold, and
decreases by 2. can often be treated as a beacon of safety in the
Sailor’s Training. You have proficiency with the otherwise inhospitable lands, but only if the one seeking
Acrobatics skill and water vehicles. sactuary is proper and respectful to the tourgs as well.
Sea Legs. You have a swimming speed equal to your Tourgaldrum follow a caste-based system, with warriors
walking speed. and their special psionicists known as gem mages being
at the top of the common people, but ruled over by
Steel Kh ordaldrum
elders and, in larger societies, a king or queen.
The tourgs are a highly war-oriented people due to
Steel khordaldrum descend from the special breeding
their history with the ilithids, and have found many ways
stock that had been kept by the Stahlian Empire, but
to continue augmenting their forces despite their slow
have long since been freed from servitude at the end of
reproduction. Some tourg socieities have managed to
the era of Khordish slavery. They are bred to be
bend the wills of deep trolls, and occasionally even
supernaturally strong against magic and serve in the
myconic dragons or other dragons that have gotten lost,
Stahlian military quite often both as warriors and war-
though no group has ever been known to be able to
mages.
bend a deep dragon though not for lack of trying. The
Ability Score Changes. Your Intelligence score great citadel of Namazir holds a captive purple dragon,
increases by 2. kept under constant mental manipulation and physical
Steel Mind. You have advantage on Intelligence saving restrains which the tours use to power a mighty furnace.
throws made against magic and psionics. In this plasma furnace, some of the greatest works of
Strategist. When a willing creature other than you tourgaldrum craftsmanship are made.
within 5 feet of you that you can see and that can Religion: Tourgaldrum have somewhat fallen from
see and hear you makes an attack, you can use your religion, caring almost solely for Kharox now. They will
reaction to give them advantage on the attack roll. still respect the religions of travelers, but they typically
Sworn to Steel. You have proficiency with shields and have little to no interest in worshipping other gods.
any two one handed or versatile melee weapons of  
your choice that are typically forged from metal.
Tourgaldrum

Tourgaldrum are deep-dwelling cousins to the
Khordaldrum, split off from them long ago. Despite this,
they remain incredily hardy and resilient, trekking on in
the face of the numerous dangers the Underground
presents. Unlike most normal Khordaldrum, many
Tourgaldrum have developed innate psionic powers due
to their constant battles against abberations,
particularly ilithids. These constant battles have left the
Tourgs gruff and uncaring, fighting for a reason long
lost from memory.


KHORDALDRUM
63


Ability Score Changes. Your Dexterity and Intelligence  
scores each increase by 2, but your Charisma score
decreases by 2.
Psionically Suffused. Tourgaldrum gain 3 psi points. In
addition, you know the crowned in sorrow talent
and distracting figment power. You can manifest
distracting figment once with this trait without
expending psi points, and cannot do so again until
you finish a long rest.
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.
Superior 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.
Tourgaldrum Resilience. You have advantage on saving
throws against Phantasm or Shadow spells,
telepathy powers, and against being charmed or
paralyzed.
 




















































KHORDALDRUM
64


see them as imposters that have no right to be related to  
OBOLDS ARE WEAK, CRAVEN, AND SEETHE WITH A
festering resentment for the rest of the dragons.
world, especially members of races that Kobolds often seethe with hatred and jealousy, but
seem stronger, smarter, or superior to them their innate caution ensures that they only act on these
in any way. They proudly claim kinship to impulses when they have the upper hand. If unable to
dragons, but beneath all the bluster, the safely indulge their urge to physically harm and degrade
comparison to their glorious cousins leaves members of other races, they resort to careful insults
kobolds with a profound sense of inadequacy. Though and “practical jokes” instead. They consider both
they are hardworking, clever, and blessed with a natural khordaldrum and sylvarian to be deadly rivals.
talent for mechanical devices and mining, they spend Kobolds fear the brute power of half-orcs and resent
their days nursing grudges and hatreds instead of humans for the dominant status that race enjoys. They
celebrating their own gifts. Kobold tactics specialize in believe half-sylvarian blend the best qualities of both
traps and ambushes, but kobolds enjoy anything that parent races, which strikes kobolds as fundamentally
allows them to harm others without putting themselves unfair. Kobolds believe cidals, small in stature, make
at risk. Often, they seek to capture rather than to kill, wonderful slaves and targets for kobold rage and
taking out their frustrations on the helpless victims they practical jokes. Both the kobolds and the brathunspar
drag back to their claustrophobic lairs. have an innate knack for tinkering and creating objects
Kobolds are small, bipedal reptilian humanoids. Most and so, while they do not particularly get along with
stand around 2 feet tall and weigh about 30 pounds. them, they hold a rival-like respect for them. They often
They have powerful jaws for creatures of their size and inadvertently push each other to better themselves if
noticeable claws on their hands and feet. Often kobolds’ they are forced to be around each other for compete.
faces are curiously devoid of expression, as they favor
Kobold Traits
showing their emotions by simply swishing their tails.
Kobolds’ thick hides vary in color, and most have scales
Ability Score Changes. Your Dexterity score increases
that match the hue of one of the varieties of chromatic
by 2, but your Strength score decreases by 2.
dragons, with red scales being predominant. A few
Age. Kobolds mature more quickly and can live to be
kobolds, however, have more exotic colors such as
“great wyrms” more than a century old. However,
orange or yellow, which in some tribes raises or lowers
many kobolds perish before they reach the end of
an individual’s status in the eyes of his fellows. Unlike
their first decade.
goblins, due to kobolds’ intelligence, they often mate for
Alignment. Kobolds are vicious, opportunistic, and
enjoyment similar to other intelligent races such as
prideful, but display extremes of devoted personal
humans and sylvarin, rather than just for the carnal
loyalty, and respect roles and rules. They therefore
need to reproduce.
tend towards Lawful Evil.
A few kobolds are born with leathery wings and can
Size. Kobolds are between 1 and a half to 2 and a half
fly. Known as urds, they like to lurk on high ledges and
feet tall and weigh between 25 and 35 pounds. The
drop rocks on passersby. Most urds are killed as soon
exception to this is Verismol kobolds, standing
as they are born, being seen as having an unfair
upwards of 3 to 3 and a half feet tall. Your size is
advantage that will set them apart from the tribe and
Small.
destroy their unity.
Low-light Vision. You are used to life in dank and dim
Kobolds thrive in cramped quarters far from the light
places, granting improved vision in dark and dim
of the sun. Most live in vast warrens deep beneath the
conditions. You can see in dim light within 60 feet
earth, but a few instead prefer to make their homes
as if it were bright light.
beneath tangles of overgrown trees and brush. Saving
Dungeonborn. Whenever you make a Wisdom
their malice for other races, most kobolds get along well
(Perception) or Intelligence (Investigation) check to
with their own kind. While squabbles and feuds do
search for traps, you can add twice your proficiency
occur, the elders who rule kobold communities tend to
bonus, instead of any proficiency bonus you
settle such conflicts swiftly. Kobolds delight in taking
normally apply.
slaves, relishing the chance to torment and humiliate
Hold Breath. You can hold your breath for up to 10
them. They are also cowardly and practical, and often
minutes at a time.
end up bowing to more powerful beings. If these
Opportunism. You have advantage on an attack roll
creatures are of another humanoid race, kobolds often
against a creature if it has been hit with an attack of
scheme to free themselves from subjugation as soon as
the same sort as yours, such as melee weapon
possible. If the overlord is a powerful draconic or
attacks or ranged psi attacks, from another
monstrous creature, however, kobolds see no shame in
creature since the end of your last turn.
submission, and often shower adoration on their new
 
leader. This is especially true if the kobolds serve a true
dragon, who they tend to worship outright. Kobolds
hold an innate hatred for dragonborn however, as they
KOBOLDS
66


Sunlight Sensitivity. You have disadvantage on attack value those that protect others of the tribe, but do not  
rolls and on Wisdom (Perception) or Intelligence particularly care for others outside of the tribe. Anyone
(Investigation) checks that rely on sight when you, who purposefully harms or kills one in the tribe is
the target of your attack, or whatever you are trying immediately branded an outsider if not killed first.
to perceive or investigate is in direct sunlight.
Ability Score Changes. Your Intelligence score
Languages. You can speak, read, and write Draconic.
increases by 2.
Kobolds pass down the tongue of dragons through
Powerful Foresight. You have an innate knack for
their gens.
seeing the future and reading the slightest
Subrace. Kobolds follow their masters wherever they
movements of your foes. As a reaction, when an
go, and as a result have been blessed, bred, and
attack hits you, you can force the target to reroll it,
beaten into a variety of specialized breeds. Choose
taking the new result. Once you use this feature,
of of the following subraces.
you cannot use it again until you finish a long rest.
Cliff Ko bold
Psionic Mind. You have resistance to psychic damage.
In addition, you know one of the following talents of
Also known as urds, these kobolds bear the blessings of
your choice: crowned in sorrow, hungry lightning,
their draconic deity in the form of membranous wings
lethal strike, or scramble. Your manifesting ability
extending from their shoulders. Their builds are even
for this talent is Intelligence.
more slight than a normal kobold, complete with a
Glisterblood Ko bold
slender, curved snout and a long, thinner tail that whips
in the breeze. Some gens of kobolds develop this trait
Spread throughout Ashek are remnants from an ancient
naturally, after generations spend dwelling in
war of dragons. Among these are a rare breed of kobold.
mountainside caves and hollowed-out cliff faces.
While most kobolds are wrathful and cruel, the
Ability Score Increase. Your Wisdom score increases by glisterbloods are descended from a rare line that had
2. been born of metallic dragon blood and magic, granting
Wings. You have a flying speed of 30 feet. To use this them a kindly outlook on others.
speed, you can’t be wearing medium or heavy
Ability Score Increase. Your Charisma score increases
armor, and you fall to the ground if you end your
by 2.
movement in the air.
Magic of the Metallics. You are naturally able to channel
Gemscale Ko bold
a small amount of positive energy through your
blood, and cast cast the cure wounds and calm
A few kobolds claim descent from gemstone dragons, a
emotions spells once each using this trait. Once you
race of powerful innately psionic creatures and bastions
do so, you cannot cast these spells this way again
of neutrality. Their scales are bright hues of purple, red,
until you finish a long rest.
blue, white, or green and the oldest of them sometimes
If you are of a non-good alignment, you instead
form some amethyst, rubies, sapphires, crystals, or
channel negative energy, and this trait instead casts
emeralds on them. These precious gemstones are seen
inflict wounds instead of cure wounds.
as a mark of pride for them and they will not remove
 
them without good reason. If the gems are removed,
they begin shriveling and turning to dark coals after a
short time.
Unlike many other kobolds, gemscales tend away
from keeping slaves and fostering hatred for larger
races. They seek empathy with other creatures through
a neutral stance.
Like other kobolds, gemscales speak draconic. Unlike
others though, their awakened minds aid them in
proper speech and they speak it as smoothly and
fluently as the true dragons they worship.
Due to the scarcity of gemscales, many go their entire
lifetimes without seeing another of their kind. These
creatures are sometimes born when a tribe of normal
kobolds is blessed by a gemstone dragon. When this
happens, the newly hatched gemscale often becomes a
leader in the tribe, using their intelligence to guide them
down proper paths and gain them great riches.
Gemstone kobolds see preservation of tradition and
the protection of the tribe to be of utmost priority. They


