Contents
Chapter 1: Races 3
Aasimar ....................................................................................3
Brathunspar ......................................................................5
Bladeling ..............................................................................8
Cidal ........................................................................................11
Dragonborn ....................................................................14
Gilskalo ..............................................................................19
Goblin ....................................................................................22
Half-Orc ............................................................................24
Half-Sylvarian ............................................................26
Human ....................................................................................27
Kazari .....................................................................................31
Kelden ...................................................................................34
Kobold ..................................................................................36
Khordaldrum ................................................................38
Minotaur ............................................................................42
Shardmind .........................................................................44
Slaa'kar ................................................................................46
Sylvarian .............................................................................49
Tiefling ................................................................................52
Ungoulid ............................................................................55
Yanathera ..........................................................................59
CONTENTS
Aasimar Evil aasimar make deadly foes. The radiant power they
once commanded becomes corrupted into a horrid, draining
Aasimar bear within their souls the light of the heavens. They magic. And their angelic guides abandon them.
are descended from humans with a touch of the power of
Mount Celestia, the divine realm of many lawful good deities. Even aasimar wholly dedicated to good sometimes feel
Aasimar are born to serve as champions of the gods, their torn between two worlds. The angels that guide them see the
births hailed as blessed events. They are a people of world from a distant perch. An aasimar who wishes to stop
otherworldly visages, with luminous features that reveal their and help a town recover from a drought might be told by an
celestial heritage. angelic guide to push forward on a greater quest. To a distant
angel, saving a few commoners might pale in comparison to
Celestial Champions defeating a cult of Orcus. An aasimar’s guide is wise but not
Aasimar are placed in the world to serve as guardians of law infallible.
and good. Their patrons expect them to strike at evil, lead by
example, and further the cause of justice. Aasimar Names
Most aasimar are born from human parents, and they use the
From an early age, an aasimar receives visions and same naming conventions as their native culture.
guidance from celestial entities via dreams. These dreams
help shape an aasimar, granting a sense of destiny and a Aasimar Traits
desire for righteousness. Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2.
Each aasimar can count a specific celestial agent of the Alignment. Imbued with celestial power, most aasimar are
gods as a guide. This entity is typically a deva, an angel who good. Outcast aasimar are most often neutral or even evil.
acts as a messenger to the mortal world. Size
Aasimar have the same range of height and weight as
humans.
Hidden Wanderers Speed
Your base walking speed is 30 feet.
While aasimar are strident foes of evil, they typically prefer to Low-Light Vision. Your eyes glow with the holy light of your
keep a low profile. An aasimar inevitably draws the attention gods. You can see in dim light out to a range of 60 feet as
of evil cultists, fiends, and other enemies of good, all of whom though it were bright light.
would be eager to strike down a celestial champion if they Healing Hands. As an action, you can touch a creature and
had the chance. cause it to regain a number of hit points equal to one half
your level. You can use this trait a number of times equal to
When traveling, aasimar prefer hoods, closed helms, and one half your Charisma modifier (minimum 1) and regain all
other gear that allows them to conceal their identities. They uses on a long rest.
nevertheless have no compunction about striking openly at Light Bearer. You know the light cantrip. Charisma is your
evil. The secrecy they desire is never worth endangering the spellcasting ability for it.
innocent. Languages. You can speak, read, and write Common and
Celestial.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link Fallen
to an angelic being. That being—usually a deva—provides
guidance to the aasimar, though this connection functions Ability Score Increase. Your Strength score increases by 1,
only in dreams. As such, the guidance is not a direct but your Wisdom score decreases by 1.
command or a simple spoken word. Instead, the aasimar Necrotic Shroud. - Starting at 3rd level, you can use your
receives visions, prophecies, and feelings. action to unleash the divine energy within yourself, causing
your eyes to turn into pools of darkness and two skeletal,
The angelic being is far from omniscient. Its guidance is ghostly, flightless wings to sprout from your back. The instant
based on its understanding of the tenets of law and good, and you transform, other creatures within 10 feet of you that can
it might have insight into combating especially powerful evils see you must each succeed on a Charisma saving throw (DC
that it knows about. 8 + your proficiency bonus + your Charisma modifier) or
become frightened of you until the end of your next turn.
As part of fleshing out an aasimar character, consider the
nature of that character’s angelic guide. The Angelic Guide Your transformation lasts for 1 minute or until you end it as
tables offer names and natures that you can use to flesh out a bonus action. During it, once on each of your turns, you can
your character’s guide. deal extra necrotic damage to one target when you deal
damage to it with an attack or a spell. The extra necrotic
Conflicted Souls damage equals your level.
Despite its celestial origin, an aasimar is mortal and
possesses free will. Most aasimar follow their ordained path, Once you use this trait, you can’t use it again until you
but some grow to see their abilities as a curse. These finish a long rest.
disaffected aasimar are typically content to turn away from Celestial Resistance. You gain resistance to radiant damage
the world, but a few become agents of evil. In their minds, and necrotic damage.
their exposure to celestial powers amounted to little more
than brainwashing.
CHAPTER 1 | RACES
3
Protector Corrupted
Ability Score Increase. Your Wisdom score increases by 1, Ability Score Increase. Your Consitution score increases by
but your Dexterity score decreases by 1.
1, but your Wisdom score decreases by 1.
Radiant Soul. - Starting at 3rd level, you can use your action Corrupting Presence. Cha save in 10ft vs 1/2 level psychic
to unleash the divine energy within yourself, causing your damage. Add level psychic damage once per turn on hit for 1
eyes to glimmer and two luminous, incorporeal wings to minute.
sprout from your back.
Starting at 3rd level, you can use your action to release the
Your transformation lasts for 1 minute or until you end it as power of the corrupting agent within your soul, causing your
a bonus action. During it, you have a flying speed of 30 feet, flesh to burst into flames that are warm but do not deal
and once on each of your turns, you can deal extra radiant damage. Your eyes become solid black or dark red. The
damage to one target when you deal damage to it with an instant you transform, other creatures within 10 feet of you
attack or a spell. The extra radiant damage equals your level. must succeed on a Charisma saving throw (DC 8 + your
proficiency bonus + your Charisma modifier) or take fire
Once you use this trait, you can’t use it again until you damage equal to 2 times your level as the flames blast
finish a long rest.
outward, searing everything around you.
Celestial Resistance. You gain resistance to radiant damage
and necrotic damage. Your transformation lasts for 1 minute or until you end it as
a bonus action. During it, once on each of your turns, you can
Scourge deal fire damage to each creature within 10 feet of you,
including yourself, equal to 1/2 your level when you deal
Ability Score Increase. Your Constitution score increases by damage with an attack or a spell.
1, but your Intelligence score decreases by 1.
Celestial Resistance. You gain resistance to radiant damage
Radiant Consumption. - Starting at 3rd level, you can use and fire damage.
your action to unleash the divine energy within yourself,
causing a searing light to radiate from you, pour out of your
eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as
a bonus action. During it, you shed bright light in a 10-foot
radius and dim light for an additional 10 feet, and at the end
of each of your turns, you and each creature within 10 feet of
you take radiant damage equal to half your level (rounded up).
In addition, once on each of your turns, you can deal extra
radiant damage to one target when you deal damage to it
with an attack or a spell. The extra radiant damage equals
your level.
Once you use this trait, you can’t use it again until you
finish a long rest.
Celestial Resistance. You gain resistance to radiant damage
and necrotic damage.
Harbinger
Ability Score Increase. Your Intelligence score increases by
1, but your Strength score decreases by 1.
Foreboding Visage. Starting at 3rd level, you can use your
action to release the bindings on the power your deity has
embued within you, causing glyphs and runes to seem to
burn themselves into your flesh as bright light pours from
your mouth and eyes. The instant you transform, other
creatures within 10 feet that do not follow your patron deity
that can see or hear you must succeed on a Charisma saving
throw (DC 8 + your proficiency bonus + your Charisma
modifier) or suffer a penalty to all attack rolls, ability checks,
and saving throws equal to your Charisma modifier
(minimum 1) until the end of their next turn as your deity's
power shackles and overpowers their will.
Your transformation lasts for 1 minute or until you end it as
a bonus action. During it, once on each of your turns, you can
deal extra psychic damage to one target when you deal
damage to it with an attack or a spell. The extra psychic
damage equals your level.
Celestial Resistance. You gain resistance to radiant damage
and psychic damage.
CHAPTER 1 | RACES
4
Brathunspar Names: Parents give children their first names at birth,
which are used exclusively in early life. When the young
Far from the hubbub of the tall folks of the world lies the fair begin their paths of learning, they choose their own names,
and peace loving land of the Brathunspar - the gnomes of the which tend to relate to their professions and desires. If the
groves, woodlands, and deep hills. Traveling far into the child follows in the footsteps of their parents, they may also
world of the tall-folk is not exactly where the wee folk wish to take their family name, continuing the tradition. Many
be, although some do see the world on occasion. Well within Brathunspar have names longer than the number of fingers
the ivory and mint green aspens of Hiellendale, the on both of their hands. But in the name, people can know
Brathunspar have lived quite secluded, and happy for it. They much about the Brathun they speak with.
live harmoniously with the world around them, seeking good
mead, conversation, and new insights to old problems. Male Names: Grefis, Martol, Faurop, Nillos, Jaelr, Tornal
Female Names: Mayven, Olgara, Penel, Seris, Talia,
The people of the groves live in homes harmonious with Caislan
nature, and suited to the local region. Those near the coast Surnames: Goodhead, Alerunner, Honeydew,
live in dug out places that seem to be nothing more than hills Meadowrunner, Swordsinger, Hornblower, Thistlebloom,
and mounds. They grow flowers and grasses upon the tops as Masterchef, Scoutwatcher, Talespinner, Laydancer
landmarks to others. Those of the woodland glades live Dress: Brathunspar wear various types of clothing, usually
within tree sculpted homes, and hollows built into them. dependent on their profession in life. Technits, the great
Those of the rocky cliffs dig and carve fantastic homes with inventors of mechnits and architecture, wear leather aprons,
crystal windows and skylights to shine upon their gemwork thick cotton clothing, and caps that have many flaps and
and technit projects. folds. These caps can be tipped and tucked to function for
holding graphites for writing, small tools, candles for light,
The People: Brathunspar are the gnomes of Audalis. and muffins when working hard and feeling a bit hungry.
Ranging in height from two and one half to four feet in Scholars and the magically-inclined wear robes of single
height, they live happily in their land of the Brathnaii colors with runes and markings embroidered on the
Hollows. Brathunspar generally live about two hundred garments and accompanying cloaks. Around their sleeves
years. They typically have bright, luminous, jewel colored they add colorful symbols of their art and study for other
eyes. Hair colors include vibrant shades as well - primarily people to know. To easily find them within large crowds, they
black, rich brown, scarlet, or gold. Solid colors are almost wear tall pointed hats gained when they first join orders. For
unheard of, however; highlights such as silver and flame in each year an individual spends as an adept, the point and
gold, blue and violet in black, and midnight and vermilion in fabric is adorned to show their status.
brown are usually present. Priests wear simple, short robes and sandals. They tend
the people and world around them without much love for fine
Females wear their hair loose if single; tight and wound if things, though various orders differ according to their faith.
married. The males typically keep theirs short and well However, all clerics wear sashes around their shoulders with
tended, sometimes allowing it to grow long enough to curl the symbols of their patron deity embroidered in the colors of
ends, signifying that they are single. When each has a their faith.
sweetheart or is courting, Brathunspar braid various metals Bards, artisans, and township leaders are the most
and glass beads into their hair as tokens of their affection. flamboyant of dress. They use bright colors found in the
rainbow to cover themselves in amazing feats of garment
Most Brathunspar enjoy and pursue their professions and style. Wide colors, large pantaloons, smart vests with
arts with tenacity. Whether farmers or tenders, artisans or outrageous patterns, and layered skirts are all favorites of
scholars, priests or warriors, each seeks to become the best these Brathunspar. During fair days, they bring out the
they can without dallying about; life is filled with hard work greatest of their garments, rivaling each other for the sport of
and dedication. As many believe and live by, bending to tasks artistry.
means greater rewards at the pub and home table. And when The folk of the groves and homes are the simplest in garb,
time comes to rest, they also seek it equally. wearing homespun in earth tones. These folk enjoy the feel of
linen and leather enforced pants. Rarely do they wear shoes,
When that time comes, Brathunspar enjoy the smoking of enjoying the feel of their toes in the earth. Still, not a one of
sarnas grass and grove herbs. Mead and ales are also a the common folk is without a set of finery for great festivals
common sight in mugs. But what they enjoy most lies in and holy days.
families, storytelling, and listening to the world around them. Culture and Society: The Brathunspar are a people of
Breezes bring to their keen ears the sounds of the glades, order, not chaos. Although they may seem uncoordinated to
glens, hollows, and seas. The sight of children at play is as visitors, the gnomes know that they truly follow an exact art
refreshing as a dip in a pond or dance with a sweetheart. of thought, theory, argument, and decision. They form
collectives called townships with an elected Highwyrdr. The
The people of the Brathnaii Hollows do not all follow a Highwyrdr, much like a mayor or earl, presides over functions
path of light and goodness, but even those who follow a and issues. It is vital that he or she listen, heed, and consider
darker path of ill-intent can be sweet in disposition. Kindness the will of the people; otherwise, great arguments spring up.
wins more than bitterness. Of the many races in Audalis, the
Brathunspar understand the need for balance better than
most. They may not agree with their darker kin, but their
thoughts are just as heeded and considered as the best of
enlightened priests and hardiest of technits.
CHAPTER 1 | RACES
5
When arguments do occur, they are planned events. Trade and Commerce: Brathnaii economy is not much of
Discussion and flustered words can lead to insights never one in comparison to other lands. Gnomes of the hollows
before dreamed. The Brathunspar have various holidays and simply barter and trade for goods and services. In their view,
meeting days strictly for the sweeping claims of artisans, everyone needs help or goods from one time or another. Why
scholars, priests, and technits to make before their peers and charge for it, when you can trade? Gems may be valuable, but
friends. During these events, the higher the person, the more so are the works of scholars, prayers of priests, and meat pies
words are given to them. Podiums are offered, but usually of bakers.
through the ensuing debates chairs, tables, and other
Brathunspar are piled together to allow the speaker a higher The entire barter system depends on an equal sharing of
vantage. Once the pillars topple, the individual's time to goods and services between parties. Some deals can include
speak concludes. up ten parties, each giving something to another that a
different party is willing to give in trade for something else.
The society of Brathnaii remains the same throughout the Elders are often needed to make sure that the deals are
lands, whether the people follow their professions in the cliffs square, and sometimes the Highwyrdr is ultimately included,
of rock, hollows of hills, roots of trees, or groves of plains. whether they like it or not.
One family or Brathun can easily travel to the another
township and set up shop without much worry. And when Trade between townships works the same as that between
trouble arises, they bind together to defeat the enemy. While individuals. During great festivals, founding days, and
Brathunspar accept the darker aspects of the world, they do building days, Brathunspar gather together to trade among
take pains to make sure that these do not get out of hand. communities. Here, families see each other, make trades of
news and goods, and plan the next festival after too much
Once every ten years, the Brathunspar travel to imbibing of mead and ale.
Lindaletempla, the musical tower of crystal on the Moon
Horse River. Here they bring artisan pieces for the Sylvarian Trade with other peoples are rare and hectic events. At odd
realm to accept in peace with their peoples. They speak here times of the year, every few years, Brathunspar travel to
of tidings they have seen, or worries from the lands beyond. bordering villages of Coria to sample human wares. Here the
After these meetings, Brathunspar who wish to see the world humans try to impress upon the Brathunspar the meaning
of other folk leave in a large ceremony. They gather to have and value of coin; they believe in buying, rather than
their memories spoken of by family and friends. Each bartering. The otherwise simple act of exchange evolves into
member is given a sash embroidered with their family's a chaotic mess of arguments, glove throwing, and finally
names, their profession, and prayers for safekeeping. Once shaking hands and sharing pints.
out in the world, they are remembered fondly at home. When
travelers return, merrymaking and tale spinning can last Religion: The Brathunspar follow gods as do other races.
months. They have devout worshippers, followers, and priests among
their numbers that call upon the pantheon to aid them in
Technits: Brathunspar place respect and honor in the living, dying, and building. Of the pantheon, Brathunspar
following of professions. Of these professions, one particular primarily focus on devotion to Wizerran (Jusarin), Gesjikie
of this race and no other is the Technit. Technits strive to (Shinara), and Yialla (Miellyah).
understand the power of science and engineering. They focus
on the power of what they call mechnits - the science of Wizerran (Jusarin) - Great technit of the mind and spirit,
gears, pulleys, and the laws of nature. keeper of lore, and majesty of kings. Of all powers in the
pantheon, Jusarin is the one most follow for his wisdom,
Many technits begin as wizards and scholars, but just as insight, and knowledge. The technits seek his fellowship
many come from the followings of Kharox and Telemor. The through the Path of Dynasty.
driving goal of these buccaneers of tools and invention is to
build greater mechnits to complete the tasks of everyday folk, Gesjikie (Shinara) - Lady of misfortune and insight. If ever
to answer the questions of nature, and to study the places a great Brathunspar was in need of inspiration, Shinara has
beyond like the stars and heavens. Each Technit has a brought that by breaking their technit projects or sending
personal viewpoint on creation and the cosmos. They each dreams through the mead as they call it.
follow personal laws of physics and sciences. But all of them
agree that the pursuit of invention is as important as the need Yialla (Miellyah) - Mother of the hearth, home, and heart.
for artistic expression or a good strong sword. Of the pantheon, if Jusarin is the mind, Miellyah is the heart.
She is the lady of growing things, joys of the home, and
The inventions of technits range in size from as small as a keeper of children.
child's ball to as large as horse drawn carriages, and even
small houses. Each prized work functions in ways as Hiellendale (Kith-Jora) - Lord of the wilds and beasts of the
individual as the technit that created it. Some cut vegetables, earth. Kith-Jora loves the people of the Brathnaii Hollows in
others superheat metal or create glass, while others can some ways as he does the Sylvari. Their common and simple
shoot crossbow bolts fifty at a time. ways and protection of the wild places gave him pause to
create the Tirnook aspens, holy trees that hide the paths into
Technits have earned various names from the world their homeland from the ground.
abroad. Some call them "tinkers" for their love of tools and
experimentations. In Felarin, the wizards call them "masters Marcierlyn (Telemor) - Lord of art, color, and the creative
of steel dragons" after the great technit Alfus Worldshaper, genius.
the first Brathunspar to study at the famed Academy. But
many others call them by curses, underfoot saboteurs, and Rosshun (Solanis) - Lord of the sun and light.
various other obscenities for their extreme viewpoints of Caelis (Tyrannis) - Wench of terrible pain and gnawing
rebuilding what didn't need touching in the first place. anger.
Zornthee (Anskar) - Lord of terror from the skies and deep.
Sorjourn (D'hurgen) - Lord of soft endings and mourning.
Frievir (Vilathera) - Lady of the hunt and provider.
CHAPTER 1 | RACES
6
LaVuarileule(sLyasnodraT)a-bLoaodsy: oBfrcaathreunasnpdaprecaocvee.t knowledge and
ideas. Inventions in the home, their work, and the world at
large inspire them. They have a love of growing and living, of
tending groves and gardens, of raising families, and of
increasing their own aptitude. The people of the hollows
value strength of heart, stoutness of mind, and labors of love.
Unlike many other races, the Brathunspar understand the
need to learn about, but not fall to, the dark. Living always in
the sun, never blinking will leave you blind. But closing the
eyes and seeking only shadows in one's life can also end
learning. They accept their darker brethren, though they
always seek the middle road. At times, some may falter too
far, becoming twisted and truly evil. At those times, all come
together - regardless of creed - to either help their friend out,
or to end their blight.
If any taboo exists, it is the destruction of knowledge.
Forcing someone to live a life not fit for his or her mind,
heart, or soul is a prison to them the same as any room with
bars. Choosing one's path is the right of every living thing.
Also, Brathunspar cannot stand the ending of learning.
People who hoard knowledge, burn books, hide libraries and
goods locked away bring shivers to any Brathun. "Learning
for living, and living for learning" is a common expression. To
end that lovely cycle is to commit a terrible crime.
Brathunspar Traits
Ability Score Increase. Your Constitution score increases by
2 and your Intelligence score increases by 1, but your
Strength score decreases by 2.
Age. Brathunspar mature at the same rate humans do, and
most are expected to settle down into an adult life by around
age 40. They can live about 200 years.
Alignment. Brathunspar are most often good. Those who
tend toward law are sages, engineers, researchers, scholars,
investigators, or inventors. Those who tend toward chaos are
minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes
are good-hearted, and even the tricksters among them are
more playful than vicious.
Size. Brathunspar stand between 2 and a half feet and four
feet tall and average less than 90 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Low-Light Vision. You can see in dim light within 120 feet
as though it was bright light and can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. You retain the ability to
distinguish color and detail under these conditions.
Brathunspar Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws against
magic.
Natural Born Alchemists. You gain proficiency with your
choice of the Herbalism Kit or Poisoner's Kit and with the
Alchemy crafting skill.
Innate Spellcasting. You can cast the Speak with Animals
spell to speak with any burrowing mammal a number of
times equal to 1 + your Charisma modifier. You regain all
expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and
Brathnii.
7 CHAPTER 1 | RACES
Bladeling
Metallic-skinned humanoids with barbed bodies and blood as
black as oil. Bladelings hail from far off islands, and very few
come to the land of Anteron. They are best known for their
affinity for the weapons they share their name with, handling
them as an extension of their own body.
Most Bladelings dutifully care for their weapon as much as
most humanoids would a child, while the rare chaotic
bladeling may be reckless with their weaponry, even using a
greatsword to cut their steak.
The People. The Bladelings are a race that is tall and
proud and live about the same time as a human. Few people
know of their existence, and even less have actually seen one
in person. Bladelings typically stay with their own and fight
for each other as a parent would their child. They live as a
large family and all problems are discussed within the family
without going to outside sources when possible. They are
untrusting of outsiders and have a mentality of "Strike first,
ask questions after." This has lead to many a ship being sunk
for sailing too close to their lands without the sailors ever
knowing what was going on.
They serparate their people into several groups, based on
the protrusions from their body. They call them Spines,
Claws, or Swords. Each has a different roll in their society
and dictates where they will work and live. The three groups
rarely visit each other, seeing others only for trade or
occasional reproduction.
Spines. Spines have sharp, straight points protruding from
their skin, and take on rolls hunters and scouts. They are
lithe and stealthy with dark skin. Their hair is dark black and
sleek, and they often keep it cut shorter.
Spines are very cautious of others, and judge everyone by
their first impression until they prove to themselves useful to
them in some way or form.
CHAPTER 1 | RACES
8
Hooks. Hooks have wicked curved protrusions with a Oriana and Miellyah become Meres, Goddess of Birth and
blade on the inside. They make excellent defenders and Passion
guardians. Hooks are the most lawful of any of the bladelings,
and enforce it even to the point of making their own people Thadril-Anskar, Vilathera, and Thirkell becomes
suffer. Nea'rethus, God of the Proud Hunt
They are strong and have tougher flesh than the rest of Cardista becomes Ver'Outhik, God of Water
their people, and will selflessly defend other against that Merca becomes Mercerik, Goddess of Glorious Duty
which is unjust. Salerna, Bakloran, Dhurgen, and Therassor
become Ghargariklid, High God of Warfare
Swords. Swords have dual-bladed protrusions that pierce Values and Taboos. The highest
and cut flesh. They are used as warriors, assassins, and also value in Bladeling society is
work as butchers and other professions where they can make honoring the strong and worthy.
use of their many blades. Likewise, their greatest taboo is
accepting weakness or traitors. If
Swords are often stronger than the rest of their someone is suspected of action against the
people and have much more skill in melee greater good for the grand family, they are
combat. They are a formidable foe on the banished to far off lands. Some are given a
battlefield and have been known to kill return condition, if they can prove they are not
with just a strong grip. Many see them as against the family, or if they
savages, but they are simply more bring back great power to
protective of their people, home, and aid in their society. However,
lifestyle than other races or even many even these do not mean the
other bladelings. individual will be welcomed
back. They may be allowed
Language. The language of the to step foot on their home
bladelings is a harsh noise, sounding lands again, but the
like metal grinding against metal, common people will not see
and is very challenging for them as one of their own.
outsiders to speak. Much of the Very few will ever return
language uses the metallic teeth from their banishment
and protrusions of the bladelings though, as the conditions
to make the noises, making will be something near
those parts cut off from impossible to do. The
outsiders entirely. Bladelings Bladeling is highly likely to
often speak very loudly and die trying to accomplish
sternly, even when speaking a them to be welcomed back,
language not their own. This and the few who do make
comes off as aggressive or it back find their now
hostile to some, but to a hostile home a far worse
bladeling it is simply natural. place to live than they
had originally thought.
Culture and Society.
Intermingling of the
Bladeling culture is based on separate roles is
strength and worth. While they frowned upon, as it is seen
consider everyone part of their as not living up to their full
family, unless given a reason not potential based on the
to, they still see more or less status of their birth.
worth in individuals. They care
little for male and female roles,
preferring instead to separate
people based on their role
and protrusions. A Claw
male and female may stand
side to side defending their
land, but it would be rare to see
a Sword standing with them.
Likewise, a Spine is not going
to be seen preparing food
when a Sword is much
better suited to the job.
Religion. Bladelings hold
a strong sense of religion at the heart of their society. They
worship each day and this is one of the few times the three
types will come together. Many gods are recognized by the
Bladelings, but they tend to meld a few together into one and
have their own names for them. For example:
CHAPTER 1 | RACES
9
Bladeling Names Spine
Bladelings always choose names in their native tongue,
making them sound just as hard and harsh and their blades. Ability Score Improvement. Your Dexterity score increases
Male names always end with a hard noise, while female by 2.
names always end with a vowel, generally either an "a" or "i". Spine's Prowess. You gain proficiency in the Stealth skill.
Spine Razorstorm. When you use Razorstorm, you deal
Male Names: Vek, Tchalik, Ttyk, Ch'ltz, Hhuth, Uchth, piercing damage and the range is a 5 ft. by 30 ft. line.
Bretch
Hook
Female Names: Brectja, Khartchi, Hgurtha, Pharkhai,
Jh'atcha Ability Score Improvement. Your Constitution score
increases by 2.
Bladeling Traits Hook's Rage. As a reaction, when you are hit by an attack,
you can enter a sense of bloodlust, putting your own life on
Ability Score Improvement. Your Wisdom score increases the line to punish those who would overstep their bounds as
by 1, but your Charisma score decreases by 2.
vermin. You gain advantage on attacks against creatures, but
Size. Bladelings stand around 6 feet tall on average. Your creatures also gain advantage on attacks against you for 1
size is Medium.
minute. You can use this ability again after finishing a short
Speed. Your base walking speed is 30 feet.
or long rest.
Age. Bladelings mature at the same rate and live about as Hook Razorstorm. When you use Razorstorm, you deal
long as humans.
slashing damage and the range is a 10 ft. sphere centered on
Alignment. Most bladelings are lawful evil, but many who you.
have been banished have learned to soften their views and
often bring their blade to the side of good.
Sword
Blade Protrusions. You have sharp blade-like protrustions
sprouting from all over your body. When a creature is grapple Ability Score Improvement. Your Strength score increases
by you, or breaks away from a grapple, they take 1d4 damage by 2.
of the same type as your Razorstorm. This can occur no more Sword's Assault. As a reaction, when you hit an enemy with
than once per turn.
an attack, you may enter a state of hyper-focus. As long as you
Bladeling Resistance. Your metallic skin is remarkable do not hit any other target than the triggering enemy, and no
strong against caustic substances. You gain resistance to acid other creature damages you, you gain advantage on attacks
damage.
against that creature for 1 minute. You can use this ability
Bladeling Weapon Preferences. Bladelings will not use again after finishing a short or long rest.
non-bladed weapons and prefer swords, but will use axes or Sword Razorstorm. When you use Razorstorm, you deal
other bladed weapons if in a pinch.
slashing damage and the range is a 15 ft. cone.
Razorstorm. As an action, you can unleash a spray of razor-
thin blades from your body at your foes. Your subrace
determins the size, shape, and damage type of your razor
storm. All creatures within range must make a Dexterity
saving throw with a DC equal to 8 + your proficiency bonus +
your constitution modifier), taking 2d6 damage on a failure or
half as much on a success. This damage increases by 1d6 at
6th level (3d6), 11th level (4d6), and 16th level (5d6).
Once you have used this trait, you can't use it again until
you finish a short or long rest.
Weapon Proficiencies. You have proficiency with
longswords, rapiers, scimitars, and shortswords.
Languages. You can speak, read, and write Common and
Ich'Lat-thera, the natural language of the Bladelings. The
language of the bladelings is a harsh noise, sounding like
metal grinding against metal, and is very challenging for
outsiders to speak. Much of the language uses the metallic
teeth and protrusions of the bladelings to make the noises,
making those parts cut off from outsiders entirely. Bladelings
often speak very loudly and sternly, even when speaking a
language not their own. This comes off as aggressive or
hostile to some, but to a bladeling it is simply natural.
Subraces. There are three subraces among the Bladelings:
The Spines, Hooks, and Swords. Choose one of these
subraces.
CHAPTER 1 | RACES
10
Cidal Stumps are farmers and social creatures. They do not
share the wanderlust of their cousins, but prefer instead a
Short in stature but mighty of heart, the Cidals are one of the good comfortable home, hard work, good food, and good ale.
more misunderstood races of Antaron, mostly due to They are materialistic in a mild way, liking good
ignorance. Many people have no idea that there are different craftsmanship and items that have a long history. Stumps are
kinds of Cids, as the ones they usually see are merely a part well aware of Pick habits and will have special sets of cutlery,
of the whole. In fact, many well-travelled people have dishes, and "stuff" they bring out when Picks are around; they
wandered throughout Antaron without ever having seen the refer to these items as "Picklooms." These possessions are
full spectrum of Cidals. Some of these small folk cannot expected to disappear; in fact, Stumps will often get together
seem to experience enough of the world, while others are and gossip about which Pick took what. If a threat appears to
reclusive, fearful of the Big Folk or "Sigies" (pronounced S- the community, Stumps are the warriors, stubborn as oxen
eye-gees), and more than happy to keep to themselves. and willing to take on any Sigie that gets in their way.
The People: The Cidals are a race that is short (three to The Stumps tend to live in homes build into, or resembling,
four feet tall) and live for about seventy to ninety years. In the the hills themselves. They often have vast cellars for keeping
company of the Cidals, one can hear them use special terms ale and other fine spirits, and frequently possess drying
for each other: Picks, Stumps, and Loavens. These houses and smoking huts, as well. Stump homes always
affectionate nicknames are used only by the Cidals smell of rich foods cooking and dark ales brewing.
themselves, as other races merely refer to all of them as
"Cids." If a non-Cidal uses the terms incorrectly, they will be Shawlins (Loavens): Despite the fact that long term
openly mocked and told to mind their place. But if that unions between Picks and Stumps rarely work, there are
outsider uses the term properly, they will often find many examples of half-breeds in Cidal communities. In fact,
themselves receiving respect not often given the usual Sigie. there seems to be a stage in a female Moundlin's life -
between the ages of sixteen and twenty - where inexplicably,
The official terms of Shadelins, Moundlins, and Shawlins they find Pick males very attractive. These mixed blood Cids
are what the Cidals use when referring to themselves among are obvious to the Cidals themselves, but are much harder for
Sigies, and are what the few scholars that have sought out other races to spot. They have the full spectrum of body
the Cids use as reference. Apparently, the Cidals think that types, facial features, skin tones, and eye colors of both
you have to use big names, or the big folk won't listen to you. Stumps and Picks. If you see a Cid with a thin body, long
ears, and curly hair, chances are that they're a Loaven.