KOBOLDS
67


 
Hoard Ko bold Ve rismol Bloodline Ko bold
A few proud genes of kobolds are bred directly by You are a kobold descended from a proud line of rather
dragons, or burrow so deeply into an extreme tall forefathers. You have deep brownish-red scales and
environment that ancient draconic ancestry is forced to have developed an extremely prehensile tail that can
the fore. These kobolds are stouter than most of their manipulate objects with ease.
skinny race, and tend towards brightly colored scales
Ability Score Increase. Your Wisdom score increases by
and more pronounced spines.
2.
Ability Score Increase. Your Charisma score increases Prehensile Tail. Your tail has adapted over many
by 2. generations. You can use an item interaction with
Damage Resistance. You have resistance to one your tail to grab an unrestrained item from a belt,
damage type, chosen from acid, cold, fire, lightning, but not a bag, or a bolt or arrow from a case or
and poison. Some hold that this reflects draconic quiver. If you grab a bolt in this way, you can reload
ancestry, but most think it relates only to the the crossbow as part of this action.
dragon a given clan had to survive serving. Frightening Scream. As an action, you can let out a
Horde Hauler. You count as two sizes larger when mighty scream, similar to some types of dragons.
determining your carrying capacity and the weight Each creature within 15 feet of you must make a
you can push, drag, or lift. Constitution saving throw against a DC of 8 + your
Wisdom modifer + your proficiency bonus, being
Lorescale Ko bold
deafened and having disadvantage on attack rolls
until the end of your next turn on a failed save.
Lorescale kobolds are born with a more powerful innate
 
connection to their draconic ancestor’s sorcerous
powers, allowing them to cast spells in a similar way
dragons do.

Ability Score Increase. Your Charisma score increases
by 1.
Sorcerous Initiate. You know 2 cantrips of your choice
from the sorcerer spell list. Charisma is your
spellcasting ability for these spells.
Tunnel Ko bold

The most common variety of kobold, known for
occupying dungeons or digging out their own.
Inventiveness is a prerequisite of surviving in such
environments, and the tunnel kobold’s wide eyes, large
paws, and flared nostrils let them live deeper in the
darkness.

Ability Score Increase. Your Intelligence score
increases by 2.
Spring Trap. You can use your action to improvise a
cunning ploy which wrong-foots all creatures within
10 feet. Until the start of your next turn, your allies
gain advantage on attack rolls against these
creatures. You must finish a short or long rest
before using this feature again.
Darkvision. You are used to life in tunnels, granting
improved vision in dark and dim conditions. You
can see in dim light within 60 feet 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.









KOBOLDS
68


Human modesty is an alien concept to the Slaa’kar,  
HE SWAMPS OF KEDESH. JUST HEARING THE
name conjures images of desolation, of but they will nevertheless wear minimal amounts of
treacherous, murky footing, of a lifeless clothing to satisfy such artificial customs, if needed.
waste that wise travelers avoid at all costs. Traditional garmets, even when loose-fitting, are viewed
Yet this image is not entirely accurate. A as restrictive and burdensome, however, and are usually
wide variety of creatures make their homes quickly abandoned once civilization is left behind.
in the infamous swamps. Exotic birds not Culture and Society: Slaa’kar live in small tribal
found anywhere else in Antaron nest among the unique groups which normally consist of physically similar
foliage. Snakes, crocodiles, and other less pleasant individuals - for instance, all members of a tribe will
fauna reside in the waterlogged soil. And with these usually have the same color scales. While the Slaa’kar
beasts are the Slaa’kar, a misunderstood race of are aware of their racial identity, and even share many
intelligent, reptilian humanoids. of the same values, beliefs, and myths, there appears to
The People: Secretive and cunning, the Slaa’kar be little loyalty to anyone outside of the individual’s
inhabit the majority of the Swamps of Kedesh, as well immediate tribe. Warring among tribes is a common
as some of the adjoining lands. Slaa’kar stand from five occurrence, and in some cases, seems to be a veritable
and a half to six and a half feet in height, and are way of life.
deceptively heavy for their size, due to a high percentage Some Slaa’kar tribes dwell in caves, while others
of muscle mass. Slaa’kar are completely reptilian in makes their homes in odd, dome-shaped huts called
appearance, having dark eyes, scaled bodies, and hands d’tan. Constructed from mud, d’tan are surprisingly
and feet that terminate in short claws. The surprisingly smooth and seamless. While appearing very primitive,
soft, supple scales usually come in green, gray, or these huts are actually quite weatherproof, and can last
brown, though other variations have been reported (the for decades. The secret of their construction is not
most interesting of which includes iridescent blues and shared with outsiders. Perhaps due to the near-
silvers). Slaa’karn faces resemble nothing so much as xenophobic attitude of many Slaa’karn tribes towards
lizards, and all Slaa’kar possess tails. Many physical each other, there are no known major settlements in
traits, such as scale color, seem to depend entirely upon existence.
the individual Slaa’karn tribe. Slaa’kar can live to be Slaa’kar are omnivorous, and will eat almost anything
older than humans, though nothing like Khordaldrum or aside from carrion. As a civilization, they do not seem to
Sylvari; one hundred twenty to one hundred fifty years have progressed much beyond the hunter-gatherer
seems to be the maximum. As do most reptiles, Slaa’kar stage, so diet often depends largely upon whatever is
possess a particularly keen sense of smell. available at the time. There are numerous tales of
There appears to be some degree of sexual humanoid travelers being captured and eaten by
dimorphism among the Slaa’kar; females are almost Slaa’karn tribes; despite the sensationalist nature of
always smaller than males, and invariably have less these stories, they should not be lightly regarded, as
vibrant coloring. Many Slaa’karn males have crests of there is a fair amount of evidence to support them.
contrasting colors (red, orange), while females never do. Some Slaa’kar have been known to supplement their
Slaa’kar are strong, due to their muscular builds, diets by taming swamp fowl and harvesting their eggs,
though not quite as agile as some races. They tend to but this sort of activity seems to be the exception, not
blend in well with natural surroundings, Unlike most the rule.
humanoid races, which are mammalian, the reptilian While they do use tools, Slaa’kar technology is
Slaa’kar are cold-blooded. This enables Slaa’kar virtually nonexistent; their weaponry tends to consist of
individuals to withstand higher temperatures than most spears, simple bows, and other primitive armament that
other races, but the flipside to this is that very cold can be made from local resources. However, outside
temperatures cause sluggishness, and eventually force items are recognized for their value; steel weapons are
Slaa’kar into a torpor. While it is virtually impossible for particularly prized, and influential members of the tribe
a Slaa’kar to freeze to death, individuals in torpor are will usually carry better armament than the common
completely unaware of their surroundings and unable to Slaa’k.
do anything whatsoever. Gender roles seem to be virtually nonexistent among
Dress: Slaa’kar have thick, leathery hides, and thus the Slaa’kar. Tribal leadership is provided from the
have no need of clothing to protect them from the sun. strongest, most able member of the tribe, and powerful,
However, they do tend to wear belts and the like respected members of the tribe can challenge for
fashioned from animal skins, from which they attach leadership at any time, though certain rituals must be
various pouches, weapon sheathes, and similar observed. Ability and strength dictate what
utilitarian items. Slaa’kar have also been known to wear responsibilities other individuals may have - strong
assorted pieces of purely decorative clothing, such as individuals become warriors, hunters, and workers; the
capes and cloaks fashioned from fur, but this seems to weaker Slaa’kar cook and care for the tribe’s young.
be limited to social situations. Family is an alien concept; males compete for the right
 