Shadelins (Picks): Shadelins possess a similar build to
that of the Sylvari, though they lack the graceful movement of Shawlins are the most likely Cids to become successful
the elder race. Skin tones range from fair to medium, with adventurers. They get their wanderlust from the Shadelin
hair and eye color similar to that of Sylvari. Shadelins prefer side, but the practical Moundlin side tags along and at least
to wear bright, bold (often mismatched) clothing, and almost keeps them well-equipped. The name "Loaven" comes from a
always wear their hair long - pulled back into a single knot, Cidal delicacy called Loavenus. It is a sweet bread that the
two pony tails, or sometimes a multitude of braids. Males Cidal make that, depending on which family recipe is used,
stand between three and a half to four feet, with females tastes completely different. Some are caramel-oats, some are
slightly shorter. berries-wheat, while others are combinations of nuts, fruits
and grains. Regardless, they all are hardy loaves that stay
Picks are extremely curious people, a trait that often ends good for months, and will sustain a person on the road for
their lives before their time ("Hey? Is that a Dragon? I've got days.
to see!"). They are more carefree than their Stump cousins,
and are known for having extended periods of wanderlust Shawlins tend toward hillside homes, but will often spend
when they will travel aimlessly across the world just because time on flower gardens and wood/brick structures that,
they want to see it. They have no real sense of personal according to most Stumps, "stand out like a sore thumb."
property, and are often accused of stealing. Actually, They also have a great love of bees, and often make homes
Shadelins are not materialistic and merely like to examine for the insects to harvest honey. Stumps and Picks both love
new things for awhile before they grow bored and forget honey and the mead that comes form it, and are quite glad to
about the item. leave the harvesting of honey to the Loavens.
Picks tend to live in homes built within or high up in trees, More Loavens enter the Cidal clergy to serve as priests
with elaborate ladders and ropes to swing down from in case than their other brethren. Why Loavens are attracted to this
of unexpected emergencies. Of course, a Pick always has a profession is unknown, but many believe it is because they
Stump build his house while examining all of his tools. Due have the sense of both Cidal selves.
to their wanderlust, Picks often abandon their houses for
years, only to come back to find their homes have been
"picked" clean.
Moundlins (Stumps): Moundlins are of a stockier build
than the Shadelins, with less accentuated ears, and resemble
portly humans more than Sylvari. They are usually shorter
(three to three and a half feet tall) than their cousins and
prefer to wear more earth tones and practical colors. Their
hair is often very curly and short, ranging from dark brown to
black in color. They have medium to dark skin tones and eyes
that are usually green or blue.
CHAPTER 1 | RACES
11
Language: The language of the Cidals is an interesting one Two items made by the Cidals are very unique, and
to listen to, as it is not really a distinct language, but rather a therefore highly sought after by merchants. The first are
mix of many tongues. Cidals use many Sylvari words side by cabinets that are made for holding small items for display.
side with Khordaldrum, Brathunspar, and words from These cabinets are unique in that the Cidals have become
various human dialects. It is almost as if the language is a quite adept at building secret compartments and drawers
mash of acquired words that the Cidals have put together into into the cabinet without it being obvious. The second items
their own. are called Boxes of Wonder. These are small wooden boxes
with a set of moving pieces on the top - squares that shift
Stumps within Goodhome have a particular dialect, around like a puzzle. To open the box, you must first solve the
noticeable in the way they tend to pronounce long "e" as "a" puzzle. These boxes are often called "Pickholders" by the
and long "a" as "e". Thus a Stump will say "Have e good Dey." Stumps, as they cause many a Pick to stay still for awhile
Picks, probably due to their traveling and greater exposure to while they try to solve the puzzle.
other cultures, tend toward more human pronunciations of
words. Loavens of Goodhome often talk with a slight accent, Religion: All gods are recognized by the Cidal, but the
changing their e's and a's only once in awhile. Stumps favor the goddess Ma Meil (Miellyah) and the Picks
worship Sheilin (Shinara). Loavens generally worship both
Culture and Society: Cids live in small farming equally. The Cidals tend to have their own names for the
communities called "hams" (Tottle-ham, Brook-ham, Blamen- gods, taken from their regular names and shortened a bit. For
ham, Kendal-ham are some Cidal community names). example:
Governing, policing and militia are usually run by the Stumps
or the occasional Loaven. Despite the obvious differences Lysora - Lysa
among them, the three subraces actually get along well. Miellyah - Ma Meil
There is a fair amount of squabbling and bickering, not to Kith-Jora - Keithee
mention the gossiping, but in the end they have a high level of Shinara - Sheilin
acceptance for each other, and a definite balance exists Solaris - Sal
between them. Without the Stumps, Picks would have no Therassor - Teri
towns, no structure, and nowhere to call home. Without the D'hurgen - Hurgee
Picks, Stumps would become bored, stagnant, and never hear Kharox - Old Grumpy
about the outside world. Without the Loavens, the differences Values and Taboos: Cidals very much believe that it takes
between the other two would become polarized. a village to raise a child. Children are very special to them,
with everyone taking part in their care and upbringing. Even
No matter which Cid is which, all of them love a good Picks, once they have a child, will not leave home for
social gathering. Every Cid will celebrate their naming day wandering until the child reaches the naming age of thirteen.
with a tosh. This is a gathering of friends and family at the When a Cidal child reaches this age, they are allowed to pick
home of the Cid; basically, a dinner that will last throughout a naming day. On that day there is a huge tosh, and the child
the evening. Many small courses are prepared, and a friendly will pick the name that they will go by for the rest of their
competition always arises over how many different dishes of lives, leaving behind the childhood name given by their
food can be presented before no one can eat anymore. Every mother.
dish is served with a different beverage, whether it be an ale, Overall, the Cidals have very rigid ideas about what should
mead, or a strong spirit drink that the Cidals make from have a celebration and what should not. Marriage is
berries called tanu. It is at toshs that Picks, Stumps, and celebrated, a Naming Day is a special day, and harvest week
Loavens get along the best. It is said the Stumps are too is a great festival in most Cidal communities.
drunk to worry about the Picks, the Picks are too full to All Cidals love gossiping. They will discuss the goings-on of
move, and the Loavens just pray for everyone to keep passing the town, the nearby towns, this family, that family, and so on.
the dishes. Naturally, this gossiping often comes around to the ears of
the people being gossiped about. Yet it doesn't bother them,
It has been noted but never fully explained, but Cidals for the Cids see gossip as idle chatter that all good people
(especially Picks) and Khordaldrum do not mix. The two take part in because they are concerned for the well being of
races just do not get along well.
Trade and Commerce: Trade their neighbors. However, talking badly about another, or
between the Cidal lands of Goodhome and Kindwell and the spreading mean or insidious rumors is frowned upon, called
rest of the world is sparse. Actually, most of the trading "Sigietalk," and considered one of the worst taboos.
For a
occurs only when Sylvari and human merchants make the Pick, the worst insult possible is for someone to call them a
journey themselves. The Cidals will trade smokeweed, tanu, thief. A Pick does not steal - he borrows, he picks up, he finds
ale, mead, honey, and some foodstuff in order to get metals, things, or he puts in his pocket and forgets about something.
high quality crafted pieces of carpentry, and other items of They really don't understand the concept of ownership, and
interest. Picklooms are often traded for with these they are so very curious.
merchants. No Cidal will stand by while another is in trouble. Even the
most stubborn Stump will leave his fields to help another in
need. Their sense of community is strong, making them a
force to reckon with that many would discount.
CHAPTER 1 | RACES
12
Cidal Traits
Ability Score Improvement. Your Dexterity score increases
by 2, but your Strength score decreases by 2.
Size. Most Cidals stand 3 to 4 feet tall. Your size is small.
Speed. Your base walking speed is 25 feet.
Gossiping Folk. You gain proficiency in the Deception skill.
Brave. You have advantage on saving throws against being
frightened.
Languages. You can speak, read, and write Common, Cidal,
and one language of your choice. The language of the Cidals
is an interesting one to listen to, as it is not really a distinct
language, but rather a mix of many tongues. Cidals use many
Sylvari words side by side with Khordaldrum, Brathunspar,
and words from various human dialects. It is almost as if the
language is a mash of acquired words that the Cidals have
put together into their own.
Subrace. There are three subraces among the Cidal: The
Shadelings, Moundlings, or Shawlings. Choose one of these
subraces.
Shadelings
Ability Score Improvement. Your Charisma score increases
by 1.
Eccentric. You gain proficiency in the Performance skill.
Wanderlust. Your movement speed increases to 35 feet.
Moundlings
Ability Score Improvement. Your Constitution score
increases by 1.
Perfectionist. You gain advantage on any check made using
artisan's tools that you are proficient with.
Lead Stomach. You have advantage on saving throws
against poison.
Shawlings
Ability Score Improvement. Your Wisdom score increases
by 1.
Mediator. You gain proficiency in the Persuasion and
Diplomacy skills.
Master Chef. You gain the Cooking profession without using
a profession slot.
CHAPTER 1 | RACES
13
Dragonborn ChildhoodNames: Climber, Earbender, Leaper, Pious,
Shieldbiter, Zealous
Born of Dragons, as their name proclaims, the dragonborn
walk proudly through a world that greets them with fearful Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
incomprehension. Shaped by draconicgods or the Dragons Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon,
themselves, dragonborn originally hatched from dragon eggs Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius,
as a unique race, combining the best attributes of Dragons Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth,
and humanoids. Some dragonborn are faithful servants to Verthisathurgiesh, Yarjerit
true Dragons, others form the ranks of soldiers in great wars,
and still others find themselves adrift, with no clear calling in
life.
Proud Dragon Kin: Dragonborn look very much like
Dragons standing erect in humanoid form, though they lack
wings or a tail. The first dragonborn had scales of vibrant
hues matching the colors of their dragon kin, but generations
of interbreeding have created a more uniform appearance.
Their small, fine scales are usually brass or bronze in color,
sometimes ranging to scarlet, rust, gold, or copper-green.
They are tall and strongly built, often standing close to 6 1/2
feet tall and weighing 300 pounds or more. Their hands and
feet are strong, talonlike claws with three fingers and a
thumb on each hand.
The blood of a particular type of dragon runs very strong
through some dragonborn clans. These dragonborn often
boast scales that more closely match those of their dragon
ancestor—bright red, green, blue, or white, lustrous black, or
gleaming metallic gold, silver, brass, copper, or bronze. Some
dragonborn develop wings or stronger claws and teeth, but
dragonborn will never develop tails.
Self-Sufficient Clans: To any dragonborn, the clan is more
important than life itself. Dragonborn owe their devotion and
respect to their clan above all else, even the gods. Each
dragonborn’s conduct reflects on the honor of his or her clan,
and bringing dishonor to the clan can result in expulsion and
exile. Each dragonborn knows his or her station and duties
within the clan, and honor demands maintaining the bounds
of that position.
A continual drive for self-improvement reflects the self-
sufficiency of the race as a whole. Dragonborn value skill and
excellence in all endeavors. They hate to fail, and they push
themselves to extreme efforts before they give up on
something. A dragonborn holds mastery of a particular skill
as a lifetime goal. Members of other races who share the
same commitment find it easy to earn the respect of a
dragonborn.
Though all dragonborn strive to be self-sufficient, they
recognize that help is sometimes needed in difficult
situations. But the best source for such help is the clan, and
when a clan needs help, it turns to another dragonborn clan
before seeking aid from other races—or even from the gods.
Dragonborn Names: Dragonborn have personal names
given at birth, but they put their clan names first as a mark of
honor. A childhoodname or nickname is often used among
clutchmates as a descriptive term or a term of endearment.
The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,
Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,
Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,
Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,
Surina, Thava, Uadjit
CHAPTER 1 | RACES
14
Dragonborn Traits Black Dragon Ancestry
Your draconicheritage manifests in a variety of traits you
share with other dragonborn. Black dragonborn are known for their viciousness, and are
well accustomed to swampy terrain.
Age. Young dragonborn grow quickly. They walk
hours
after hatching, attain the size and development
of a 10-year- Ability Score Increase. Your Constitution score increases
old human child by the age of 3, and reach
adulthood by 15. by 2 but your Dexterity score decreases by 1.
They live to be around 80.
Acid Breath. Your breath weapon imposes a Dexterity
Alignment. Dragonborn tend to extremes, with
chromatic saving throw and deals acid damage. You also have
dragonborn taking on their ancestor’s cruelty
and malice, resistance to acid damage.
while metallic dragonborn follow ideals of
benevolence and
justice. Brutal and Cruel. You add your Constitution modifier to
the damage of your breath weapon.
Size. Dragonborn are taller and heavier than humans,
standing almost 7 feet tall and averaging almost 250
pounds. Blue Dragon Ancestry
Your size is Medium.
Without wings, blue dragonborn harness the sands of their
Ability Score Increase. Your Strength score increases
by desert homelands to ambush their foes.
1.
Ability Score Increase. Your Dexterity score increases by
Speed. Your base walking speed is 30 feet. 2 but your Wisdom score decreases by 1.
Natural Armor. You have tough, scaly skin. When you
aren’t wearing armor, your AC is 13 + your Dexterity
modifier. Lightning Breath. Your breath weapon imposes a
You can use your natural armor to determine
your AC if the Dexterity saving throw and deals lightning damage. You also
armor you wear would leave you with a
lower AC. A shield’s have resistance to lightning damage.
benefits apply as normal while you
use your natural armor.
Breath Weapon. You can use your action to exhale Desert Predator. You have proficiency in Stealth.
destructive energy in either a line 30 feet long and 5 feet
wide, or a 15-foot cone. Your color determines the saving Brass Dragon Ancestry
throw and damage type of the exhalation.
Each creature in the area must make a saving throw
(DC = Infamously gregarious, brass dragonborn make a point to
8 + your Constitution modifier + your proficiency
bonus). A speak to anyone they find interesting.
creature takes 2d6 damage on a failed save, and
half as much
damage on a successful one. The damage
increases to 4d6 at Ability Score Increase. Your Strength and Charisma
5th level, 6d6 at 11th level, and 8d6 at
17th level. scores each increase by 1 but your Intelligence score
At the beginning of your turn, roll a d6. On a 6, you regain decreases by 1.
use of this ability. You can regain use of this a number of
times equal to your Constitution modifier minus 1 (minimum Fire Breath. Your breath weapon imposes a Dexterity
0), and regain all expended uses when you finish a long rest. saving throw and deals fire damage. You also have resistance
Languages. You can speak, read, and write Common
and to fire damage.
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The Boldly Talkative. You have proficiency in Persuasion.
language sounds harsh to most other creatures and
includes
numerous hard consonants and sibilants. Bronze Dragon Ancestry
Draconic Ancestry. You are descended from one type of
dragon. You gain features for your appropriate dragon Bronze dragonborn can often be found aboard ships,
ancestry subrace. harnessing their natural affinity for the sea.
Amethyst Dragon Ancestry Ability Score Increase. Your Strength and Constitution
scores each increase by 1 but your Wisdom score decreases
Amethyst dragonborn are very regal and magnanimous. They by 1.
speak in low tones and treat all beings with dignity until
proven they should not. Lightning Breath. Your breath weapon imposes a
Dexterity saving throw and deals lightning damage. You also
Ability Score Increase. Your Intelligence score increases have resistance to lightning damage.
by 2, but your Dexterity score decreases by 1.
Dragon of the Coast. You have a swim speed of 30 feet.
Kinetic Breath. Your breath weapon imposes a
Constitution saving throw and the creature is restrained until Brown Dragon Ancestry
the end of its next turn on a failure. As a bonus action on your
turn, you may hurl a creature restrained by this breath attack Descended from the wingless brown desert dragons, you are
up to 10 feet. This distance increases by 10 feet at 5th level tough and good at digging.
(20 feet), 11th level (30), and 17th (40 feet). A creature takes
1d6 bludgeoning damage for every 10 feet traveled in this Ability Score Increase. Your Constitution score increases
way. You also have resistance to force damage. by 2 but your Dexterity score decreases by 1.