SLAA’KAR
70


to mate with the tribe’s females, whose young are then She who Birthed All People (Lysora)- the great  
cared for by the tribe as a whole. mother spirit
All knowledge, religious beliefs, and learning are He who Holds the Secrets (Jusarin)- the spirit of
passed vocally from generation to generation. Each knowledge, study, and wisdom*
tribe has at least one lorekeeper, called an ac’turna,
Values and Taboos: Slaa’karn society is fairly
whose job it is to retain the old learning. On nights of
organized and peaceful, aside from occasional quarrels
the full moon, the tribe gathers together to socialize and
over leadership or mating. Aside from ac’turnar and
share news, and the ac’turna will tell a story of the old
ka’toln, who hold special positions within society,
days. These lorekeepers are usually easily
individual worth is measured almost exclusively
distinguishable, as they wear feather necklaces to
through physical strength and cunning. The good of the
signify their station; they are among the few Slaa’kar
tribe is considered to be above the good of the
who are permitted to travel from tribe to tribe without
individual, and all members are expected to either do
fear of molestation. Ac’turnar are considered to be
their share or leave the tribe. As other Slaa’karn tribes
something akin to holy, and no Slaa’kar will willingly
are not likely to be friendly to outsiders, those that leave
harm one.
the tribe usually resort to becoming loners, or seeking
Trade and Commerce: Slaa’kar have very little
the company of other races.
economy, in the traditional sense. Trade is hampered by
their distrust of those who do not belong to their tribe.
Slaa’Kar Traits
However, some barter does occur between members of
non-hostile tribes.
Ability Score Increase. Your Strength score increases
There have been occasions of Slaa’kar trading with
by 2.
travelers, though on a strict barter basis, as they have no
Age. Slaa’kar live to be 120-150 at most, and mature
currency. Weapons, food, and decorative items are all
very quickly, being considered adults by the age of
valued by the Slaa’kar, who will in turn provide
10.
medicinal plants, exotic animals, and the like - items
Alignment. Most Slaa’kar are neutral. As a place of
unavailable outside of the swamps. Again, travelers are
predators and also like prey they see the world,
warned; while some Slaa’karn tribes are friendly, others
where the life and death processes are in neutral.
can be quite dangerous.
They only wish to survive and prefer to leave the
Religion: Slaa’kar are very superstitious, as a race,
other creatures to their self devices.
and attribute all unexplained bad happenings to evil
Size. Slaa’kar are a little bulkier and taller than
spirits. They view the world as teeming with spirits -
humans. Your size is Medium.
animals, plants, even rocks have spirits according to
Speed. Your base walking speed is 30 feet.
Slaa’karn ideology.
Bite. Your fanged maw is a natural weapon, which you
The spiritual needs of Slaa’kar are seen to by a ka’tol,
can use to make unarmed strikes. If you hit with it,
the tribal shaman. Ka’toln interpret the actions of the
you deal piercing damage equal to 1d6 + your
spirits, and advise the populace on the proper ways to
Strength modifier, instead of the bludgeoning
mollify them - most often in the form of minor sacrifices
damage normal for an Unarmed Strike.
of food or other goods. Naturally, ka’toln garner a very
Hold Breath. You can hold your breath for up to 15
similar level of respect to that granted ac’turnar.
minutes at a time.
In the cosmic view of the Slaa’kar, there are a few
Hunter’s Lore. You gain proficiency with two of the
great spirits that overshadow the multitude of lesser
following Skills of your choice: Animal Handling,
ones that inhabit virtually every crevice. Some ka’toln
Carving, Nature, Perception, Stealth, and Survival.
are dedicated specifically to one of these great spirits,
Class Restrictions. A Slaa’kar cannot be a wizard
and wield abilities comparable to clerics of other
unless they speak a language other than Slaa’ki
cultures. Important great spirits include:
that has a written text.
Slaa’kar Combat Training. You treat the Tortoise Blade
She who Always Steps on Stones (Shinara)- the
as a martial weapon.
spirit of good fortune, often prayed to by Slaa’kar
Languages. You can speak Slaa’ki. The Slaa’ki language
He who Rules the Skies (Solanis)- Slaa’karn name
has no written text.
for the spirit of the beloved sun
Subrace. As a type of predator, Slaa’kar adapt to their
She who Brings the Darkness (Tyrannis)- universally
environment as best they can. Several different
feared, and seen as a bringer of all evil
version of them exist and are listed below.
He who Rides the Storms (Anskar)- viewed with a
 
mix of respect and healthy fear
He who Stills the Heart (D’hurgen)- the spirit who
comes for each person at life’s end
She who Sweetens the Hunt (Vilathera)- the great
huntress who guides game to the Slaa’kar
SLAA’KAR
71


Hungry Jaws. In battle, you can throw yourself into a  
Desert Slaa’ kar
Vicious feeding Frenzy. As a Bonus Action, you can
Ability Score Improvement. Your Wisdom score
make a Special Attack with your bite. If the Attack
increases by 2, but your Charisma score decreases
hits, it deals its normal damage, and you gain
by 2.
Temporary Hit Points (minimum of 1) equal to your
Sand Dweller. You’re acclimated to desert
Constitution modifier, and you can’t use this trait
temperatures. You’re naturally adapted to warm
again until you finish a Short or Long Rest.
climates and ignore the effects of extreme heat and
 
have advantage on any saving throw against
dehydrating effects that would cause exhaustion,
such as a topaz dragon’s breath.
Tough Scales. You have tough, scaly skin. When you
aren’t wearing armor, your AC is 13 + your
Constitution modifier. You can use your natural
armor to determine your AC if the armor you wear
would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural
armor.
Agility. Your base walking speed is 35 feet.
Forest Slaa’ kar

Ability Score Increase. Your Dexterity score increases
by 2, but your Intelligence score decreases by 2.
Low-Light Vision. You can see in dim light within 60
feet as though it were bright light.
Tough Scales. You have tough, scaly skin. When you
aren’t wearing armor, your AC is 13 + your
Constitution modifier. You can use your natural
armor to determine your AC if the armor you wear
would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural
armor.
Agility. Your base walking speed is 35 feet.
Grassland Slaa’ kar

Ability Score Increase. Your Dexterity score increases
by 2, but your Wisdom score decreases by 2.
Plains Runner. You can take a bonus action on each of
your turns in combat. This action can be used only
to take the Dash action.
Highly Skilled. You gain proficiency with one of the
following Skills of your choice: Animal Handling,
Carving, Nature, Perception, Stealth, and Survival.
Agility. Your base walking speed is 35 feet.

Swamp Slaa’ kar
Ability Score Increase. Your Constitution score
increases by 2, but your Dexterity score decreases
by 2.
Hold Breath. You can hold your breath for up to 15
minutes.












SLAA’KAR
72


one highly famed smith by the name of Varielis who has  
YLVARI ARE A MAGICAL PEOPLE OF OTHERWORLDLY
grace, living in the world but not entirely part opened shop in Pardinal.
of it. They live in places of ethereal beauty, in The Syls, according to their own records, were the
the midst of ancient forests or in silvery spires first inhabitants of Antaron. Though their domain has
glittering with faerie light, where soft music been whittled away a bit by humanity, the Sylvarian
drifts through the air and gentle fragrances Empire is easily still the largest nation on the face of the
waft on the breeze. Sylvari love nature and continent.
magic, art and artistry, music and poetry, and the good The term “empire” is quite fitting, as Sylvaria is
things of the world. actually composed of three seperate kingdoms -
With their unearthly grace and fine features, sylvari Alloryen in the north, Maelamin in the south, and
appear hauntingly beautiful to humans and members of Londelirenen, the central kingdom. Each kingdom is led
many other races. They are slightly shorter than by a king or queen.
humans on average, ranging from well under 5 feet tall The government itself is an interesting mix of
to just over 6 feet. They are more slender than humans, monarchy and republic - each land, for instance, has a
weighing only 100 to 145 pounds. Males and females large say in its own government while still remaining
are about the same height, and males are only subservient to imperial rule. The day to day governing of
marginally heavier than females. the empire falls to the High Council, which consists of
Sylvarin’s coloration encompasses the normal human representatives from each of the kingdoms. The
range and also includes skin in shades of copper, councillors, who serve terms that usually last a few
bronze, and almost bluish-white, hair of dark earthy hundred years (the terms are voluntary), make laws,
tones, and eyes like pools of liquid gold, silver, sapphire, hear grievances, and the like. Final word on all matters,
emerald or obsidian. Sylvari have no facial and little however, rests with the Speaker.
body hair. They favor elegant clothing in bright colors, The Quenda tel’gilrim (Speaker of the Stars), as the
so long as it is still able to be moved effectively in while elven emperor is formally called, is perhaps the most
worn in the case they must fight in it.. A Sylvarin’s horns powerful political figure in Antaron. While the nobility
are broad and strong, and seen as a sign of power and and the council certainly have a strong say, the Speaker
status. If a Sylvarin is exiled, their horns are cut off, only can order armies to war, treaties to be signed, and cities
able to be restored with the grace of the king or queen to be built. Most elves, regardless of nationality or
who exiled them. Sylvarin also have hooves with fur heritage, view the Speaker of the Stars with a respect
covering the lower quarter of their legs. that borders on reverence. The position of Speaker is
Sylvari can live well over 700 years, giving them a hereditary, as one of the three kings always fills the role
broad perspective on events that might trouble the of Speaker, and is held for life. As with the monarchs of
shorter-lived races more deeply. They are more often the three kingdoms, the position is not limited by
amused than excited, and more likely to be curious than gender, though there have only been two female
greedy. They tend to remain aloof and unfazed by petty Speakers in elven history. The major difference,
happenstance. When pursuing a goal, however, whether however, is what happens if the Speaker does not have
adventuring on a mission or learning a new skill or art, a direct heir. If this occurs in the case of a king or queen
sylvari can be focused and relentless. They are slow to of any of the three lands, there is a large hierarchy in
make friends and enemies, and even slower to forget place that dictates where the crown will go. The office of
them. They reply to petty insults with disdain and to Speaker, however, dictates that only a direct heir (child)
serious insults with vengeance. of the Speaker may assume the office. In the event that
Like the branches of a young tree, sylvari are flexible a Speaker dies childless, the High Council is called
in the face of danger. They trust in diplomacy and upon to perform their most important duty - they alone
compromise to resolve differences before they escalate have the authority to choose the new Speaker, which
to violence. They have been known to retreat from must be a sitting monarch from one of the other two
intrusions into their woodland homes, confident that lands. While this was designed to ensure that fresh
they can simply wait the invaders out. But when the blood would be introduced to the imperial crown, it
need arises, sylvari reveal a stern martial side, naturally leads to a wealth of politicking and infighting.
demonstrating skill with sword, bow, and strategy. The Sylvarin are aristocratic, ruthless, and predatory.
Most sylvari live within their grand forest kingdoms, Their society revolves around the laws of beauty, a code
each filling their own specific role in society.. They are that specifies how one’s cunning and personal
talented artisans, crafting finely worked clothes and art attractiveness determine one’s social rank. If you are
objects. Their contact with outsiders is usually limited, only moderately beautiful, you are a low-ranking elf. If
though a few Sylvarin make a good living by trading you are ugly or disfigured, then you are an eyeblight, a
crafted items for metals (which they have no interest in creature unworthy of respect or even, if it is deemed so,
mining). Sylvarin smiths are famous across the land for life. There are four official ranks of elves, determined by
their incredibly durable and beautiful work, but they do measure of beauty.
not typically travel from their lands to sell it, aside from  


SYLVARIN
74


The four social classes are: Female Adult Names: Adrie, Althaea, Anastrianna,  
Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia,
Faultless. Any sylv who possesses the minimum
Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna,
threshold of beauty and grace is granted this basic
Lia, Maralen, Meriele, Mialee, Naivara, Quelenna,
rank.
Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra,
Immaculate. Dignitaries, VIPs and higher-level
Thia, Vadania, Valanthe, Xanaphia
functionaries among sylvarin attain the rank of
Family Names: Amakiir, Amastacia, Galanodel,
immaculate.
Holimion, Ilphelkiir, Liadon, Meliamne, Naïlo,
Exquisite. Packmasters (lords of sylvarin hunting
Siannodel, Xiloscient
packs) and important courtiers are of the exquisite
rank. They have the privilege of being able to speak
Sylvarin Traits
directly to perfects.
Ability Score Changes. Your Dexterity score increases
Perfect. The perfect are elves so beautiful and so
by 2.
shrewd that they rule all other elves. There are only
Age. Although sylvarin reach physical maturity at about
a few of these in the world. Perfects can kill those of
the same age as humans, the sylvarian
low rank with impunity. The three ruling monarchs
understanding of adulthood goes beyond physical
and the Speaker belong to this rank.
growth to encompass worldly experience. A
Sylvarin are distinguished by their cultivation of a
sylvarin typically claims adulthood around the age
white flower called moonglove, from which can be of 100 and can live to be 750 years old.
derived a potent poison. This poison is deadly even in Alignment. Sylvarin have a tough society with countless
small amounts, taking down even towering giants. In laws and societal requirements and as such are
precisely controlled, highly diluted trace amounts, its extremely lawful. They have a mostly selfish
necrotizing properties can be used to etch or carve outlook and typically are evil.
living tissue — such as skin or bark. Sylvarin view
Size. Sylvarin range from under 5 to over 6 feet tall and
nature as something to be improved, cultivated, and if
have slender builds. Your size is Medium.
necessary, rearranged.
Speed. Your base walking speed is 30 feet.
Sylvarin often hunt eyeblights, creatures who fail the
Low-Light Vision. You can see twice as far as a human
sylvs’ exacting standards of beauty and therefore have
in starlight, moonlight, torchlight, and similar
the lowest status in their eyes. But sometimes, instead,
conditions of shadowy illumination. It retains the
they create vinebred minions from such creatures. For
ability to distinguish color and detail under these
this, the sylvarin can animate a parasitic plant called
conditions. A spellcaster with low-light vision can
nettlevines to bind around their victims, creating
read a scroll as long as even the tiniest candle
twisted, but powerful and eminently controllable
flame is next to her as a source of light.
minions.
Sylvari Bloodline. You have advantage on saving throws
Names. Sylvari are considered children until they
against being charmed, and magic can’t put you to
declare themselves adults, some time after the
sleep.
hundredth birthday, and before this period they are
Trance. Sylvari don’t need to sleep. Instead, they
called by child names.
meditate deeply, remaining semiconscious, for 4
On declaring adulthood, a sylvari selects an adult
hours a day. (The Apaponese word for such
name, although those who knew him or her as a
meditation is “trance.”) While meditating, you can
youngster might continue to use the child name. Each
dream after a fashion; such dreams are actually
sylvarin’s adult name is a unique creation, though it
mental exercises that have become reflexive
might reflect the names of respected individuals or
through years of practice. After resting in this way,
other family members. Little distinction exists between
you gain the same benefit that a human does from
male names and female names; the groupings here
8 hours of sleep.
reflect only general tendencies. In addition, every
Sylvari Combat Training. You treat the Thinblade and
sylvarin bears a family name, typically a combination of
Razorwing Bow as martial weapons.
other Sylvarian words.
 
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael,
Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia,
Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis,
Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan,
Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
Laucian, Mindartis, Paelias, Peren, Quarion, Rhys,
Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren,
Varis
SYLVARIN
75


Languages. You can speak, read, and write Sylvari and  
Enlightened Sylvar in
your choice of Apaponese or Anathari. Sylvari is
Ability Score Changes. Your Intelligence score
fluid, with subtle intonations and intricate
increases by 2, but your Strength score decreases
grammar. Sylvarian literature is rich and varied,
by 2.
and their songs and poems are famous among
Cantrip. You know one cantrip of your choice from the
other races. Many bards learn their language so
Wizard spell list. Intelligence is your Spellcasting
they can add Sylvarian ballads to their repertoires.
Ability for it.
Subrace. The Sylvarin kingdoms are split among
Extra Language . You can speak, read, and write one
several different tiers and groups. These groups
extra language of your choice.
have different strengths and weaknesses, as shown
Keen Senses. You gain proficiency in the Perception
below.
skill.
Ah k’Taki (Skeletal) Sylvar in
Sylvarin Weapon Training. You gain proficiency with
the Longsword, Shortsword, Shortbow, and
The Ahk’Taki, or Skeletal Sylvari, are a wretched
Longbow.
cursed people born from Prüshik demonic rituals and
are the primary source of hatred between the more
Glorious Sylvar in
natural sylvari and the Prüshik people.
Ability Score Changes. Your Charisma score increases
Ability Score Changes. Your Constitution score
by 2, but your Constitution score decreases by 2.
increases by 2, but your Charisma score decreases
Graceful Weapon Training. You gain proficiency with
by 2.
the Rapier, Scimitar, Shortbow, and Longbow.
Bony Hide. You have tough skin lined with horns, spikes
Imperious Magic. You know the friends cantrip. When
and protruding bones. When you aren’t wearing
you reach 3rd level, you can cast the charm person
armor, your AC is 13 + your Dexterity modifier. You
spell as a 2nd-level spell once with this trait and
can use your natural armor to determine your AC if
regain the ability to do so when you finish a long
the armor you wear would leave you with a lower
rest. When you reach 5th level, you can cast the
AC. A shield’s benefits apply as normal while you euphoric cloud spell once with this trait and regain
use your natural armor. the ability to do so when you finish a long rest.
Wretched Existence. You have resistance to necrotic Charisma is your spellcasting ability for these
and poison damage. spells.
Words of the Imperious. You gain proficiency with
Cosmic Sylvar in
Persuasion.
Cosmic Sylvari are a kindly people native to Skashia.
Grand Sylvar in
Rather than the aristocratic people native to Sar’Mak
and Antaron, the Asheki Cosmic Sylvari are peace- Ability Score Changes. Your Wisdom score increases by
loving and nomadic. Bearing eyes of pure black with
2, but your Intelligence score decreases by 2.
sparkling spots of light resembling stars and incredibly
Fleet of Hoof. Your base walking speed is 35 feet.
pale skin, these people bear a concerning appearance
Sylvarin Weapon Training. You gain proficiency with
that some find hauntingly beautiful, while others believe
the Longsword, Shortsword, Shortbow, and
they have been touched by some outside force.
Longbow.
Woodland Toughness. You have advantage on Saving
Ability Score Changes. Your Intelligence score
Throws against disease, and you have Resistance
increases by 2, but your Constitution score
against poison damage.
decreases by 2.
Woodland Training. You gain proficiency with your
Bonus Language. You can speak and understand deep
choice of either Tumble or Carving.
speech.
 
Gaze of the Stars. You have advantage on saving throws
made against curses and becoming blinded.
Mindspeech. You can speak telepathically to any
creature within 30 feet of you. The creature
understands you only if the two of you share a
language. You can speak telepathically in this way
to one creature at a time.


SYLVARIN
76


Natural Armor. Due to your shell and the shape of your  
WELLING WITHIN THE SWAMPS ARE A GROUP OF
powerful humanoids bearing a tortoise-like body, you are ill-suited to wearing armor. Your shell
appearance and a heavily armored shell on provides ample protection, however; it gives you a
their backs. base AC of 14 (your Dexterity modifier doesn’t
affect this number). Armor made to fit you costs
Tarstori Traits twice as much as normal.
Steam Breath. You can use your action to exhale
Ability Score Changes. Your Wisdom score increases by
scalding steam in a 15-foot cone. Each creature in
2, but your Dexterity score decreases by 2.
that area must make a Constitution saving throw.
Age. Tarstori age extremely slowly, not reaching
The DC of this saving throw is 8 + your
adulthood until their 50th year, but can live up to
Constitution modifier + your proficiency bonus. A
450 years.
creature takes 5d4 fire damage on a failed save and
Alignment. Tarstori tend to be very tribalistic, ruling
half as much damage on a successful one. The
over those below them and have a strong moral
damage increases to 7d4 at 5th level, 9d4 at 11th
code that augments their ruling. They are typically
level, and 11d4 at 17th level. This damage is not
lawful. Most care for their tribe, but will not put
reduced due to the target being fully submerged in
them above themselves, and so most tend to be
water. After you use your breath weapon, you can’t
morally neutral.
use it again until you complete a long rest. You can
Size. Tarstori tend to stand between 6 and 7 feet tall
use your breath weapon an additional time at 5th
and average 750 pounds. Their shells account for
level (2 times), 11th level (3 uses) and at 17th level
roughly one-third of their weight. Your size is
(4 times).
Medium.
Speed. Your base walking speed is 25 feet. Hardshell Tarstori
Hold Breath. You can hold your breath for up to 1 hour
Hardshell tarstori are the guardians of their people.
at a time.
Swamp Swimmer. You have a swim speed of 25 feet
Ability Score Increase. Your Constitution score
and are not slowed by natural water-borne difficult
increases by 2.
terrain such as thick swamp weeds.
Brawny. You gain proficiency in the Athletics skill.
Languages. You can speak, read, and write Tarstori.
Natural Armor. Due to your shell and the shape of your
The tarstori language is written in strong blocky
body, you are ill-suited to wearing armor. Your shell
runes that can be easily carved into stone or wood.
provides ample protection, however; it gives you a
Dracoshell Tarstori base AC of 17 (your Dexterity modifier doesn’t
affect this number). Armor made to fit you costs
Dracoshell tarstori are an odd minor subrace that
twice as much as normal.
originally cropped up on an island to the north of Ashek
Swamp Defender. You can withdraw into your shell as
but has since moved to the mainland and begun to
an action. Until you emerge, you gain a +4 bonus to
create their own societies.
AC, and you have advantage on Strength and
Constitution saving throws. While in your shell, you
Ability Score Changes. Your Charisma score increases
are prone, your speed is 0 and can’t increase, you
by 2.
have disadvantage on Dexterity saving throws, you
Expectional Swimmer. Due to your webbed fingers and
can’t take reactions, and the only action you can
toes, you are much more adept in water than your
take is a bonus action to emerge from your shell.
cousins. Your swim speed increases to 35 feet.
 