Supernaturally Calm. You have advantage on all checks Sand Breath. Your breath weapon imposes a Constitution
made to calm another creature. saving throw and deals piercing damage. You also have
resistance to fire damage.
Desert Leveler. You gain a burrowing speed of 30 feet.
CHAPTER 1 | RACES
15
Copper Dragon Ancestry Gold Dragon Ancestry
Copper dragonborn are known as the most welcoming of the Patient and wise, gold dragonborn are always seeking to live
metallics, in spite of the daring pranks they may pull. up to their forebear's legacy.
Ability Score Increase. Your Charisma score increases by Ability Score Increase. Your Wisdom score increases by 2
2 and your Dexterity score increases by 1, but your Strength but your Dexterity score decreases by 1.
score decreases by 2.
Fire Breath. Your breath weapon imposes a Dexterity
Acid Breath. Your breath weapon imposes a Dexterity saving throw and deals fire damage. You also have resistance
saving throw and deals acid damage. You also have to fire damage.
resistance to acid damage.
Reserved Companion. You have proficiency in Insight.
Good Host. You have proficiency in Performance, and can
speak, read, and write one extra language of your choice. Green Dragon Ancestry
Crystal Dragon Ancestry Green dragonborn have gained a reputation for being
untrustworthy, one that many embrace to their advantage.
Crystal dragonborn are gregarious and free-spirited. While
they enjoy solitude, they value family more than other types of Ability Score Increase. Your Intelligence score increases
dragonborn. by 2 but your Constitution score decreases by 1.
Ability Score Increase. Your Dexterity score increases by Poison Breath. Your breath weapon imposes a
2 but your Wisdom score decreases by 1. Constitution saving throw and deals poison damage. You also
have resistance to poison damage.
Blinding Beam. Your breath weapon imposes a
Constitution saving throw and deals radiant damage equal to Manipulative Schemer. You have proficiency in Deception.
half the damage of your breath attack. The targets are also
blinded for 1d4 rounds. You also have resistance to cold Mithral Dragon Ancestry
damage. This breath weapon cannot be used as a cone.
Mithral Dragonborn are lithe and dextrous, able to strike at a
Mountain Acclimation. You’re acclimated to high altitude, moment's notice and disappear in the next.
including elevations above 20,000 feet. You’re also naturally
adapted to cold climates. Ability Score Increase. Your Dexterity score increases by
2, but your Intelligence score decreases by 1.
Emerald Dragon Ancestry
Razor Shard Breath. Your breath weapon imposes a
Emerald dragonborn are extremely studious and seek to Dexterity saving throw and deals slashing damage. You also
expand their knowledge in all subjects. have resistance to your choice of Acid or Thunder damage.
This choice is made at character creation and cannot be
Ability Score Increase. Your Charisma and Intelligence changed later.
scores each increase by 1, but your Wisdom score decreases
by 1. Perfect Flight. Mithral Dragonborn have large gleaming
wings. You gain a fly speed of 10 feet while wearing light or
Deafening Screech. Your breath weapon is a loud screech medium armor, or armor made of mithral. If you already have
and imposes a Constitution saving throw, dealing thunder a fly speed or gain one from another source, that speed is
damage and deafening each target that fails its save for 1d4 instead increased by 10 feet. Your wings are 10 feet on each
rounds. You also have resistance to thunder damage. This side while medium, and the size and fly speed double for
breath weapon cannot be used as a line. each size larger. You cannot fly if you cannot spread your
wings entirely.
Powerful Recall. You gain proficiency in the History skill.
Obsidian Dragon Ancestry
Fang Dragon Ancestry
Obsidian dragonborn are ruthless and cunning, stopping at
Powerful and hateful, fang dragonborn often take jobs as nothing to achieve their goals.
guards and mercenaries.
Ability Score Increase. Your Strength and Intelligence
Ability Score Increase. Your Strength score and scores each increase by 1, but your Dexterity score decreases
Constitution score increase by 1, but your Dexterity score by 1.
decreases by 1.
Burning Obsidian Breath. Your breath attack imposes a
Burning Fangs. You lack a breath weapon. Instead, you Dexterity saving throw and deals slashing damage. Any
may expel a use of your Breath Weapon to make a special creature that fails its save takes fire damage equal to half
unarmed attack. On a hit, you deal 2d4 piercing damage plus your breath weapon damage at the start of its next turn. You
2d6 acid damage. The target must make a Constitution also have resistance to fire damage.
saving throw, taking a level of exhaustion on a failure. A
creature can have no more than 1 level of exhaustion from Hulking Mass. You gain proficiency in the Athletics skill.
this ability.
Orange Dragon Ancestry
Spiked Body. You may make a special unarmed strike by
expelling spines from your body. These spines have a range of Orange dragonborn are an odd cross-species breed, having
30 feet and deal 1d4 + your Strength modifier piercing traits of both red and yellow dragons.
damage on a hit.
Ability Score Increase. Your Constitution and Strength
scores each increase by 1, but your Wisdom score decreases
by 1.
Lungs of a Dragon. You can hold your breath for 3 times
as long as you normally could.
Dual Ancestry. Your breath weapon imposes a Dexterity
saving throw and deals fire damage. You also have resistance
to acid damage.
CHAPTER 1 | RACES
16
Platinum Dragon Ancestry Fire Breath. Your breath weapon imposes a Dexterity
saving throw and deals fire damage. You also have resistance
Blessed by Bahamut himself, platinum dragonborn are to fire damage.
incredibly rare. Chosen to wield holy power in the battle
against Tiamat, they have great responsibility thrust upon Arrogant Tyrant. You have advantage on saving throws to
Them. avoid being charmed or frightened.
Ability Score Increase. Your Strength and Charisma Ruby Dragon Ancestry
scores each increase by 1 but your Dexterity score decreases
by 1. Towering above their other gemstone counterparts, ruby
dragonborn are lithe and wise, taking everything into account
Radiant Breath. Your breath weapon imposes a for each decision they make.
Constitution saving throw and deals radiant damage. You
also have resistance to radiant damage. Ability Score Increase. Your Intelligence score increases
by 2 and your Wisdom score increases by 1, but your
Blessed of Bahamut. You have proficiency in Religion, and Strength score decreases by 2.
can use a holy symbol of Bahamut as a spellcasting focus for
any of your spells. Concussive Breath. Your breath weapon imposes a
Dexterity saving throw and deals force damage. You also have
Alignment. All Platinum Dragonborn must be lawful good resistance to your choice of fire, force, or psychic damage.
aligned. This choice is made at character creation and cannot be
changed later.
Purple Dragon Ancestry
Blessed of Sardior. You can use a gemstone as a focus for
A rare breed made by the powerful purple dragons - a any spell you cast. In addition, while holding a gemstone, you
crossbreed of red and blue dragons. These dragonborn can may make a melee weapon attack with a range of 10 feet,
harness plasma energy and tear apart their foes with their using your Intelligence modifier. On a hit, it deals 1d4 + your
brute strength. Intelligence modifier psychic damage.
Ability Score Increase. Your Constitution score increases Alignment. All Ruby Dragonborn must be true neutral
by 2 and your Strength score increases by 1, but your aligned.
Wisdom score decreases by 2.
Sapphire Dragon Ancestry
Plasma Breath. Your breath weapon imposes a Dexterity
saving throw and deals psychic and fire damage. You have Sapphire dragonborn are powerful and antisocial. They are
resistance to your choice of fire or lightning damage. You far more aggressive than other gemstone dragonborn.
cannot change this choice later.
Ability Score Increase. Your Strength and Constitution
Untouchable. You have an amazingly powerful hide from scores each increase by 1, but your Dexterity score decreases
the mix of your progenitors. When you take damage from by 1.
bludgeoning, piercing, slashing, or the damage type you
gained resistance to from your plasma breath you can use Frightful Screech. Your breath weapon is a bone-rattling
your reaction to reduce the damage by an amount equal to sonic pulse. It imposes a Constitution saving throw and deals
half your level. You can use this a number of times equal to thunder damage. Each creature that fails its saving throw is
your proficiency bonus, regaining all uses when you finish a also frightened of you for 1d4 rounds. You also have
long rest. resistance to lightning damage. This breath weapon cannot
be used as a line.
Deep Dragon Ancestry
Sapphire Claws. You have a climb speed of 30 feet.
Hailing from the underdark, deep dragonborn are keenly
adapted to lightless tunnels and treacherous caverns. Silver Dragon Ancestry
Ability Score Increase. Your Dexterity score increases by Silver dragons often entrust dragonborn of their color with
2 and your Intelligence score increases by 1, but your historical artifacts, creating a reputation for them as
Strength score decreases by 2. lorekeepers and curators.
Psychic Breath. Your breath weapon imposes a Wisdom Ability Score Increase. Your Intelligence score increases
saving throw and deals psychic damage. You also have by 2 but your Dexterity score decreases by 1.
resistance to psychic damage.
Cold Breath. Your breath weapon imposes a Constitution
Superior Darkvision. You have darkvision with a radius of saving throw and deals cold damage. You also have
120 feet. resistance to cold damage.
Sunlight Sensitivity. You have disadvantage on attack rolls Hoarding History. You have proficiency in History.
and Wisdom (Perception) checks that rely on sight when you,
the target of the attack, or whatever you are trying to perceive Steel Dragon Ancestry
is in direct sunlight.
Cultured and secretive, steel dragonborn take on their
Red Dragon Ancestry progenitor's penchant for disguise.
Among all dragonborn, reds are the most haughty, many Ability Score Increase. Your Charisma score increases by
believing that they are the greatest among dragonborn. 2 but your Dexterity score decreases by 1.
Ability Score Increase. Your Strength and Constitution Poison Breath. Your breath weapon imposes a
scores each increase by 1 but your Wisdom score decreases Constitution saving throw and deals poison damage. You also
by 1. have resistance to poison damage.
CHAPTER 1 | RACES Curious Observer. You can cast the disguise self spell
once with this trait, and you regain the ability to do so when
17 you finish a long rest. Charisma is your spellcasting ability for
this spell.
Topaz Dragon Ancestry
Topaz dragonborn are misanthropic and unpredictable. They
have muscular builds offer unparalleled speed.
Ability Score Increase. Your Strength and Constitution
scores each increase by 1, but your Dexterity score decreases
by 1.
Dehydrating Breath. Your breath weapon imposes a
Constitution saving throw and deals necrotic damage. On a
failure, each target gains a level of exhaustion. A creature
cannot gain more than 2 levels of exhaustion from this ability.
You also gain resistance to cold damage.
Quickness of Foot and Fin. Your movement speed
increases to 35 feet and you gain a swim speed of 25 feet.
White Dragon Ancestry
Out on the frozen wastes, white dragonborn pride themselves
on hunting the greatest of prey.
Ability Score Increase. Your Constitution score increases
by 2 but your Intelligence score decreases by 1.
Cold Breath. Your breath weapon imposes a Constitution
saving throw and deals cold damage. You also have
resistance to cold damage.
Primal and Vengeful. You have proficiency in Survival.
CHAPTER 1 | RACES
18
Gilskalos Being a warrior race, the young of both sexes are taught to
fight at an early age. A favourite game of the Gilskalos
The People: Clinging to the southern reaches of the island, children is Soka Liv Besparat, or "Find the Weapon." where
there lives a race of beings very similar in appearance to they are taken into an ordinary part of a cave or home and
humans. The Gilskalos are very tall, with the males ranging asked to point out how many items in the room can be used
from 6'5" to 8' tall and the women only slightly smaller. as a weapon and how effectively. The child that finds the most
Without exception, they all have white hair, and their eyes are weapons and ways to use them, wins. The axe, the Cirkelyxan
pure deep blue, without pupils or iris. These eyes have a sixth (A double bladed curved battle weapon), the spear, and the
sense called Glosav, which is the ability to sense movement. Bagen (Bone-Bow) are their primary weapons. The Gilskalos
The skin of the Tibornite is almost a chalk white, and they never used swords before they were introduced to them by
have an incredible tolerance of extreme temperatures. It is the Dun-Krav (Gilskalos' word for the Antarian Reach
estimated that they naturally live for about eighty years, dwelling humans, these people call the Tiborn people "Gils"),
although old Gilskalos are extremely rare. Gilskalos are very but many now favour the weapon. All weapons made by the
strong and agile people, but have trouble dealing with Gilskalos are forged from a strange black alloy called Vartstal
outsiders that seek them out in peace. They tend to be - it is as hard as steel, holds a razor sharp edge much longer
xenophobic, even paranoid, about other races. than steel, and is resistant to hot and cold. This metal is
essential to these people, as ordinary steel will bind itself to
Dress: The Gilskalos wear the furs and skins of the flesh in the cold climate of the north. This metal has just
animals of the island. They wear clothing for protection and begun to be traded, and is seen in Antaron in the hands of
warmth, with no worry about colours or fashion of any sort. those who can afford to spend a lot of gold to get it.
Both men and women wear jewelry and often paint tattoos
upon themselves of protective circles and guardian spirits. The Gilskalos have a strong oral tradition, and love songs
The people wear their hair long, and unbound except when and stories. A stranger to a new cavern can "buy" his stay for
on a hunt when it is pulled back and tied. a night or two with a new song or a story. The people love to
dance, sing and laugh, because all of them know that the next
Culture and Society: The Gilskalos live in the huge day they may perish. Their songs always seem to have a great
underground caverns that are found through the southern deal of death and dying in them, as well as great victory at a
part of the Tibron islands. These caverns usually have large great cost of lives. Although very heroic in nature, listening to
underground pools or lakes that are fed by hot springs. The Gilskalos music for extended period of time can make the
pool (Halsaspol) is the social spot of the community, where most cheerful of other races depressed.
people gather to trade, socialize and relax. Their society is
tribal, and strongly based on family, with women and children Trade and Commerce: The xenophobic nature of the
considered the most important part. This is due to the fact Gilskalos makes them very tough customers with which to
that most Gilskalos do not live long, so children are trade. Only the Dun-Krav have been successful so far,
important for the survival of the race. although more will eventually follow. The Dun-Krav were able
to establish a trust with the Tiborn people when one of their
They are a warrior race with many enemies in this harsh warriors spent a year living with them, fought alongside
realm. Most of them die in combat or in adverse weather them, and eventually died in battle to save a clan's children.
conditions (cold snaps, blizzards, etc). Males will sacrifice The Gilskalos trade vartstal, gold, silver, copper, and furs with
their lives willingly to save a woman or a child. A woman who the Dun-Krav in exchange for foodstuff, wool, linens, and
is with child is revered in their society. Fellow Gilskalos, both spirits. The Dun-Krav initially traded weapons with the
men and women, will touch the stomach of a pregnant Gilskalos, but found they were useless in the cold
woman as a form of luck or blessing. temperatures. Knowledge of craft is a commodity to the
Gilskalos, who love to learn new ways of making or creating
The diet of the Gilskalos is mostly meat, a great deal of useful items. In order to trade with the Dun-Krav, the
fish, and dark green seaweed that grows around the hot Gilskalos have set up a trading city on the southern tip of the
springs. They trade for other foods but mostly out of interest southern most island called Handel Byta which means "place
rather than necessity. Men do the bulk of food gathering, in of trade."
parties of ten to fifteen; it is rare that all return from a
hunting trip. The Tiborn people use a coin standard using carved bone
fragments, due to the cold temperatures making metal coins
The wasteland has great white bears that stalk Gilskalos a problem. The Slant, a white fragment with a carved Great
for food. In addition, wolves as big as horses roam the lands, Bear is the smallest denomination, used in everyday
as do massive sea creatures that break through ice to eat as exchange of goods. Ten Slants go into one Penning, a bone
many beings as will fall into their great maws. The Trikellen with a carved image of a walrus. Ten Pennings make one
(see below), an evil intelligent predator of the tundra, also like Signera, which is carved with the image of a whale. One
the taste of Gilskalos' flesh. Signera is equal to one Dun-Krav gold coin.
CHAPTER 1 | RACES
19
Religion: According to their legend, the Gilskalos were sent The Hejaren: The spirit masters of the Gilskalos work
to this world long ago by their god (called simply "Our through incantations and protective circles to bind spirits to
Father") in order to protect them from a great beast called do their bidding. The process of summoning and
Gudslaktare. The Gilskalos believe that their god perished in commanding spirits is a long one and is not used in combat
order to save them, and will not worship any other gods; at all. Most clan homes have a protective circle drawn in their
however, the Gilskalos believe that one day their god shall main living area. Protective circles can be drawn using any
return to them in the form of a child born from a Tibornite materials, from ink, to salt to burning or carving the circle. If
woman. Every child is checked for a sign of divine birth, a protective circle is damaged in anyway, it cannot be used,
mostly by looking at their eyes to see if they reflect the and if damaged while summoning, can leave a Hejaren
heavens. There are a few "Cults" among the Gilskalos that completely defenseless against the spirit world. Therefore,
believe different parts of their legends. drawing a protective circle takes a minimum of two hours to
complete, and if the danger is high, the Hejaren will draw a
Death to the Gilskalos is an ending, and they have no belief second circle within the first for extra protection. Hejaren can
in a Heaven or a better place after death. They believe that also draw tattoos upon a person that protect them from the
the spirits of the dead are trapped inbetween this world and spirit world, but they are extremely temporary.
the place of the Father, to watch over the living as
Fïjrmyndare (Spirits if the Dead). There are four types of spirits in the Gilskalos world. They
are Beskaffenhet (animals and plants), Fïjrmyndare (guardian
According to the Tibornites, there are Lysa (spirits) in the and the dead), Jordisk (elemental) and Ondska (evil or dark
world that guide and protect them. A shaman cleric, called a ones). The Hejaren begins working with just the
Hejaren, acts as an agent between the spirit world and the Beskaffenhet; these can be summoned to get items, find a
real world. The Hejaren are highly revered by the Gilskalos, path, fight a plant disease, grow a garden faster, etc. Then
and are considered the most powerful beings in the tribe. they move on to the Fïjrmyndare that are used to heal,
These spirit masters use a complex system of protective protect, and defend. Finally the Jordisk serve the Hejaren
circles, chants, incantations, and drawings to manipulate the through fire, water, air and earth. The Jordisk are the spirits
spirits and make them do their bidding. Although scoffed at that can be used to attack and strike out at the Ondska. The
by mages in Antaron, the Hejaren do seem to be very effective Hejaren will not summon an Ondska and will attempt to use
at what they do (see below). the other three spirits to attack and defend against the
Ondska they must fight. In order to use a Jordisk Lysa, the
Values and Taboos: The Gilskalos value the life of the Hejaren must have some of that element persent before him.
many over the life of the few; they must think this way to For example, to summon a fire Jordisk there must be a fire
survive the lands in which they dwell. When a warrior dies, placed outside of the protective circle.
there is a ceremony where each of his brother warriors puts
his hand on the corpse's and then throws his hand in the air Some Lysa are more dangerous than others, and the
screaming Farsa (Home Father!). They do this as a sign of protective circle is always drawn to prevent the wrong type of
releasing the spirit to join the Father in the other world, spirit from answering a summoning.
although they know that the release cannot happen until the
Father returns to them (see Religon). The Gilskalos do not Trikellens: Also on the islands are a race of beings called
bury their dead or do anything with the body, but leave it for the Trikellens. These beasts are similar in appearance to orcs
the predators and scavengers to consume. If asked why, they or bugbears, but they are a very different species. They are
simply reply, "that which was him (or her) is not." Widowed green skinned, with yellowish eyes. They are not born, but
Gilskalos women remarry quickly and seem to not grieve the hatched from litters laid by huge females of the species.
loss of their mates. This has lead to a reputation of
callousness among the women, but in truth it is out of The Trikellens have a "hive" mentality that allows them to
necessity. To grieve long means fewer children and the next share thoughts, and learn from each other's experiences.
child may be their god returning. This race would have dominated the land by sheer numbers
and wiped out the Gilskalos long ago had it not been for the
The men value actions over words in combat and prefer to fact they do not use weapons or tools. In combat they use
judge a man by his deeds. It is extremely taboo for a their claw-like hands and fierce bite, and they do not cook
Gilskalos to kill another Gilskalos, and if it were to ever their food. There is much speculation among scholars that
happen, that warrior would be banished off the isle forever. the Trikellen are a magic creation gone bad, much like the
Their natural enemies such as the great bears, wolves and gargoyle or the golem. They seem to be a strange mixture of
whales are all revered by the Gilskalos who hold them in a goblinkin, bee and wolf. The Trikellen have an insect social
place of honour among the spirit world. Trikellens have no structure with a single queen to a hive, thousands of workers,
spirits in the eyes of the Gilskalos, and are despised rather drones and caretakers. Trikellen have a great fear of fire but
than revered. This is especially shown in the fact that no can live in cold places where even the Gilskalos cannot stay.
likeness of a Trikellen is ever carved by a Gilskalos.
Unique Items: The Cirkelyxan is a long, double bladed
weapon that resembles two scimitars bound together by the
hilts. The Gilskalos whirl this weapon around their bodies in
combat and wield it with a deadly effectiveness.
The Bagen is a longbow made from the bones of sea
dwelling animals. The bow is unique in that it has three very
fine strings, and all three are used to fire the arrow, with the
notching gathering all three strings. It has a much greater
range than a longbow and hit with a greater thrust.
CHAPTER 1 | RACES
20
Gilskalos Traits
Ability Score Increase. Your Strength or Dexterity score
increases by 2 and your Wisdom score increase by 1, but your
Charisma score decreases by 2.
Age. Gilskalos mature at the same rate as and live about as
long as humans.
Alignment. Gilskalos tend to be Neutral, and tend toward
lawful, believing firmly in the
benefits of a well-ordered society.
Size. Gilskalos are very tall, with
the males ranging from 6'5" to 8' tall
and the women only slightly smaller. Your size
is Medium.
Speed. Your base walking speed is 30 feet.
Glosav Vision. Creatures have disadvantage
on stealth checks made against you, and attack rolls
against invisible creatures are not made
at disadvantage if they are not hidden.
Tundra-Born. You gain resistance to cold damage and
you are unaffected by extreme cold temperatures.
Gilskalos Combat Training. You gain proficiency with the
Cirkelyxan and the Bagen.
Natural Hunters. You gain proficiency with the Nature and
Carving skills, as well as Carving Tools.
Languages. You can speak, read, and write Common and
Tibornite.
CHAPTER 1 | RACES
21
Goblin are:
Alanus and Shinara: Big Shiny Finder
Goblins are a small, diminutive race of creatures with skin Sharlys and Tyrannis: Big Scary
ranging from orange to red, or even green and blue. They are Bakloran: Big Hitter
naturally stealthy and steal and pillage whenever possible. Thirkell: Big Sneaky
They often find themselves being enslaved by larger and Thadril Anskar: Big Sky Scream
stronger races, or being taken advantgae of by even other Values and Taboos. Goblins hold very few things close.
goblins. A goblin will never enter a fight it knows it can't win,
either choosing to back off and let someone bigger weaken They always expect someone to stab them in the back or
their foe first, or just running away and grabbing more betray them, and nothing is considered taboo for them,
goblins. They excel in horde fighting and trap-making, except for mating without the approval of the Boss. Mating
preferring to pick off their targets from a range and rights are only given to males who kill big enemies, find
separating them so they have a greater chance to win. They treasure for the Boss, or perform something else he deems
have no adversion to dirty fighting and will make use of any worthy.
other creatures, natural terrain, poisons, or traps they can to
make sure they survive another day. Goblin Names
Goblins arent given names until they get to the age of
The People. Goblins are cunning and quick, but they know maturity, as a name given before that can be wasted easily
they can't make it on their own. They develop a strong due to their high death rate. A tribe name is chosen by the
connection to each other, at least the ones that live long Boss when a new tribe is set up.
enough to do so. To a goblin, the greatest fear is being alone,
for it means certain death. Male Names. Khreluul'dan, Zaguush, Tuul, Akaal,
Duulkan, Kuc, Al'daash, Rhaar
Culture and Society. Goblin society is a rough place to
live. They look to the strong for everything, and the weak are Female Names. Al'daagen, Al'deruul, Arthaal'dekaan,
left behind as trash. Children are born in groups of 4 to 6, and Ogeluul, Kaakaaluul, Gherec, Taagec, Lhaareluul
food is thrown to them, forcing them to fight each other in
order to earn the right to live and grow. The women are often Tribe Names. Rednose, Murderhat, Bigpick, Bigsword,
kept together in a central space to raise the young, and the Barkskin, Flamehand
males are trained to be warriors, guards, or spies. Goblins
will wear simple clothing when part of a tribe, but if given the Goblin Traits
ability to live lavishly, they will do so without a single thought Ability Score Improvement. Your Dexterity score increases
of who or what it will hurt or cost. They will stab each other by 1.
in the back at the merest possibility to gain treasure or power, Size. Goblins stand 3 to just over 4 feet tall and weigh
and would sooner turn tail and run than even think about around 40 to 60 pounds. Your size is small.
trying to help their "friends". Speed. Your base walking speed is 30 feet.
Age. Goblins can theoretically live up to 100 years, however
Religion. Goblins follow gods, but few and far between. due to their lifestyle, they typically live no longer than 25
They only pray if they believe it will bring them power or years unless they are the Boss, in which case they can live
money, and never for the well-being of others unless they are longer unless assassinated for power first.
trying to trick someone else. A few of the gods they do follow
CHAPTER 1 | RACES
22
Blues
Alignment. Goblins tend to hate laws and rules that bind
them, and try to benefit themselves before anything else. Ability Score Increase. Your Intelligence score increases by
They are typically Chaotic Evil.
2, but your Strength score decreases by 1.
Low-Light Vision. Accustomed to living in dark and quiet Naturally Psionic. You know the delusion, mind thrust, and
places, goblins see in low-light within 60 feet as if it were mystic hand talents. Intelligence is your manifesting ability
bright light.
for these talents. In addition, you gain proficieny in the
Nimble Escape. You can take the Disengage and Hide Psionics skill.
actions as a bonus action.
Languages. You can speak, read, and write Common and Fire Goblins
Goblin.
Subraces. Goblins are split into different subraces Ability Score Increase. Your Dexterity and Constitution
depending on where they live, how they live, or even the color scores each increase by 1, but your Intelligence score
of their skin. There are four subraces among goblins: Cave decreases by 1.
goblins, blues, fire goblins, and gold goblins. Somewhat Fireproof. You gain resistance to fire damage.
Living Dangerously. You gain proficiency in the Acrobatics
Cave Goblins skill. Whenever you make a Dexterity (Acrobatics) check
where you put yourself in danger (in which you might lose hit
Ability Score Increase. Your Constitution score increases by points), your proficiency bonus is doubled.
2, but your Intelligence score decreases by 1.
Darkvision. You can effectively see in dim light within 60 feet Gold Goblins
of you as if it were in bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of Ability Score Increase. Your Charisma and Dexterity scores
gray.
Trap Experts. You can add your proficiency bonus to each increases by 1, but your Strength score decreases by 1.
any ability checks you make to detect, set up, or disable traps. Stubborn. You gain resistance to psychic damage.
Time is Money. You have advantage on Charisma
Shadow Goblins (Persuasion) checks when you are bartering, bargaining, or
dealing with currency in any other way. You must at least
Ability Score Increase. Your Wisdom and Dexterity score spend an amount of silver equal to or greater than your level
increase by 1, but your Strength and Intelligence scores to use this feature.
decrease by 1.
Sharp Words. You know the Friends cantrip. Charisma is
Darkvision. You can effectively see in dim light within 60 feet your spellcasting ability for this spell.
of you as if it were in bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of
gray.
Shadow Step. While you are in dim light or
darkness, as a bonus action, you can teleport up
to 60 feet to an unoccupied space that you can
see that is also in dim light or darkness. You
have advantage on the first melee attack you make
before the end of your turn. You can use this ability
again after completing a short or long rest.
Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) or Intelligence
(Investigation) checks that rely on sight when you, the target
of your attack, or whatever you are trying to perceive or
investigate is in direct sunlight.
CHAPTER 1 | RACES
23
Half-Orc Female Orc Names: Baggi, Emen, Engong, Kansif, Myev,
Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda
Whether united under the leadership of a mighty warlock or
having fought to a standstill after years of conflict, orc and Half-Orc Traits
human tribes sometimes form alliances, joining forces into a Ability Score Increase. Your Strength score increases by 2.
larger horde to the terror of civilized lands nearby. When Age.
Half-orcs mature a little faster than humans, reaching
these alliances are sealed by marriages, half-orcs are born. adulthood around age 14. They age noticeably faster and
Some half-orcs rise to become proud chiefs of orc tribes, rarely live longer than 75 years.
their human blood giving them an edge over their full-blooded Alignment.
Half-orcs inherit a tendency toward chaos from
orc rivals. Some venture into the world to prove their worth their orc parents and are not strongly inclined toward good.
among humans and other more civilized races. Many of these Half-orcs raised among orcs and willing to live out their lives
become adventurers, achieving greatness for their mighty among them are usually evil.
deeds and notoriety for their barbaric customs and savage Size.
Half-orcs are somewhat larger and bulkier than
fury. humans, and they range from 5 to well over 6 feet tall. Your
size is Medium.
The People. Half-orcs’ grayish pigmentation, sloping Speed.
Your base walking speed is 30 feet.
foreheads, jutting jaws, prominent teeth, and towering builds Low-light Vision.
Thanks to your orc blood, you have
make their orcish heritage plain for all to see. Half-orcs stand superior vision in dim conditions. You can see in dim light
between 5 and 7 feet tall and usually weigh between 180 and within 60 feet of you as if it were bright light.
250 pounds. Relentless Endurance.
When you are reduced to 0 hit points
but not killed outright, you can drop to 1 hit point instead. You
Orcs regard battle scars as tokens of pride and ornamental can’t use this feature again until you finish a long rest.
scars as things of beauty. Other scars, though, mark an orc or Languages.
You can speak, read, and write Common and
half-orc as a former slave or a disgraced exile. Any half-orc Orc. Orc is a harsh, grating language with hard consonants. It
who has lived among or near orcs has scars, whether they has no script of its own but is written in the Khord script.
are marks of humiliation or of pride, recounting their past Subrace.
Half-Orcs can come from many different types of
exploits and injuries. Such a half-orc living among humans orc lineage. Choose one subrace between Green, Crimson,
might display these scars proudly or hide them in shame. Gold, or Dark orcs.
Half-orcs feel emotion powerfully. Rage doesn’t just
quicken their pulse, it makes their bodies burn. An insult
stings like acid, and sadness saps their strength. But they
laugh loudly and heartily, and simple bodily pleasures—
feasting, drinking, wrestling, drumming, and wild dancing—
fill their hearts with joy. They tend to be short-tempered and
sometimes sullen, more inclined to action than
contemplation and to fighting than arguing. The most
accomplished half-orcs are those with enough self-control to
get by in a civilized land.
Culture and Society. Half-orcs most often live among orcs.
Of the other races, humans are most likely to accept half-
orcs, and half-orcs almost always live in human lands when
not living among orc tribes. Whether proving themselves
among rough barbarian tribes or scrabbling to survive in the
slums of larger cities, half-orcs get by on their physical might,
their endurance, and the sheer determination they inherit
from their human ancestry.
Religion. Half-Orcs often worship the same gods as their
human side if they are living among them, or as their orc side
otherwise. They rarely if ever create their own societies and
do not have their own gods.
Values and Taboos. Half-orcs adopt their values and
taboos from the society they are living with, and as such they
can vary wildly.
Half-Orc Names
Half-orcs usually have names appropriate to the culture in
which they were raised. A half-orc who wants to fit in among
humans might trade an orc name for a human name. Some
half-orcs with human names decide to adopt a guttural orc
name because they think it makes them more intimidating.
Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh,
Keth, Krusk, Mhurren, Ront, Shump, Thokk
CHAPTER 1 | RACES
24
Green Orc
Ability Score Increase.
Your Constitution score increases by
2 but your Intelligence score decreases by 2.
War Training.
You gain proficiency in Medium armor.