TARSTORI
78


 
Runeshell Tarstori
Runeshell tarstori serve as leaders of their clan, seeking
to guide them through life in their dangerous homes.

Ability Score Increase. Your Intelligence score
increases by 2.
Natural Armor. Due to your shell and the shape of your
body, you are ill-suited to wearing armor. Your shell
provides ample protection, however; it gives you a
base AC of 15 (your Dexterity modifier doesn’t
affect this number). Armor made to fit you costs
twice as much as normal.
Natural Survivor. You gain proficiency in the Survival
skill.
Swamp Mystic. You know the dancing lights and
guidance cantrips. Starting at 3rd level, you can
cast the sanctuary spell once with this trait. Once
you do so, you cannot cast it this way again until
you finish a long rest. Your choice of Intelligence or
Wisdom is your spellcasting ability score for these
spells. Once you choose, you cannot change this
choice later.

Spineshell Tarstori
Spineshell tarstori are aggressive and spiteful.

Ability Score Increase. Your Strength score increases
by 2.
Bite. Your beaked maw is a natural weapon, which you
can use to make unarmed strikes. If you hit with it,
you deal piercing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.
Natural Armor. Due to your shell and the shape of your
body, you are ill-suited to wearing armor. Your shell
provides ample protection, however; it gives you a
base AC of 16 (your Dexterity modifier doesn’t
affect this number). Armor made to fit you costs
twice as much as normal.
Swamp Guardian. You gain proficiency in the
Perception skill.
 

























TARSTORI
79


sometimes to the point of causing them to double over  
O BE GREETED WITH STARES AND WHISPERS, TO
suffer violence and insult on the street, to in pain. Unlike an angelar, a tiefling never truly gets
see mistrust and fear in every eye: this is over this innate fear and dislike of angelar. Due to this,
the lot of the tiefling. And to twist the knife, tieflings instinctively fear and loathe angelar. Of all the
tieflings know that this is because a pact common races, tieflings feel the most kinship with half-
struck generations ago infused the essence orcs, who are similarly a target of revulsion and hate.
of the Nine Hells, the Abyss, or other evil Tieflings subsist in small minorities found mostly in
sources into their bloodline. Their appearance and their human cities or towns, often in the roughest quarters of
nature are not their fault but the result of an ancient sin, those places, where they grow up to be swindlers,
for which they and their children and their children’s thieves, or crime lords. Sometimes they live among
children will always be held accountable. other minority populations in enclaves where they are
Tieflings are derived from the bloodlines of many treated with more respect. Although it is not always the
races though are most common among humans, and case, tieflings tend to have better reflexes than their
many tieflings are indistinguishable from their physical human kin. This, along with their natural propensity for
race. Others have small hints or distinguishing features hiding and deceit helps to give tieflings a reputation for
related to their unusual ancestor. Some examples of thievery and duplicity.
these features, and the ancestors that cause them, are: Lacking a homeland, tieflings know that they have to
make their own way in the world and that they have to
Small horns on the head (demon, devil, lust fiend,
be strong to survive. They are not quick to trust anyone
night hag)
who claims to be a friend, but when a tiefling’s
Fangs or pointed teeth
companions demonstrate that they trust him or her, the
Forked tongue (demon, devil, lust fiend)
tiefling learns to extend the same trust to them. And
Glowing red eyes (demon, devil, night hag)
once a tiefling gives someone loyalty, the tiefling is a
Cat eyes (rakshasa)
firm friend or ally for life. The exception to this is
Backwards hands (rakshasa)
aasimar, who they are never able to fully trust due to
More or less than 5 fingers (demon, devil)
their powerful differences.
Goatlike legs (devil)
Names. Tiefling names fall into three broad
Bright green, bright blue, golden, or silver eyes (lust
categories. Tieflings born into another culture typically
fiend)
have names reflective of that culture. Some have names
Hooves (devil, yugoloth)
derived from the Infernal language, passed down
Hair with the consistency of silk (lust fiend)
through generations, that reflect their fiendish heritage.
Highly sensitive skin (lust fiend)
And some younger tieflings, striving to find a place in
Non-prehensile tail (demon, devil, lust fiend)
the world, adopt a name that signifies a virtue or other
Furry, leathery, or scaly skin (demon, devil, rakshasa,
concept and then try to embody that concept. For some,
yugoloth)
the chosen name is a noble quest. For others, it’s a grim
Small claws instead of fingernails (demon, devil, lust
destiny.
fiend, night hag)
Male Infernal Names: Akmenos, Amnon, Barakas,
Red skin (demon, devil)
Damakos, Ekemon, Iados, Kairon, Leucis, Melech,
Marks around the neck resembling a choker or
Mordai, Morthos, Pelaios, Skamos, Therai
bruising (lust fiend)
Female Infernal Names: Akta, Anakis, Bryseis,
Bruised blue skin (night hag)
Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia,
Casts no shadow (demon, devil, yugoloth)
Orianna, Phelaia, Rieta
Casts no reflection (demon, devil)
“Virtue” Names: Art, Carrion, Chant, Creed, Despair,
Skin is hot to the touch (demon, devil)
Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere,
Smell of brimstone (demon, devil, yugoloth)
Open, Poetry, Quest, Random, Reverence, Sorrow,
Temerity, Torment, Weary
Tieflings tend to have an unsettling air about them,
and most people are uncomfortable around them,
Tiefling Traits
whether they are aware of the tiefling’s unsavory
ancestry or not. This is heightened with aasimar, who
Ability Score Changes. Your Constitution score
have strong adverse reactions to being around tieflings.
increases by 2.
On the reverse side, tieflings feel uncomfortable around
Age. Tieflings mature at the same rate as their mortal
angelar as well, their very blood pushed back and telling
counterparts, and tend to live a bit longer.
them to be wary. Their skin will start to feel
 
uncomfortably warm to them and their body is filled
with adrenaline and fear. If a tiefling is ever directly
touched by an angelar, they feel painful searing spread
through their body from the point of the contact,
TIEFLINGS
81


Alignment. Tieflings might not have an innate tendency  
Ability Score Changes. Your Charisma score increases
toward evil, but many of them end up there. Evil or
by 2, but your Dexterity score decreases by 2.
not, an independent nature inclines many tieflings
Abishai’s Legacy. You are descended from one of the
toward a societal alignment reminiscient of their
five primary types of Abishai—Black, Blue, Green,
heritage, such as the chaotic nature of demon-
Red, or White. Once you make this choice, you
blooded tieflings and the lawful natures of devil-
cannot change it later.
blooded tieflings.
If you are descended from a Black Abishai, you
Creature Type. For effects targeting creatures by type,
know the acid splash cantrip. If you are descended
Tieflings count as both fiends and humanoids
from Blue Abishai, you instead learn the lightning
(whichever type allows an ability to affect them for
lure cantrip. The same true for poison spray for a
abilities that affect only one type, and whichever is
Green Abishai, fire bolt for a Red Abishai, and
worse for abilities that affect both types).
frostbite for a White Abishai. When you reach 3rd
Size. Tieflings are about the same size and build as
level, you can cast the chromatic orb spell as a 2nd-
their mortal counterparts. Most tieflings are
level spell once with this trait and regain the ability
therefore Medium, while some are Small, such as
to do so when you finish a long rest. When you
those created as halflings or gnomes, and some are
reach 5th level, you can cast the dragon’s breath
Large, such as titanforged tieflings.
spell once with this trait and regain the ability to do
Speed. If your base race is a dwarf, gnome, or halfling,
so when you finish a long rest. Charisma is your
your speed is 25 feet. Otherwise your speed is 30
spellcasting ability for these spells.
feet.
When you cast chromatic orb or dragon’s breath
Low-light Vision. Thanks to your infernal heritage, you
in this way, you can only deal damage that is the
have superior vision in dim conditions. You can see
same as the cantrip you gained from this feature.
in dim light within 60 feet of you as if it were bright
Draco-Demon’s Resistance. You gain resistance to the
light.
same damage type as the cantrip you gained from
Diabolical Aura. Due to the unsettling air about you, you
Abishai’s Legacy deals.
have advantage on Charisma (Intimidate) checks
Languages. You can speak, read, and write Abyssal.
against all creatures within 15 feet of you except for
fiends.
Demon-Blooded
Languages. You can speak, read, and write your choice
of Apaponese or Anathari. Ability Score Changes. Your Strength score increases
Subraces. Tieflings can trace their bloodline back to by 2, but your Intelligence score decreases by 2.
several of the layers of hell, and some exceptionally Demonic Legacy. You know the thaumaturgy cantrip.
rare ones can trace it to other evil planes or When you reach 3rd level, you can cast the phantasmal
creatures. Choose one of the subraces listed below. force spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest.
Ab ishai-Blooded
When you reach 5th level, you can cast the darkness
spell once with this trait and regain the ability to do so
Restriction: Racial
when you finish a long rest. Wisdom is your spellcasting
Only the bloodlines of dragonborn, kobolds, and
ability for these spells.
slaa’kar can be mixed with that of the draconic abishai.
Abyssal Resistance. You gain resistance to lightning
damage.
Languages. You can speak, read, and write Abyssal.
 