Harsh Life.
You gain proficiency in the Carving skill.
Savage Attacks. You treat all melee weapons as though they
had the High Crit property.
Crimson Orc
Ability Score Increase.
Your Constitution score increases by
1, but your Wisdom skill decreases by 1.
Forgeborn.
You gain resistance to fire damage.
Menacing.
You gain proficiency in the Intimidation skill.
Savage Attacks.
You treat all melee weapons as though they
had the High Crit property.
Gold Orc
Ability Score Increase.
Your Charisma score increases by 1,
but your Dexterity score decreases by 1.
Money Wise.
You gain proficiency in the Appraisal skill.
Golden Charm.
You have advantage on all Charisma skill
checks relating to money.
Dark Orc
Ability Score Increase.
Youre Dexterity score increases by 2,
but your Intelligence score decreases by 2.
Darkened Hide.
You gain proficiency in the Stealth skill and
have advantage on stealth checks while in darkness.
Darkvision. You are able to see in darkness as though it were
dim light out to a range of 60 feet. You cannot see color in
darkness, only shades of gray.
Ambusher.
Any melee attack you make while undetected
deals an additional 2d6 damage on a hit.
CHAPTER 1 | RACES
25
Half-Sylvarian Half-Sylvarian Names
Ability Score Increase.
Your Charisma score increases by 2,
Walking in two worlds but truly belonging to neither, half- and two other ability scores of your choice increase by 1, and
sylvarian combine what some say are the best qualities of two other ability scores of your choice are decreased by 1.
their sylvarian and human parents: human curiosity, Age.
Half-sylvarian mature at the same rate humans do and
inventiveness, and ambition tempered by the refined senses, reach adulthood around the age of 20. They live much longer
love of nature, and artistic tastes of the sylvarians. Some half- than humans, however, often exceeding 180 years.
sylvarian live among humans, set apart by their emotional Alignment.
Half-sylvarian share the lawful attitude of their
and physical differences, watching friends and loved ones age sylvarian heritage. They value strict order and the natural
while time barely touches them. Others live with the progression of ranks, demonstrating love of leaders and
sylvarians, growing restless as they reach adulthood in the desire for followers. They tend toward rules, resent others’
timeless sylvarian realms, while their peers continue to live demands if they percieve them as below themselves, and
as children. Many half-sylvarian, unable to fit into either sometimes prove unreliable if they do not respect others.
society, choose lives of solitary wandering or join with other They often share the evil and selfishness of the Sylvarin, but
misfits and outcasts in the adventuring life. their human side can sway that heavily.
Size.
Half-sylvarian are about the same size as humans,
The People. To humans, half-sylvarian look like sylvarian, ranging from 5 to 6 feet tall. Your size is Medium.
and to sylvarian, they look human. In height, they’re on par Speed.
Your base walking speed is 30 feet.
with both parents, though they’re neither as slender as Low-light Vision.
Thanks to your sylvarian blood, you have
sylvarian nor as broad as humans. They range from under 5 superior vision in dim conditions. You can see in dim light
feet to about 6 feet tall, and from 100 to 180 pounds, with within 60 feet of you as if it were bright light.
men only slightly taller and heavier than women. Half- Fey Ancestry.
You have advantage on saving throws against
sylvarian men do have facial hair, and sometimes grow being charmed, and magic can’t put you to sleep.
beards to mask their sylvarian ancestry. Half-sylvarian Skill Versatility.
You gain proficiency in two skills of your
coloration and features lie somewhere between their human choice.
and sylvarian parents, and thus show a variety even more Languages.
You can speak, read, and write Common,
pronounced than that found among either race. They tend to Sylvarian, and one extra language of your choice.
have the eyes of their sylvarian parents.
Half-sylvarian have no lands of their own, though they are
welcome in human cities and somewhat less welcome in
sylvarian forests. In Bayris, Coria, and in regions where
sylvarian and humans interact often, half-sylvarian are
sometimes numerous enough to form small communities of
their own. They enjoy the company of other half-sylvarian, the
only people who truly understand what it is to live between
these two worlds.
In most parts of the world, though, half-sylvarian are
uncommon enough that one might live for years without
meeting another. Some half-sylvarian prefer to avoid
company altogether, wandering the wilds as trappers,
foresters, hunters, or adventurers and visiting civilization
only rarely. Like sylvarian, they are driven by the wanderlust
that comes of their longevity. Others, in contrast, throw
themselves into the thick of society, putting their charisma
and social skills to great use in diplomatic roles or as
swindlers.
Religion. Many half-sylvarian are highly pious and devout,
due to the circumstances of their life and finding temples to
be one of the few truly accepting places for them. The gods
they follow depend on where they live, but they can be found
worshipping almost any and all gods.
Values and Taboo. Like sylvarian, half-sylvarian value their
traditions but also value their freedom, due to their human
half. They are stuck in a world that both loves their company
and rejects their selves. They are mistaken to be one half or
the other, and rarely seen as both. They struggle for
acceptance in a world that simply does not know enough
about them.
CHAPTER 1 | RACES
26
Human Another intrinsic nature of the Drannese is a love for order.
They like to have their houses clean, their shrubbery well
Human Traits trimmed, their clothing perfect, and their money counted. The
Skill Proficiency. You gain proficiency in a skill of your Empire has an archive of records going back to the very
choice.
beginnings of the Drannon Kingdom. These archives have
Feat. You gain a feat of your choice.
some very detailed information about the smallest of things
Age. Humans live less than 100 years and reach adulthood in in the Empire. Every ten years, the Imperial House sends out
late teens.
soldiers and scribes to do a census of all people and livestock
Alignment. They tend toward no particular alignment. within Drannon. It is done every ten years because it takes
Among them, the best and the worst can be found.
that long to get all the counts, tabulate them, and put them in
Speed. Your base walking speed is 30 feet.
their proper book of record. A Drannese citizen could go to
Size. They widely vary in height and build. They are barely 5 the archives and, for a fee, find out the names of every relative
to 6 feet tall. Regardless of your position in that range your he has had going back the dawn of the Empire. Other records
size is medium.
include a room dedicated to an ongoing record of every meal
Languages. You can write, read, and speak Common. ever eaten by an emperor, cross-referenced by date and food
type As stated, the Drannese tend to go big into everything.
Sendrian Humans (Sendrian)
There are many laws and decrees in the Imperial world, so
Living within the land some call "Tyrannis' Heart", the many that no one person can keep track of them all. This has
Sendrian people have learned to be strong just to survive. lead to such professions such as magistrates and advocates
The land is harsh and filled with people who follow dark gods being in high demand. Scribes and letterers are also sought
and evil intent. It is home to thieves, merchants, assassins, after eagerly, so much so that if you can read and write in
death cults, necromancers, and powerful warriors seeking Drannon, chances are you can find short-term employment.
riches. The Sendrian people have adapted to become Ability Score Increase. Your Strength and Constitution
extremely hardy and able to hold their own against any scores each increase by 1.
number of threats. Drannon Law. You were born and raised within the walls of
the empire of Drannon and were shaped by their laws. You
Ability Score Increase. Your Strength and Charisma have advantage on History checks to remember anything
scores each increase by 1.
relating to laws.
Sendrian Resilience. You have advantage on death saving Languages. You can speak, read, and write the Drannon
throws.
language.
Languages. You can speak, read, and write the Sendrian
language. Ertain Humans (Ertainians)
Drannon Humans (Drannese) Ertain is the largest of the five human kingdoms, prosperous
and strong, and with the people to show it. The kingdom is
The Drannese, also sometimes called Drans or derisively wealthy enough to be able to afford a prestigious magic
known as Drannies, trace their origins from the race of men academy known as the Library of Felarin. It has the highest
called the Anathari. Those that have pure lineage are number of educated people of any kingdom in Antaron, and
immediately noticeable by the coppery skin that they possess. even many of the common people know at least basic
Their hair is usually dark brown to black, with men tending cantrips.
to have their hair cut short, without facial hair. Women will Ability Score Increase. Your Intelligence and Wisdom
wear their hair very long and go to great lengths to add a scores each increase by 1.
wave or curls. As the Anathari were shorter than the other Academy Initiate. You gain a cantrip of your choice from the
races of humankind, men tend to be between 5' 4" and 5'8" in wizard spell list. Intelligence is your spellcasting modifier for
height, and the women between 5'0" and 5'4". Eye colors are that spell.
predominately brown, although the occasional green does Languages. You can speak, read, and write Ertainian.
appear and is considered a mark of great beauty.
Pardinal Humans (Pardinese)
As a people in general, the Drannese have a tendency
towards the large and garish. They like big houses, big Nowhere in all of Antaron is there a place with such a
horses, big meals, and big tracts of land. Colors worn by dichotomy of types of people. In the fields and farmlands,
citizens are usually a sign of status and lean towards very Pards are a simple folk who love the land, enjoy a good story,
flashy and bright. When they play sports, they play hard and a good drink, and any form of merriment. The people of the
play to win. When they fight, they fight hard and they fight to land are plain speaking, almost blunt to one another, which
win. When they throw a party…it is the biggest and grandest often disturbs the visitors from Ertain or Coria. However, the
event possible and no one goes home hungry or sober. generosity and kindness of the people is renowned. They
Drannese throw themselves into any event or action wear simple clothing, are very practical, and have an earthy
completely and fully, and are highly competitive, especially common sense about them.
with each other. The Drannese have many organized
competitions over the course of a year to determine who the Then you enter the cities, or to a lesser degree, the castles,
best is at pretty well anything. The extreme nature of the keeps and small towns that dot the landscape. City folk tend
imperials causes them to be viewed with great trepidation to be showy, well-spoken, and self-serving. Politics is a game
among the other kingdoms. that everyone plays, and everyone knows how well everyone
else is playing. Status, position, money, and favors are the
CHAPTER 1 | RACES pieces and the court of Portua is the board in this expansive
game of Hazards.
27
The Pardinese that seek the life of the sea are very different Most of the general population is too busy working to
from their land-dwelling brethren. They have a more worldly afford time for entertainment, but in general, Corians love
view, having seen more of Antaron than most people ever will. music - a traveling minstrel is often the talk of the town, and
The sailors wear exotic clothing (sometimes quite revealing), nobles will hire entire orchestras to play at their dinners and
and generally have a looser moral code than those on land. affairs. Within the noble class a duel is a very exciting
They often make satirical songs and jokes about Pardinal, endeavor, and often the more publicized duels will be
and generally view both city and farm folk as fodder for their attended much in the same fashion as a show or play. While
humor. the opera hasn't yet taken hold, some small circles of nobility
have found the pronounced style enjoyable.
All Pardinese are known for being bold, blunt, shrewd, and
having a self-directed satirical sense of humor. They openly In the less wealthy sectors, the peasant class has come up
mock their lords, each other, and even their king. In fact, one with a game of skill called Bratha. The game is similar to
of the biggest celebrations in Pardinal is the Midsummer Eve checkers, except that two of the stones begin with specific
Festival. This celebration of the gods and the seasons lasts for random traits determined at the onset from a specified list,
three days and is a huge social event. The last day of and the game is played on a much larger board. The object is
celebration is referred to as King Leo Day. On King Leo Day, to overcome both of the unique pieces, and the strategy of the
most Pardinese dress up like the king, wearing bright, gaudy game is a favorite among would be tacticians who otherwise
clothing and fake crowns. Purple is worn by commoners, would never find themselves in charge of an army. The noble
despite the law. Prizes are often given for the best (or worst) caste is slowly picking up on the game, and more than one
impressions of the current King. This tradition is performed noble family has paid a great deal of money to procure
annually in honor of King Leo IX, who was actually an custom made sets of Bratha stones.
impersonator for most of his reign.
As there is so much open land within the boundaries of
Strangely, they do not have this sense of humor to anyone Coria, the sport of racing has become rather prolific - and
outside of Pardinal making similar jokes.
gambling at the races is largely qualified as a gentleman's
Ability Score Increase. Your Dexterity and Wisdom scores sport. The Corian people will race anything, or so it seems.
each increase by 1.
Foot-races are prominent among the peasant class, while
Wild Hunter. You gain a +2 bonus to any roll made to track a horse racing is preferred among the nobles. Chariots are also
beast native to a forest or to carving rolls to get pieces from common, though usually reserved for special occasions.
its corpse.
Languages. You can speak, read, and write Pardinese. Music is perhaps the most glorified of the Corian arts.
While the single minstrel is a fun pastime, the presentation of
Coria Humans (Corian) an orchestra is bound to draw a multitude of high-paying
nobles. Conductors and composers are in high demand, and
Corians consider themselves to be the pinnacle of human have earned a high level of respect among the noble caste;
culture, and can come off to other peoples as a bit arrogant the standing orchestra that the queen has at court is well-
and pompous. In their defense, they do have a rich and full known. Orchestras arecomposed primarily of strings and
culture, and have much to be proud of. Coria possesses an winds, with no brass instruments - as they are rare and not
enlightened society in which women are granted rights in overly appreciated - and percussion is nearly unheard of
theory equal to those of men; there is no post that a Corian within Corian society. Sculpting and painting come in a close
girl cannot aspire to achieve. Corian society is governed by second, and the artist who shows skill and talent can expect
rules of conduct, many of which are unspoken and commission by lofty nobles without fear of a drought. There
understood. Even the lowliest peasant maintains an attitude are a few actor's guilds and plays, but the general public has
of dignity in their bearing, which can be sometimes yet to catch on to the fun of live theater.
misinterpreted by outsiders as pridefulness. Nevertheless, Ability Score Increase. Your Charisma and Dexterity scores
Corians are a gracious people, polite and friendly as a whole. each increase by 1.
Eyes on the Prize. When rolling to appraise an item or to
Corians have a progressive stance on society as a whole. haggle on prices, you have advantage on that roll.
While they are still feudal, they do not restrict women to Languages. You can speak, read, and write the Corian
specific roles - this, as a society, sets them apart from most language.
other cultures within Antaron. The nobles still demand
respect from all beneath their station, but they are limited in Lendoreans (Kachirians)
how they can affect those who don't show them respect - in
other words, there aren't any wanton beatings of the peasant The islands to the south of Audalis' mainland are called the
class because someone accidentally splashed mud on the Kachiri Islands by the mainlanders; however, to the
noble's new boots. As a matter of fact, honor between inhabitants of the islands, they are called Len-Dore, which
gentlemen (and even gentlewomen) is held in such esteem means "People of the Sea." They worship Chi-Len-Thol-Ma -
that they will not deign to duel with a person who has not had often referred to affectionately as We-La, literally "Give
formal training in the art. Such affronts are usually either home" - (known elsewhere as Cardista, goddess of the sea)
dismissed as a show of the noble's generosity, or the offender and have a distinct society of their own. The name "Kachiri
is brought before a magistrate and fined. Islands" is a misunderstanding from when the first traders
came to the islands and asked the name. They were told
Kachi-Ri, meaning the island upon which they were currently
landed. Mainlanders stuck to that name stubbornly, and the
Lendoreans don't worry about mainlander's "confusion."
CHAPTER 1 | RACES
28
The Islands: There are eleven islands that make up Len- Funerals are a celebration of a life more than a grieving of
Dore, with four of them being noticeably larger than the rest. a death. This highly social lifestyle has lead many
The western most island is Tabla-Ri, (cities of Rog-La and mainlanders to believe the islanders are hedonistic pleasure
Catt-La), The center island is Kachi-Ri, (city of Mal-La), and seekers; nothing could be further from the truth. When
the southeastern island of Caya-Ri (Cities of Zen-la and Quin- forced to defend themselves and their homelands, invaders
La). The large island north of Kachi-Ri is Bani-Ri (city of Tere- have never been able to hold a portion of the islands for
La). The remaining small islands are Fols-Ri, Win-Ri, Uban- longer than a day. Many decades ago, a pirate king named
Ri, Onta-Ri, Olan-Ri, Yami-Ri, and Zodl-Ri. None of the Yorkic the Mad, who fancied himself "The God-Emperor of
smaller islands have trading cities. The Lendoreans bring the Sea," attempted to annex the islands by force. He arrived
their goods to Mal-La or Quin-La in order to trade. in Mal-La to find it deserted. He and his men moved into the
island to search for people hiding, yet found no one. When
Description: The people have dark hair and eyes, with very they returned to the beach, their ships were all burning. The
few variants. Their skin is a reddish hue, and they tend to survivors had swum to shore on to be attacked by the forces
wear their hair long and tied by a simple leather thong in a of the Hart-Na-Len. They were slaughtered to the man.
single braid. They are not a tall people, with heights ranging
from 5' 2" to 5' 6" for the women, to a maximum height of 5' Men learn to fight and hunt from an early age. They receive
9" for the men. All islanders are born in water and can their first "Glabb-Na" during the rite of manhood at the age of
usually swim before they can walk. Lendorean never wear ten. The Glabb-Na is a white shirt woven from the scales of a
clothing when swimming (this is a custom that mainlanders particular sea serpent called a Chi-Len-Ma (roughly, "Soul
enjoy, and is uncomfortable). Lendorean people are Sea Mate"). This shirt is as tough as chain mail, but weights
considered quite beautiful by mainlanders, and it is rare to no more than heavy cloth. No mainlander has ever been able
see a Lendorean that is not in top physical shape. to find, buy or acquire a Glabb-Na. There are three recorded
attempts to steal one in Len-Dore history, and all three
Dress: Islanders dress in very colorful, light woven clothes. stories are told to Lendorean children to frighten them from
They favor floral patterns for women and animal designs for the dangers of stealing. The Glabb-Na is the only article of
men. Metal is extremely rare, and is never used in dress. clothing a Lendorean will wear in the water, and only when
Clothing is tied, usually designed to be wrapped around the fighting. Once a boy becomes a man at ten, they begin
body. Necklaces, rings and earrings are made from shells, spiritual training as servants to the goddess Chi-Len-Thol-
bones and pressed flowers. Ma. The boys must serve Chi-Len-Thol-Ma for three years,
after which they must decide whether they wish to serve her
Culture and Society: In Lendorean culture, women and for their entire life. This is the only time they have the choice.
men are equal, but serve different functions in society. Men A man who leaves the temple cannot return as a spiritual
are the protectors, the hunters, the farmers, the spiritual servant. Spiritual leaders are called Tesch-Wa, and are highly
leaders and the keepers of "ways." Women are the political regarded in society. The men who leave the temple can go on
leaders, the barters, the mothers and keepers of "self." to become farmers, hunters, or seek the highest rank of
Lendoreans live in family based clans called Shal-Le. The Lendorean society: A Hart-Na-Len (Defender of Sea, or
residents of the multiple islands have band together for Aquatic Knight). see the related article on the Hart-Na-Len.
mutual protection and trade, which has lead to a formalized
government. Family names are traced through the mothers, Trade and Commerce: The people of the islands love
and knowledge of lineage is passed from mother to child. metals, especially steel, copper, and iron from which they
Every clan has a woman as leader called the Chu-Che. These fashion cookware, weapons and tools. The women will barter
Chu-Che choose a leader from amongst themselves, called hard for metal items and raw metal but have no interest in
the Thol-Che. The Thol-Che holds the title for life, but can gold or jewelry. Metal is only good to them if it serves a
have power removed from them by the Chu-Che council purpose. They also trade for Sylvarian wine, dried meats and
(called the Con-Che). The Thol-Che can choose a small group live chickens. The island produces many spices such as Salt,
of women to help her rule and share her power; these women Pepper, Cayen-Ne, Topa-Mi and Hatas-Ha, which are widely
are referred to as the Lin-Che. sought by the people of Antaron. They also make a liquor they
call "Poln-Twa" with is very potent, fiery, and warming to the
Cities on the islands are mostly trading posts set up to inner body. Dwarves are especially fond of this strong drink,
serve as a central point for mainland traders. There are six as are some Humanoid races. The people are accomplished
cities: Quin-La, Tere-La, Catt-La, Rog-La, Zen-La and the glass-workers as well. The Lendoreans prefer to trade via
main "Capital" city of Mal-La. Mainlanders are called Pik-Chi- barter, and do not accept the coins of the mainland; gold is a
Len, which roughly translated to "Lost Souls on Sea." useless metal to them. Originally, acurrency of the islands did
Lendoreans are very friendly to mainlanders, provided that exist within a glass bead system of promissory note. These
they stay within their laws. Thieves and lawbreakers are "Atta-We" - A glass bead, clear, with three coloured bands are
punished severely on the first offense, and outright killed if given between women to represent an amount owed. The
they offend again. Punishment can be as menial as cleaning amount owed varies from person to person but the general
all of the shells off of a beach, to as harsh as whipping-posts. rule of beads is a single bead is worth "a half of one day's
Lendorean life is more spiritual than religious. They observe catch." The Lendoreans later adopted a currency, once they
the goddess Cardista every day before the hunt, work the became influenced by mainland traders. There is a Fole-We
fields, or battle. They have many festivals, which are which is a coral ring of many colours and represents their
elebrated with large banquets of food and drink. Marriage is a smallest currency.
huge event in Lendorean society, as is the birth of a child.
CHAPTER 1 | RACES
29
A Fole-We would get you a cooked fish at a market. The Galo-
We is equal to 10 Fole-We, and is carved Scal-Lo shell
(similar to the oyster, but smaller. It is mauve and purple). The
Atta-We remains as the equal to 10 Galo-We. Men do not
participate in trade at all, referring to it as "woman's work."
Values and Taboos: The people of the islands are very
proud of their homeland. The thought of someone taking a
part of it away when it has not been offered fills them with
rage. Theft is a major crime to Lendoreans and is punishable
by death. Murder is almost completely unheard of in their
society. There is a high degree of rules and beliefs that are
learned from birth and ingrained deeply with Lendorean
society. Mainlanders that are invited to festivals or banquets
by the Lendoreans are given a young child to sit with them as
a guide to what is polite and proper. Some mainlanders think
this is insulting, but it is meant as an honor to the child
chosen to be the guide for someone who does not know the
rules. It is strictly forbidden for one clan member to marry
another clan member, even if there is no blood relation
between them. All marriages are between clans, and the man
always leaves his clan to become part of his wife's clan.
Tesch-Wa are allowed to marry and have children.
Lendoreans have a strong oral tradition of storytelling to
teach of the social structures. The men are keepers of the
"ways," which are the stories of heroes and legends. They
teach other men these stories, which are usually moralistic
and tell of one man beating the odds or dying to save the
islands. The women are the keepers of the "self," which are
stories of the women behind the scenes, who sacrifice
desires and needs for the good of the clan.
Unique Items: The Khat-Tal is a device made from wood
and the dried guts of a particular sea turtle. It is similar to a
crossbow, but is designed to function underwater. It is long,
about 3 feet, and holds one harpoon within its casing.
Language: The Len-Dore language is different from those
of mainlanders, and consists of many short words that are
hyphenated to form other words. The language is difficult to
learn as it has no plurals, and makes no distinction between
past, present and future. Therefore saying, "I will be going to
the beach" is the same as "I have gone to the beach" and "I go
to the beach."
Lendorean Traits
Ability Score Increase. Your Dexterity and Intelligence
scores each increase by 1.
Lendorean Living. You gain a swim speed of 30 feet and
proficiency with the Khat-Tal.
Languages. You can speak, read, and write the Len-Dore
language.
CHAPTER 1 | RACES
30
Kazari Gender roles seem to be rather non-specific to kazari, as
both genders tend to be highly aggressive and warlike.
Beyond the impenetrable Titan's Walk Reefs lies the rumored Females are as highly-prized for mercenary work as are
land of Capasha. According to the stories told, many strange males; while males do tend to be slightly bigger and stronger,
and wonderful things may be found there. At least one of the females seem to be a bit more disciplined and clear-headed.
stories must be true, for the kazari, a race unlike any other,
claim this land as their original home Kazari are a curious people, and have been known to
occopy almost any class effectively. Both the written and
Description spoken versions of their language is vastly different from any
Kazari stand similar in height to humans, with builds ranging spoken on Antaron, but they tend to pick up new ones fairly
from lithe and wiry to strong and muscular. Their faces are easily, and their approach to spellcasting is very like that of
very feline in appearance, complete with whiskers and sharp humans.
teeth. Kazari are covered from head to toe with shaggy fur -
usually orange, brown, or gray - and are almost always Trade and Commerce. Kazari play a minimal role in the
striped. Just as other feline species, kazari have tails, which trade of Antaron. There are no known trade routes to their
factor greatly into their nonverbal communication; perceptive homeland, and as they have no permenant settlements, they
individuals can often glean much about a kazari's mental have no meaningful exports.
state by observing the tail. Kazari tend to be tall compared to
humans and move with a boldness that suggests their Values and Taboos. The kazari fascination for war and
physical might. While their hands prove as numble as those battle pervades every area of their values. Personal honor is
of other humanoids, kazari have retractable feline claws, of paramount importance, and dishonor is often viewed as a
which they can extend quickly. This, along with their ability to fate worse than death.
produce bone-shaking roars, gives most kazari an air that
readily shifts between regal and fearsome. Kazari view ranged weapons, by and large, as cowardly.
They tend to prefer honest steel for settling arguments; deciet
Dress. As they already have fur to protect against, the and lying are for weaklings. Edged weapons are highly
elements, kazari wear relatively little clothing. The dak'tar, a favored in combat, most armor is shunned.
loincloth-type garmet, is the traditional dress for males;
females wear a variant of the same garmet. Kazari do take Naturally, kazari religion is very much in tune with the rest
easily to most human-style dress, preferring to wear clothing of their belief system. Their woship leans toward deities of
that fits well, but is light and loose. They do not, however, war, duty, and honor. Little is known about their religious
wear shoes. Due to the fact that Kazari have more cat-like structure, however, or how much a role is might play in day-
biology rather than humanoid, females wear longer skirts and to-day society.
may wear capes, but do not need anything covering their
torsos as they are incapable of growing breasts, except when
pregnant, in which case they do so in the same way a lion or
tiger would.
Culture and Society. Kazari arrive in Antaron almost
exclusively by various accidental means. Their homeland is
surrounded by the treacherous Titan's Walk Reefs, where
many ships have met their end. It seems that mists often
cover the Reefs, and occasionally roll rapidly into land,
trapping ships out at sea. Most of those that do not make it
home are found in the Reefs, but some miraculously slip
through and make landfall on Antaron's shores.
The kazari are a warlike people, and most of their stories
typically involve battle or conquest. Little is known about
thier native society, as the few kazari who live in Antaron are,
for the most part, loners.
It is believed that kazari society is one based upon rule of
the strong - only those who can conquer others have the right
to rule. It is known that kazari hold personal honor in high
esteem, and much of their mindset seems to be built around
this principle.
In Antaron, kazari are very much a people without a home.
They are most often encountered as mercenaries, travellers,
and adventurers. No permenant settlements of kazari are
known to exist anywhere within the continent; it is believed
that all kazari must come from the uncharted lands across
the sea.
CHAPTER 1 | RACES
31
Kazari Traits Powerful Claws. Your claws are larger and stronger than
Your kazari character has the following racial traits.
those of your smaller kin. The damage of your claws is
Ability Score Increase. Your Constitution score increases by increased to 1d8 + your Strength modifier. In addition, as a
1.
bonus action, when you hit with your claws, you may attempt
Alignment. Driven by a powerful desire for war and violence, to grapple the target.
kazari tend towards being evil, but their pack hunting causes Brutish Constitution. As a reaction to hitting 0 hit points but
them to lean toward lawfulness.
not being killed outright, you can call forth your inner beast.
Size Kazari are taller and bulkier than humans, standing You immediately regain 1 hit point and gain temporary hit
upwards of 7 and a half feet tall. Your size is Medium.
points equal to your level + your Constitution modifier. Once
Speed Your base walking speed is 30 feet.
you use this ability, you cannot do so again until you finish a
Low-Light Vision. Your cat-like eyes are adjusted to seeing long rest.
very well in dim conditions. You can see in dim light out to a Brutish Build. You are much larger than your other kin,
range of 60 feet as though it were bright light.
standing on average over 10 feet tall and weighing upwards
Claws. Your claws are natural weapons, which you can use to of half a ton. Your size is large.
make unarmed strikes. If you hit with them, you can deal
slashing damage equal to 1d6 + your Strength modifier, Hunter Kazari
instead of the bludgeoning damage normal for an unarmed
strike.
Hunters are the most common type of Kazari. They are lithe
Class Restrictions. A Kazari cannot be a wizard unless they and fast, able to hunt down prey and neutralize it quickly.
speak a language other than Kazari that has a written text.
Ability Score Increase. Your Dexterity score increases by 1,
Languages. You can speak Kazari. The Kazari language is but your Intelligence score decreases by 1.
full of growls and can be very hard for other creatures to Darkvision. Your eyes are sharper than those of your kin. You
speak. It has no written script.
can see in darkness as though it were dim light out to a range
Subrace. Despite being a highly secluded race, the Kazari of 60 feet.
are still diverse and have members of all different sizes and Hunter's Reactions. As a reaction to failing a dexterity
shapes. Choose one of the following subraces. saving throw, you may add gain a bonus to that roll equal to
1d6 + your Dexterity modifier. Once you use this ability, you
Brute Kazari cannot do so again until you finish a long rest.
Hunter's Instincts. You have proficiency in one of the
Brutes are the largest and strongest of the Kazari, often following skills of your choice: Athletics, Intimidation,
working as guards for their tribes. They can take a lot of Perception, or Survival.
punishment and have a tendency to push themselves beyond
a normal creature's limits.
Ability Score Increase. Your Strength score increases by 2
and your Constitution score increases by 1, but your
Intelligence score decreases by 2.
CHAPTER 1 | RACES
32
Scout Kazari Beastblooded Kazari
Scouts are lithe and quick on their feet, but weaker than their Beastblooded Kazari are far more chaotic and savage than
other kin.
their other kin, and they are much harder to control. Due to
Ability Score Increase. Your Dexterity score increases by 2, this, they are typically exiled from their tribes as soon as they
and your Wisdom score increases by 2, but your Constitution begin showing signs, and they hunt the wilderness with ther
score is decreased by 1 and your Strength score is decreased ferocity of a wild animal.
by 2.
Ability Score Increase. Your Strength score increases by 2,
Scout's Footwork. You have trained to move quickly in order but your Dexterity score decreases by 1.
to pass messages along in case of attack. When you move on Beastblooded Virtues. You gain proficiency in any two of the
your turn in combat, you can double your speed until the end following skills: Athletics, Carving, Endurance, Intimidation,
of the turn. Once you use this trait, you can't use it again until Perception, Stealth, Survival, and Tumble.
you move 0 feet on one of your turns.
Frenzied Rage. As a reaction to being bloodied by an attack
Quick Claws. You can use your Dexterity rather than your or spell, you can enter a blood frenzy for 1 minute or until you
Strength when determing the results of the attack and are no longer bloodied. While in this frenzy, you regain hit
damage rolls of your claws.
points equal to your Constitution modifier at the beginning of
Tribe Hunting. So long as you have an ally that is both within each of your turns and have resistance to bludgeoning,
5 feet of you and an enemy, you have advantage on attack piercing, and slashing damage from non-magical weapons.
rolls against that enemy. While in this frenzy, all strength based melee weapon attacks
you make deal an additional 1d6 damage. Additionally, all
Mystic Kazari melee attacks have advantage against you. Once you use this
trait, you cannot use it again until you finish a long rest.
Mystics are a rare breed, marked by their white, stripeless fur.
They are masters of magic and tend to guide the tribe they
are born to to greater heights. Due to this, they are geavily
protected and the target of many assassination attempts from
other tribes.
Ability Score Increase. Your Intelligence score increases by
2, but your Charisma score decreases by 1.
Kazari Mysticism. You know one cantrip of your choice from
the wizard spell list, or one talent of your choice from the
psion, seer, shaper, kineticist, egoist, nomad, or telepath
power list. Intelligence is your spellcasting or manifesting
ability for this cantrip or talent.