TIEFLINGS
82


invisibility spell once with this trait and regain the  
Devil-Blooded
ability to do so when you finish a long rest. Wisdom is
Ability Score Changes. Your Wisdom score increases by
your spellcasting ability for these spells.
2, but your Dexterity Changes decreases by 2.
Limited Magic Resistance: You have resistance to
Devilish Legacy. You know the thaumaturgy cantrip.
damage from spells of 2nd level or below.
When you reach 3rd level, you can cast the hellish
Languages: You can speak, read, and write Infernal.
rebuke spell as a 2nd-level spell once with this trait and
Yugoloth-Blooded
regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the darkness
Ability Score Changes. Your Strength score increases
spell once with this trait and regain the ability to do so
by 2, but your Wisdom score decreases by 2.
when you finish a long rest. Wisdom is your spellcasting
Mercenary’s Legacy. You know the thaumaturgy
ability for these spells.
cantrip. When you reach 3rd level, you can cast the alter
Hellish Resistance. You gain resistance to fire
self spell as a 2nd-level spell once with this trait and
damage.
regain the ability to do so when you finish a long rest.
Languages. You can speak, read, and write Infernal.
When you reach 5th level, you can cast the fear spell
once with this trait and regain the ability to do so when
Lust Fiend-Blooded
you finish a long rest. Intelligence is your spellcasting
Ability Score Changes. Your Charisma score increases
ability for these spells.
by 2, but your Strength score decreases by 2.
Yugoloth’s Resistance. You gain resistance to acid
Lust Fiend’s Legacy. You know the friends cantrip.
damage.
When you reach 3rd level, you can cast the charm
Languages. You can speak, read, and write your
person spell as a 2nd-level spell once with this trait and
choice of Abyssal or Infernal.
regain the ability to do so when you finish a long rest.
 
When you reach 5th level, you can cast the invisibility
spell once with this trait and regain the ability to do so
when you finish a long rest. Charisma is your
spellcasting ability for these spells.
Lust Fiend’s Resiliency. You have advantage on
saving throws against being charmed or frightened, and
creatures have disadvantage against being charmed or
frightened by you.
Languages. You can speak, read, and write your
choice of Abyssal or Infernal.
Night Hag-Blooded
Ability Score Changes. Your Intelligence score
increases by 2, but your Wisdom score decreases by 2.
Soul Trader’s Legacy. You know the minor illusion
cantrip. When you reach 3rd level, you can cast the
sleep spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the ray of
enfeeblement spell once with this trait and regain the
ability to do so when you finish a long rest. Intelligence
is your spellcasting ability for these spells. Hag’s
Resistance. You gain resistance to cold damage.
Languages. You can speak, read, and write your
choice of Abyssal or Infernal.

Rakshasa-Blooded
Ability Score Changes. Your Dexterity score increases
by 2, but your Intelligence score decreases by 2.
Rakshasa’s Legacy. You know the minor illusion
cantrip. When you reach 3rd level, you can cast the
charm person spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a
long rest. When you reach 5th level, you can cast the



TIEFLINGS
83


AR FROM THE COMMON PEOPLE OF THE WORLD, warrior would be opposed to creation, and thus would  
the titanforged make their home among the be disallowed to seek skilled artisanship as their calling,
highest peaks of the world. They stand as a though unskilled labor for a temporary time to further
testimate to the world’s natural strength. their birth mission would not be out of the question for
While typically somewhat peaceful, these them. The aforementioned Akat’Kuo’Menif’Barak’Jotik-
giantspawn are not entirely used to dealing Marki’Ker’Kak’Mis would likely have a calling as a
with the smaller peoples and thus can be stoneworker or a jeweler, seeking to become the best in
very intimidating or even seem aggressive due to how the surrounding lands and create amazing marvels to
they act. behold, but would not be a warrior. Due to the nature of
The People: Titanforged are a towering people the Titanforged, one who broke this mission and goes
descended from the mixed bloodlines of giants and against their values would feel an intense ancient
men. They stand at an impressive nine to eleven feet on yearning to return to their people and atone for their
average for males, with females standing eight to ten crimes. One who successfully finished their birth
feet. Titanforged live up to six hundred years though it mission would be praised upon their return and
is not uncommon for them to meet their fate early in expected to share their stories and earnings with their
combat. Their skin and eyes typically match the people. The case of Light would likely yield earnings of
impressive features of their giant lineage, but it is not a storm dragon’s head or similar item to show strength
uncommon for one to have skin resembling their human over the storms. Stone would bring priceless jewels and
lines. Their hair will also typically match that of their build a great hall of stone.
giant relatives, but will occasionally be stark white
Titanforged Traits
instead.
Most females will wear jewelry of some sort, and
Ability Score Changes. Your Constitution score
some males will as well - while all frozen titanforged
increases by 2.
will adorn their bodies with jewelry - and they typically
Creature Type. For effects targeting creatures by type,
enjoy collecting all sorts of trophies to show their skill
Titanforged count as both giants and humanoids
and strength.
(whichever type allows an ability to affect them for
Names: Titanforged have long and rough sounding
abilities that affect only one type, and whichever is
names that tell a story of the day of their birth from their
worse for abilities that affect both types).
father’s perspective, but often use a shortened name
Age. Titanforged mature slower than humans, reaching
around small folk. An example of such a name would be
full maturity around the age of 30, and they live for
Akat’Kuo’Menif’Barak’Jotik-Marki’Ker’Kak’Mis meaning
an average of 600 years.
“Stumbled upon a stone, smooth as glass and twice as
Size. A typical Titanforged stands between 9 and 11 feet
reflective”. The shortened name of this titanforged
tall, with females around a foot shorter on average.
would likely be akin to simple “Stone”. Some however
Your size is Large.
refuse to use shortened names as they are often seen as
Speed. You have a base walking speed of 30 feet.
disrespecting culture.
Alignment. Titanforged are created in the pact of the
These names are typically formatted into two parts,
giants formed with the law of men. Almost all of
whether it is describing a circumstance then the object,
them are lawful, but their morality ranges as much
the object and the time, or another design. The names
as it does in humans.
are rarely if ever about living things or massive events,
Runescarred. Titanforged carve runes into their skin
and more often about small things the father saw that
with intrinsic meaning to them and that confer
day, such as the above mentioned smooth stone.
small boons upon them. All titanforged share the
Another example would be something similar to
rune of community. As a bonus action, you or a
“Walking through a shaded forest, a blooming flower
creature you touch gains 1d12 + your Constitution
did open” or giving a name of “Flower” or potentially a
modifier temporary hit points and the rune is
specific type of flower should they learn of and enjoy
discharged. You can only have one of any specific
such things.
rune carved into your skin. All runes you have
Values and Taboos: The people believe in shows of
carved onto you recharge when you complete a
the gods upon the birth dates of the children, which
short or long rest.
inspire not only their names, but their birth mission.
Languages. You can speak, read, and write Common
Each titanforged has a birth mission depending on the
and Giant.
surroundings of their birthday and their name. A
 
titanforged by the name of Kata’Narum’Miki-
Taru’Eskai’Tuli’Mackti meaning “Lightning struck the
Northern peak, blinding light filling the sky” and likely
shortened to Light or Flash would likely have a birth
mission to gain magical power to control storms or to
gain physical might to rival them. Such a destined
TITANFORGED
85


 
Skybound Titanf orged Burning Titanf orged
Skybound titanforged have well-defined features with Burning titanforged have very broad bodies, making
skin ranging in color from milky white to light sky blues. them appear similar to colossal khordaldrum. Their
Their hair is typically silvery or brass colored, and their skin is very dark, reminiscent of coal, and their hair
eyes are almost always iridescent blue. Most prefer not tends to be orange or red, with similarly red eyes. They
to wear armor when possible, preferring instead to use typically wear clothing that is black or flame colors, and
magical forms of protection. it is almost always singed. They prefer armor made
from steel or dragonscale.
Ability Score Changes. Your Intelligence score
increases by 2, but your Wisdom score decreases Ability Score Changes. Your Strength score increases
by 2. by 2, but your Intelligence score decreases by 2.
Cloudborne. You can walk upon clouds as though they Flameforged. You have resistance to fire damage and
were solid, and you treat seeing through mist or fog your eyesight is not impaired by ash or smoke.
as light concealment rather than heavy Rune of Flames. You have the Rune of Flames carved
concealment. into your skin as per your Runescarred feature. As
Rune of the Skies. You have the Rune of the Skies a reaction to taking fire damage, you can discharge
carved into your skin as per your Runescarred the rune and choose to absorb it instead, regaining
feature. As an action, you discharge the rune and hit points equal to the damage you would have
gain a fly speed equal to your walk speed for 1 taken before applying resistances or immunities.
minute. Whenever you are dealt damage, make a
Frozen Titanf orged
Constitution saving throw with a DC of 10 or half
the damage dealt, whichever is greater. On a
Frozen titanforged have skin and hair that ranged in a
failure, you lose your fly speed and fall to the
wide spectrum of shades of blues and whites, though a
ground if you were in the air.
rare few are known to have dirty yellow hair. Their eyes
are generally shades of blue or yellow. They prefer
One-Eyed Titanf orged
clothing and armor made from skins or pelts of animals
One-eyes titanforged are often smaller than their other and always adorn themselves with jewelry. They also
kin, standing just barely over 7 to 8 feet at their tallest. tended toward chain armor and decorated their helmets
As their name suggests, they have only a single eye with horns or feathers.
planted in the middle of their foreheads. They have
Ability Score Changes. Your Strength score increases
earthy skin tones and have no hair, but rather sport a
by 2, but your Dexterity score decreases by 2.
‘crown’ of spikes growing around their head.
Iceborne. You have resistance to cold damage and your
Ability Score Changes. Your Strength score increases eyesight is not impaired by snow or ice.
by 2, but your Dexterity score decreases by 2. Rune of Frost. You have the Rune of Frost carved into
Fearsome Gaze. As a bonus action, you can stare down your skin as per your Runescarred feature. As an
a creature within 30 feet with your large eye. The action, you can discharge the rune and choose to
target must make a Constitution saving throw with release a hail of frost and icicles from your mouth.
a DC of 8 + your Constitution modifier + your Each creature in a 15 foot cone must make a
proficiency bonus. On a failure, the target is Dexterity saving throw with a DC of 8 plus your
frightened of you for 1 minute and can repeat the Constitution score plus your proficiency bonus. On
saving throw at the end of each of its turns, ending a failure, a creature takes a number of d4s of cold
the effect on a success. You cannot use this feature damage equal to your Constitution modifier, or half
again until you finish a short rest. as much damage on a success.
Poor Depth Perception. You have disadvantage on any  
attack roll or perception check against a target
more than 30 feet away.
Rune of Sight. You have the Rune of Sight carved into
your skin as per your Runescarred feature. As an
action, you can discharge the rune and grant you
and each creature of your choice within 10 feet of
you darkvision to a range of 60 feet for 1 hour.










TITANFORGED
86


Rune of Storms. You have the Rune of Storms carved  
Earthen Titanf orged
into your skin as per your Runescarred feature. As
Earthen titanforged have a gray to grayish-brown skin
an action, you can discharge the rune and conjure a
tone and hair that ranged in a spectrum of dark grays
great storm above you, causing heavy rainfall in a
and bluish-grays. Their eyes were typically silver or steel
20 foot radius for 1 minute, centered on you so long
colored. They typically chose clothing that matched the
as there is no magic controlling the weather.
coloration of nearby stones to help them blend in better
Choose a creature you can see in the area. That
to their environment.
target must make a Dexterity saving throw with a
DC of 8 plus your Constitution modifier plus your
Ability Score Changes. Your Dexterity score increases
proficiency bonus as a bolt of lightning crashes
by 2, but your Charisma score decreases by 2.
down. On a failure, the target takes a number of
Stone Camouflage. You have advantage on Dexterity
d6s of lightning damage equal to your Constitution
(Stealth) checks made to hide in rocky terrain.
modifier, or half as much on a success. Whenever
Heavy Striker. Any weapon you hit with that has the
you are dealt damage, you must make a
two-handed property or the versatile property that
Constitution saving throw against 10 or half the
you are holding in two hands deals an extra 1d4 of
damage dealt, whichever is greater, ending this
the same damage type.
effect on a failure.
Rune of Stone. You have the Rune of Stone carved into
your skin as per your Runescarred feature. As a Misty Titanf orged
reaction to taking damage, you can discharge the
Distantly related to skybound titanforged, these beings
rune and choose to harden your body and reduce
are descended from the elusive fog giants. Most have
the damage by an amount equalling 1d12 plus your
milk-white skin and flowing silver-white hair, but are
level.
incapable of growing facial hair. Unlike other giants and
Thundering Titanf orged titanforged, the misty titanforged have an unfortunate
tendency to avoid wearing clothes whenever it is not
Thundering titanforged are the largest of their kind,
necessary.
often standing up to a foot and a half taller than others
of their kind. Most had pale, light green skin with dark
Ability Score Changes. Your Dexterity score increases
green hair and eyes, but a small amount have violet skin
by 2, but your Charisma score decreases by 2.
with dark blue hair and silvery or golden eyes. They
Keen Hearing and Smell. You have advantage on all
tend toward preferring fine tunics and belted sandals
Wisdom (Perception) checks that rely on hearing or
over other clothing and try to look their best. In battle,
smell.
they appreciate the look of scale mail, especially if it is
Mist Stalker. You can see through mist and fog entirely,
made from dragonscales.
treating it as though it provided no concealment. In
addition, while you are within an area of mist or
Ability Score Changes. Your choice of your Wisdom or
fog, you have advantage on Dexterity (Stealth)
Charisma score increases by 2 but your Dexterity
checks.
score decreases by 2.
Rune of Escape. You have the Rune of Escape carved
Stormspawn. You have resistance to your choice of
into your skin as per the Runescarred feature. As a
lightning or thunder damage. This choice cannot be
bonus action, you can discharge the rune to create
changed later. In addition, your eyesight is not
a large cloud of fog as per the fog cloud spell. This
impaired by rainfall.
fog is nonmagical and cannot be dispelled.
 












TITANFORGED
87


 
Spellbound Titanf orged Wasteland Titanf orged
Spellbound titanforged are descended from a breed of These large creatures have skin that ranged from dark
giants with formidable magical ability and an obsession brown to beige tones, and their hair is normally between
with collecting arcane lore - the eldritch giants. These black and blond. Their eyes almost always match the
massive titanforged stand almost as tall as their same color as their hair. They prefer garments made of
Thundering cousins, but has faintly purple skin and light cloth that help camouflage them in their typical
light colored hair, typically brown or blond. Their eyes desert environment. They prefer not to wear metal or
subtly change between blue, green, and violet as their bulky clothing but will if necessary.
day continues. Many spellbound titanforged seek out
Ability Score Changes. Your Dexterity score increases
arcane symbols to tattoo all over their bodies.
by 2, but your Intelligence score decreases by 2.
Ability Score Changes. Your choice of your Intelligence Sand W alker. You gain a 25 foot burrow speed. In
or Charisma score increases by 2, but your Wisdom addition, you have resistance to fire damage.
score decreases by 2. Rune of Petrification. You have the Rune of
Eldritch Magic. You know your choice of the eldritch Petrification carved into your skin as per the
blast, fire bolt, or ray of frost cantrip. When you Runescarred feature. As an action, you may
reach 3rd level, you can cast the hex spell once with discharge the rune to cast the flesh to stone spell
this trait and regain the ability to do so when you on a creature within 10 feet of you. A creature that
finish a long rest. When you reach 5th level, you succeeds against this spell at all ends the effect.
can cast the misty step spell once with this trait and The spell ends after 1 minute, regardless of if you
regain the ability to do so when you finish a long maintained your concentration on it. Wisdom is
rest. Intelligence or Charisma is your spellcasting your spellcasting ability for this spell.
ability for these spells and matches the ability score  
you increased with this race.
Rune of Drain. You have the Rune of Drain carved into
your skin as per your Runescarred feature. As a
reaction when you succeed on a saving throw
against a spell that targets you, you can discharge
the rune to absorb the spell into yourself, taking no
damage instead. In addition, you regain a spell slot
of up to 3rd level or the level of the spell you
absorbed, whichever is lower. If you have no spell
slots to regain, you instead regain a use of one of
the spells from your Eldritch Magic feature.
Grave Titanf orged

These monstrous beings are descended from death
giants. They have dark gray or black skin and grow not
hair on their head or anywhere on their bodies. Unlike
all other titanforged, grave titanforged have pointed ears
reminescent of the sylvari. In addition, their nails form
into ragged claws and they have very sharp teeth.

Ability Score Changes. Your Strength score increases
by 2, but your Wisdom score decreases by 2.
Savage Body. You have resistance to necrotic damage.
In addition, your claws and teeth count as natural
weapons that you can make unarmed attacks with.
Both deal damage equal to 1d6 + your strength.
Your claws deal slashing damage while your teeth
deal piercing damage.
Rune of Death. You have the Rune of Death carved into
your skin as per the Runescarred feature. The first
time you are brought to 0 hit points, even if you
would normally be killed outright, this rune
discharges and you are instead reduced to 1 hit
point.



TITANFORGED
88


gathering. The rocky soil of the Downs is far from  
UST EAST OF THE SWAMPS OF KEDESH LIES THE
stretch of rocky, hilly, inhospitable land qualifying as rich farmland, but the tribe manages to
known as the Toran Downs. Dividing the grow a small variety of crops in terraced gardens along
Blood Plains to the south from the Chindari the rivers that run through the hills, using wisely every
Plains to the north, the soil of the Downs is drop of the available water. Fortunately, wildlife is both
poor, the terrain is rough, and the plentiful and diverse, with denizens of the hills, rivers,
neighboring cultures are all known to be and the swamplands all within reasonably close access.
hostile; in short, this is not the type of place that would Unlike their plainsmen neighbors to both the north and
normally be associated with civilization. It is almost south, the Yanathera do not keep horses, as the
fitting, then, that one of the most unique of cultures creatures are ill equipped for life in the rugged hills,
would call this place home - the tribe known as the though they do raise ikitanals (something like short
Yanathera. donkeys) for use as beasts of burden.
The People: The Yanathera are a fairly xenophobic The warriors watch and hunt the Kasmilun Leira, the
people, a trait no doubt related to their near-constant Forsaken Lands to the south of the Yanathera. These
warring with the neighboring Arvox Collyra and lands are filled with dangerous creatures that seek
Slaa’kar. Like the other cultures of western Antaron, the sanctuary in the swamps or deep hollows in the earth.
Yanathera are quite warlike and, while they are not The warriors have learned how to use the sound that
particularly expansionist, they defend their own with travels along the rocks to find prey or stop predators.
unrivaled ferocity. Such ferocity stands in odd contrast Those of the Blood Plains never know how the warriors
to the single most fascinating aspect of these people - are ready for them when they enter the Forsaken Lands,
that the social structure of the Yanathera is completely but the battles are terrible and quick.
matriarchal. Since Yanatheran culture is totally matriarchal,
Yanatheran women are tall and muscular, standing women hold all positions of leadership, carry the
an average of six feet in height, whereas the men are responsibility of defending the tribe, and perform all of
usually several inches shorter, and with much slighter the “important” jobs within the tribe. The smaller,
builds. The people possess a dark, swarthy complexion weaker men are conditioned to be subservient from
similar to the Arvox Collyra, have jet-black hair, and birth, and are considered fit only for simple, menial
normally have dark brown or hazel eyes, though the labor - and for breeding stock. They remain near the
occasional green can be seen. rivers, watching over the children within and tending
Dress: Due to the hot, humid environment, the terrace gardens.
Yanatheran clothing tends to be rather limited; in fact, Marriage is an almost unheard of occurrence, due to
during the hottest summer months, it is not at all the fact that Yanatheran men are considered to be so
uncommon for both genders to wear nothing but very inferior to the women. The typical situation has the
loincloths in informal settings. In more public female choosing any of the tribe’s men that she may find
situations, the typical outfit for either gender is the suitable at the time for recreational or reproductive
yultan, a knee-length, sleeveless garment made of purposes, in whatever time frame she deems
colorful jukat beads strung on lines of thin hide or appropriate.
catgut. The more elaborate the design and colors, the In extremely rare instances, an outside male might
more power and prestige the wearer has in the simple prove himself worthy of being a kaln-kar (life-mate), but
society. During the mild winters, furs are worn for in such a union, the man can only hope to be an equal;
warmth. no Yanatheran woman would ever be subordinate to a
Yanathera also decorate themselves by weaving male. Indeed, foreign men are considered to be very
beads into their hair, and by painting their bodies. Only valuable, since they are frequently larger, stronger, and
those of highest stature of great warriors and leaders more assertive than their Yanatheran counterparts.
can weave the beads into their hair; over the years, However, being thus valued is a dubious honor, at best,
these wrapped locks get longer and longer, becoming a as the Yanathera have absolutely no qualms about
weapon by the deadliest of warriors, much like a whip. taking men as slaves for adding to the labor force or
Similarly, body painting is mainly restricted to the gene pool.
tribe’s warriors, who use it either for camouflage or to Yanathera have an interesting concept of family -
intimidate their foes. However, in times of celebration, it while they recognize direct bloodlines, all Yanatheran
is acceptable for any individual to paint their body with females consider themselves to be sisters, as there is
bright patterns. but one tribe. As a natural outgrowth of this concept, all
Yanatheran warriors carry shields, but usually wear individuals, save the ranbeki (loosely translated,
no armor aside from that which can be fashioned from chieftain) and the village elders, are to be treated as
hides or skins. Their weaponry usually consists of equals, regardless of the place that they fulfill within
simple arms, such as spears, bows, and slings.  
Culture and Society: Yanatheran society is a blend of
primitive agriculture mixed with traditional hunting and


YANATHERA
90


society. Learning is exclusively oral tradition, taught system of religion is not that different from those of the  
from generation to generation by the various village five kingdoms; deities are worshipped in temples, and
elders. Children are largely cared for by the village as a priestesses tend those houses of worship. The most
whole, rather than by individual mothers. important deities include:
Individual sisters decide their own lot in life by
Raminna - goddess of life (Lysora)
balancing free will with the needs of their particular
Mitrinti - goddess of fortune (Shinara)
village; no one is born into any particular role. Women
Salkira - goddess of the hunt (Vilathera)
are the providers and protectors - hunting, farming, and
Intranki - goddess of war (Bakloran and Therrasor)
defending. Men, on the other hand, live lives little better
Pumulka - goddess of growth, fertility (Miellyah)
than slaves - their tasks include cooking, performing
Kastriska - goddess of death (Tyrannis)
menial labor, and caring for the children, to name a few.
It is noted, with some derision, that men are scarcely fit
Many of the other members of the pantheon are
for the latter job, as they lack even the ability to nurse a
acknowledged to exist, but their roles are considered to
child, forcing some of the sisters to fill in as wet nurses
be minor, and there is little organized worship of them.
when the need arises. These sisters, known as Keria,
The matriarchal view, so prevalent in the rest of
are either mothers who have elected to spend the first
Yanatheran society, is just as easily seen in matters of
year nursing their own child (and others, as needs
worship, as well; sisters may beseech the goddesses for
dictate), or have chosen to continue filling that role for
favors, but any prayers that are directed toward male
the tribe even after their own child has matured beyond
deities are phrased essentially as demands.
that first year mark.
Values and Taboos: The Yanathera believe
Stone is in rather plentiful supply in the region, and
themselves to be a special, chosen people. Indeed, they
the Yanathera use it abundantly. The most important of
view themselves as civilized, and the rest of the world as
village buildings, such as temples, are almost always
barbaric.
crafted of stone, and many communal buildings use
Strength is to be valued, though it is understood that
stone blocks as foundations for wood and mud-brick
strength comes in many forms. While the tribe is rather
structures. Furthermore, the Yanathera are renowned
warlike, this is due to necessity, not desire - war in and
for their ability to carve stone for both practical and
of itself is neither glorious nor to be sought after, but
decorative use - their arrows and spears carry razor-
rather a simple fact of life.
sharp stone tips, and their statues are said to be almost
Women are expected to bear children at least once in
lifelike in their beauty.
their lives, unless they have taken special vows to deny
Yanatheran villages are relatively peaceful, on the
themselves indulgences of the flesh - most commonly
whole, unless threatened from without. Violent disputes
done by priestesses who seek to take a closer walk with
inside of the tribe are absolutely unheard of, due in
their goddess, giving up virtually all earthly comforts, or
large part to the sister concept. However, outsiders
by any sister that seeks increased purity for a time. This
should not expect the same treatment - it is very wise to
is not the normal case, however; Yanatheran women are
avoid the Downs, if at all possible. Both the plains-
usually fairly promiscuous, carrying their dominance
dwelling Arvox Collyra and the swamp-dwelling
and agressiveness into their relationships with men. As
Slaa’kar tend to raid Yanatheran villages (for different
it is an honor to the man to be thus chosen, complaints
reasons), which in turn makes the sisters extremely
regarding this system are nonexistent.
wary of outsiders. Of course, the Yanatheran interest in
Daughters are very desirable; a sister who only bears
foreign males has already been documented, and the
male children is pitied among the people. Men are little
tribe’s warriors will occasionally mount raids of their
more than property. In rare cases, an outsider can prove
own in order to satisfy this interest.
himself the match of a Yanatheran woman, and be
Trade and Commerce: Since the Yanathera have little
grudgingly accepted, but such a thing is all but
contact with outsiders, trade is very limited. Within the
impossible for a Yanatheran man. As such, men have no
tribe, simple barter is used for trading necessities.
rights and no say in much of anything; for a man to raise
However, as there is an increasing interest from the
hand or voice to a woman is a terrible crime. If a sister
outside world in Yanatheran decorative stonework,
becomes overly attached to an “unproven” man, it is
attempts to trade with the tribe are becoming more and
seen as a sign of great weakness and shame.
more common (with varying results). Apparently, the
Yanathera are interested in both precious metals and Yanath era Traits
steel weaponry, so possibilities for trade may exist for
Age. Yanathera age and mature at the same rate
those willing to face the perils.
humans do.
Religion: The Yanathera worship many of the same
Alignment. Yanathera are loyal to their tribe and are
deities as the “civilized” cultures of Antaron do,
generally lawful, however their harsh nature and
although their perspective is a bit different. Naturally, all
lack of care for any other than their own brings
of the important deities are depicted as being female,
them toward evil.
with male gods as subservient. In other respects, their
YANATHERA
91


Size. Yanathera women are tall and muscular, standing Yanathera Resilience. Your hit point maximum  
an average of six feet in height, whereas the men increases by 1, and it increases by 1 every time you
are usually several inches shorter and with much gain a level.
slighter builds. Your size is Medium. Wild Life. You gain proficiency with two tool sets of your
Swamp Dweller. You have advantage on saving throws choice from among Armorsmith’s Tools,
against non-magical diseases. Carpenter’s Tools, Carving Tools, Cobbler’s Tools,
Wilderness Adaptation. Accustomed to living in the Leatherworker’s Tools, Mason’s Tools,
wilds around toxic and caustic creatures, you have Weaponsmith’s Tools, and Woodcarver’s Tools.
resistance to poison damage.  
Languages. You can read, speak, and write Yanatheran
and your choice of Apaonese or Anathari.
Gender. Yanathera, unlike many other humans, have
vast differences between the males and females of
the tribes.
Male
Ability Score Changes. Your Wisdom, as well as your
choice of Dexterity or Charisma, increases by 2, but
your Strength score decreases by 2. Yanatheran
males are crafty and skilled, but due to their living
conditions they tend to be weaker than other
people.
Scrawny Frame. Male Yanathera are able to take
advantage of their smaller frame and have learned
to fight with the females when absolutely
necessary. Whenever you are within 5 feet of a
willing creatures of a larger size, or a willing
creature of the same size or larger with the
Powerful Build racial trait, you gain a +1 bonus to
your AC.
Wilderness Survival. Yanatheran men learn to use
some weapons in order to be rallied as a form of
militia. You gain proficiency with Claws, Daggers,
Blowguns, Light Crossbows, Darts, Shortbows,
Slings, Scimitars, Shortswords, Whips, and Nets.
Wild Life. You gain proficiency with two tool sets of your
choice from among Alchemist’s Supplies, Brewer’s
Supplies, Calligrapher’s Supplies, Carving Tools,
Cook’s Utensils, Jeweler’s Tools, Leatherworker’s
Tools, Painter’s Supplies, Potter’s Tools, Weaver’s
Tools, and Woodcarver’s Tools.
Female
Ability Score Changes. Your Strength, as well as your
choice of Dexterity or Wisdom, increases by 2, but
your Charisma decreases by 2.
Amazonian Combat. Female Yanatheran train their
bodies to peak capability with numerous weapons.
You gain proficiency with Greataxes, Greatclubs,
Greatspears, Longbows, Longswords, Mauls,
Morningstars, Tridents, War Picks, and
Warhammers.
Powerful Build. Your peoples emphasize on self-
betterment and your naturally adept body causes
you to be significantly stronger than most races
your size. You count as one size larger when
determining your carrying capacity and the weight
you can push, drag, or lift.



YANATHERA
92


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