Student of Mysticism. You gain proficiency in your choice of
arcana or psionics.
Extra Language. You can speak, read, and write one
language of your choice.
Luckborn Kazari
Some Kazari are born under a sacred star, giving them
extreme luck throughout their life.
Ability Score Increase. Your Dexterity score increases by 2,
but your Strength score decreases by 1.
Nine Lives. You succeed on a Death Saving Throw on a roll
of 9 or higher.
Soft Fall. You have resistance to damage taken from falling,
and you always land on your feet.
Naturally Lucky. You have 2 luck points. Whenever you
make an attack roll, ability check, or saving throw, you may
spend 1 luck point to roll an additional d20. You can use this
ability after the original roll, but before the outcome is
revealed. You choose which of the d20s is used for the attack
roll, ability check, or saving throw. If you have disadvantage
on the roll, you instead use the second highest of the rolls.
You can also spend one luck point when an attack roll is
made against you. Roll a d20, and choose whether the
attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they
cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long
rest.
CHAPTER 1 | RACES
33
Kelden However, in the past few decades, kelden have come to see
the value of metal weapons and the like - items which they
High in the secluded reaches of the Chakran Mountains cannot make themselves. Therefore, a few have begun
dwell the kelden - a race of people unlike any other in Audalis. trading with the occasional visitors from the outside world.
Discovered first by a party of elves on their tri-annual search Interestingly, kelden seem to have a knack for trading, despite
for griffons, the kelden remain shy and unobtrusive, and the alienness of the concept; most who deal with them
outsiders rarely see them. consider them to be shrewd, and kelden who choose to live in
"civilized" society tend to be successful.
Description: Kelden are tall and fairly thin, with very
lightly tanned skin; males stand an average of seven to seven
and one half feet tall (with females a few inches shorter).
Their faces are long, and the hair of both genders (typically
brown) only grows to the length of an inch or so.
What makes the kelden so unique among the races is
the fact they have large, leathery wings that allow them
to glide through the air. Actually flying is very tiring for
the kelden, but with proper air currents, they can glide
for long periods at a time.
Dress: Kelden wear very little in the way of clothing,
which is a difficult habit to break for those that venture
into "civilized" lands. Often, little more than a leather
loincloth is all that is worn by members of either
gender. In winter, this is supplemented by various
animal pelts, though no preference is given to any
particular species.
Culture and Society: There are several small
tribes of kelden scattered among the remote
reaches of the Chakrans. These tribes consist of a
few extended families, and the various tribes often
have little contact with each other. Kelden usually
live in caves high in the side of a mountain, which
makes their homes both difficult to find and easy to
defend.
Kelden are hunter/gatherers, with males and
females splitting the daily responsibilities. Males
usually shoulder the responsibilities of hunting and
protecting the cave, while females handle gathering
of food, raising the young, etc. However, these rules
are not hard and fast, and it is not uncommon to see
the roles shared or reversed.
Kelden have no alphabet, and use pictures as their
only form of writiten communication. In addition, their
language is vastly different from those of most other
humaniods, and consists of a wide variety of whistles and
chirps. These factors combine to make learning "normal"
languages difficult, and magical spellcasting very near
impossible.
All kelden tribes do have at least one shaman, occasionally
two or three. These primitive priests normally worship nature
or the sun, though not in the same manner as other races
might. These spiritual leaders serve important roles in kelden
society, and are treated with greast respect and deference.
Often, the chief shaman is the only member of the tribe (aside
from children) not expected to provide his own food.
Trade and Commerce: Kelden are, overall, very primitive
when it comes to trading. Since most families are self
sufficient, very little trading is done; virtually all of that is
handled by simple barter.
CHAPTER 1 | RACES
34
Values and Taboos: Kelden think in terms of their tribe, and
all decisions are made based upon this philosophy. While
each member is expected to be self-sufficient, if one falls ill or
is injured, the tribe will care for them and will shoulder their
share of the responsibilities. Likewise, every member of a
kelden tribe will battle ferociously for the good of the whole.
Duties that involve the common good of all (sentry duty, etc)
are shared fairly.
Outsiders are viewed with suspicion, but only with hostility
if they prove to be deserving of it. However, kelden will
usually study any visitors for a time before they allow
themselves to be seen.
Most kelden are quite content to live out their lives in the
mountains, caring only for day to day survival. However, there
are a few who choose to leave and see the world. This is their
choice, but it is rare for a kelden who leaves to be allowed
back into the tribe - they are normally viewed as dead, and
treated like outsiders if they attempt to return.
As they have no written alphabet, all kelden history is
verbally passed down from generation to generation. The
shaman is usually charged with this responsibility, though a
tribe's elders often keep a large portion of lore themselves.
Kelden Traits
Ability Score Increase. Your Constitution and Wisdom
scores each increases by 2, but your Charisma is decreased
by 2.
Age. Kelden live roughly 150-200 years and mature about at
the same rate as humans.
Alignment. Kelden are very self-sufficient and believe their
own morals stand at the top of all decisions. They tend
toward Lawful alignments.
Size. Kelden are tall, standing 7 to 7 and a half feet tall with
the females just a little shorter. Your size is Medium.
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, as well as Carving Tools.
Languages. You can speak, read, and write Common and you
can speak Kelden, though it has no writing system.
CHAPTER 1 | RACES
35
Kobold Kobolds fear the brute power of half-orcs and resent
humans for the dominant status that race enjoys. They
Kobolds are weak, craven, and seethe with a festering believe half-sylvarian blend the best qualities of both parent
resentment for the rest of the world, especially members of races, which strikes kobolds as fundamentally unfair. Kobolds
races that seem stronger, smarter, or superior to them in any believe cidals, small in stature, make wonderful slaves and
way. They proudly claim kinship to dragons, but beneath all targets for kobold rage and practical jokes. Both the kobolds
the bluster, the comparison to their glorious cousins leaves and the brathunspar have an innate knack for tinkering and
kobolds with a profound sense of inadequacy. Though they creating objects and so, while they do not particularly get
are hardworking, clever, and blessed with a natural talent for along with them, they hold a rival-like respect for them. They
mechanical devices and mining, they spend their days often inadvertently push each other to better themselves if
nursing grudges and hatreds instead of celebrating their own they are forced to be around each other for compete.
gifts. Kobold tactics specialize in traps and ambushes, but
kobolds enjoy anything that allows them to harm others Kobold Names
without putting themselves at risk. Often, they seek to Male Names: Draahzin, Eadoo, Ipmeerk, Jamada, Kib,
capture rather than to kill, taking out their frustrations on the Makroo, Olp, Yraalik, Zornesk
helpless victims they drag back to their claustrophobic lairs. Female Names: Adriaak, Harkail, Neeral, Ozula, Poro,
Saassraa, Tarka
Kobolds are small, bipedal reptilian humanoids. Most stand
around 2 feet tall and weigh about 30 pounds. They have
powerful jaws for creatures of their size and noticeable claws
on their hands and feet. Often kobolds' faces are curiously
devoid of expression, as they favor showing their emotions by
simply swishing their tails. Kobolds' thick hides vary in color,
and most have scales that match the hue of one of the
varieties of chromatic dragons, with red scales being
predominant. A few kobolds, however, have more exotic
colors such as orange or yellow, which in some tribes raises
or lowers an individual's status in the eyes of his fellows.
Unlike goblins, due to kobolds’ intelligence, they often mate
for enjoyment similar to other intelligent races such as
humans and sylvarin, rather than just for the carnal need to
reproduce.
A few kobolds are born with leathery wings and can fly.
Known as urds, they like to lurk on high ledges and drop
rocks on passersby. Most urds are killed as soon as they are
born, being seen as having an unfair advantage that will set
them apart from the tribe and destroy their unity.
Kobolds thrive in cramped quarters far from the light of the
sun. Most live in vast warrens deep beneath the earth, but a
few instead prefer to make their homes beneath tangles of
overgrown trees and brush. Saving their malice for other
races, most kobolds get along well with their own kind. While
squabbles and feuds do occur, the elders who rule kobold
communities tend to settle such conflicts swiftly. Kobolds
delight in taking slaves, relishing the chance to torment and
humiliate them. They are also cowardly and practical, and
often end up bowing to more powerful beings. If these
creatures are of another humanoid race, kobolds often
scheme to free themselves from subjugation as soon as
possible. If the overlord is a powerful draconic or monstrous
creature, however, kobolds see no shame in 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 see them as imposters that have
no right to be related to dragons.
Kobolds often seethe with hatred and jealousy, but their
innate caution ensures that they only act on these impulses
when they have the upper hand. If unable to safely indulge
their urge to physically harm and degrade members of other
races, they resort to careful insults and "practical jokes"
instead. They consider both khordaldrum and sylvarian to be
deadly rivals.
CHAPTER 1 | RACES
36
Kobold Traits Hoard Kobold
Ability Score Increase. Your Dexterity score increases by 2,
but your Strength score decreases by 2.
A few proud genes of kobolds are bred directly by dragons, or
Age. Kobolds mature more quickly and can live to be "great burrow so deeply into an extreme environment that ancient
wyrms" more than a century old. However, many kobolds draconic ancestry is forced to the fore. These kobolds are
perish before they reach the end of their first decade.
stouter than most of their skinny race, and tend towards
Alignment. Kobolds are vicious, opportunistic, and prideful, brightly colored scales and more pronounced spines.
but display extremes of devoted personal loyalty, and respect Ability Score Increase. Your Charisma score increases by 1.
roles and rules. They therefore tend towards Lawful Evil.
Damage Resistance. You have resistance to one damage
Size. Kobolds are between 1 and a half to 2 and a half feet type, chosen from acid, cold, fire, lightning, and poison. Some
tall and weigh between 25 and 35 pounds. The exception to hold that this reflects draconic ancestry, but most think it
this is Verismol kobolds, standing upwards of 3 to 3 and a relates only to the dragon a given clan had to survive serving.
half feet tall. Your size is Small.
Horde Hauler. You count as two sizes larger when
Low-light Vision. You are used to life in dank and dim determining your carrying capacity and the weight you can
places, granting improved vision in dark and dim conditions. push, drag, or lift.
You can see in dim light within 60 feet as if it were bright
light.
Lorescale Kobold
Dungeonborn. Whenever you make a Wisdom (Perception)
or Intelligence (Investigation) check to search for traps, you Lorescale kobolds are born with a more powerful innate
can add twice your proficiency bonus, instead of any connection to their draconic ancestor's sorcerous powers,
proficiency bonus you normally apply.
allowing them to cast spells in a similar way dragons do.
Hold Breath. You can hold your breath for up to 10 minutes
at a time.
Opportunism. You have advantage on an attack roll against a Ability Score Increase. Your Charisma score increases by 1.
creature if it has been attacked by another creature since the Sorcerous Initiate. You know 2 cantrips of your choice from
end of your last turn.
the sorcerer spell list. Charisma is your spellcasting ability
Pack Tactics. You have advantage on an attack roll against a for these spells.
creature if at least one of your allies that is an active
combatant is within 5 feet of the creature and the ally isn't Tunnel Kobold
incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls The most common variety of kobold, known for occupying
and on Wisdom (Perception) or Intelligence (Investigation) dungeons or digging out their own. Inventiveness is a
checks that rely on sight when you, the target of your attack, prerequisite of surviving in such environments, and the
or whatever you are trying to perceive or investigate is in tunnel kobold's wide eyes, large paws, and flared nostrils let
direct sunlight.
them live deeper in the darkness.
Languages. You can speak, read, and write Draconic.
Kobolds pass down the tongue of dragons through their gens.
Subrace. Kobolds follow their masters wherever they go, and Ability Score Increase. Your Intelligence score increases by
as a result have been blessed, bred, and beaten into a variety 1.
of specialized breeds. Choose of of the following subraces. Spring Trap. You can use your action to improvise a cunning
ploy which wrong-foots all creatures within 10 feet. Until the
Cliff Kobold start of your next turn, your allies gain advantage on attack
rolls against these creatures. You must finish a short or long
Also known as urds, these kobolds bear the blessings of their rest before using this feature again.
draconic deity in the form of membranous wings extending Darkvision. You are used to life in tunnels, granting
from their shoulders. Their builds are even more slight than a improved vision in dark and dim conditions. You can see in
normal kobold, complete with a slender, curved snout and a dim light within 60 feet as if it were bright light, and in
long, thinner tail that whips in the breeze. Some gens of darkness as if it were dim light. You can't discern color in
kobolds develop this trait naturally, after generations spend darkness, only shades of gray.
dwelling in mountainside caves and hollowed-out cliff faces.
Ability Score Increase. Your Wisdom score increases by 1.
Verismol Bloodline Kobold
Wings. You have a flying speed of 30 feet. To use this speed,
you can't be wearing medium or heavy armor, and you fall to You are a kobold descended from a proud line of rather tall
the ground if you end your movement in the air. forefathers. You have deep brownish-red scales and have
developed an extremely prehensile tail that can manipulate
CHAPTER 1 | RACES objects with ease.
Ability Score Increase. Your Wisdom score increases by 1.
37 Prehensile Tail. Your tail has adapted over many
generations. You can use an item interaction with your tail to
grab an unrestrained item from a belt, but not a bag, or a bolt
or arrow from a case or quiver. If you grab a bolt in this way,
you can reload the crossbow as part of this action.
Frightening Scream. As an action, you can let out a mighty
scream, similar to some types of dragons. Each creature
within 15 feet of you must make a Constitution saving throw
against a DC of 8 + your Wisdom modifer + your proficiency
bonus, being deafened and having disadvantage on attack
rolls until the end of your next turn on a failed save.
Khordaldrum As a function of the rules, every Khord in Khordal knows
what he is and where he ranks within the society. He knows
Deep in the mountains of Khordal live a race of beings that what to do to help a craftsman, he knows who to go to when
dwell in cavern homes, who dig deep into the earth and mine he is not feeling well, and he knows what he can say and what
for gold and riches. These are the Khordaldrum, which he can not. This may be part of why Khords have so much
roughly means "The chosen people of Khordal." They are a trouble with other races, because they cannot classify them
hardy race that lives deep under the mountains, building vast into any rank of their society other than "outsider".
cities and mines within the rock and earth. Of all the races of
Audalis, the Khordaldrum are the most reclusive, even more Khord social structure is not widely known or understood
so than the Gilskalos or the Slaa'kar. by outsiders. Many Khords never leave their homes for their
entire lives, instead devoting all of their energy to crafts and
The People: The Khordaldrum race is known for being smithing. Others become warriors, defending the homelands
sturdy and strong. As a long-lived race, they can easily attain from invaders above and below. Yet, where are the women?
three hundred years in age, and remain quite active through Very few outsiders have even seen a Khord female, and some
the majority of those years. They are often called "Khords" by have pondered that there is no visual difference between
the other races and sometime "Kords," although a male and female Khordaldrum. That is not true; female
Khordaldrum always prefers to be called by his given name. Khords are indeed bearded, slightly shorter than males, and
While they rarely grow much taller than four feet, tend to be round-shaped with large bosoms.
Khordaldrum are very solidly built (weighing usually over
130 lbs) and make excellent warriors. Their skin is usually A little known fact about Khords is that for every four born,
tan or ruddy; hair is normally brown, occasionally black, three will be male. Given this disproportion in the male to
sometimes red, although very rarely. Eye color is typically female ratio, Khord males who do not find a mate in life will
brown for the males, although it is said that Khord females devote themselves and their energies to working on their
have violet or green eyes. Khord males have a tendency to go chosen profession. Married Khords also have professions,
gray early in life, around sixty or seventy years, which is but it is generally accepted that bachelors do the better work.
considered a mark of distinction in their society. All Khords, Female Khords mostly tend to home and hearth, attending to
both male and female, have beards. A clean-shaven Khord is the needs of children and education. It is taught among the
an outcast, this being a lowest sign of disgrace and dishonor. Khords that males deal with the big issues, while females
deal with the small. To the outsider this may seem a bit
Most Khordaldrum make their homes in the subterranean derogatory to the women, but it is not true to the
cities under the Khordal mountain range, though a few opt Khordaldrum. It is understood in their society that there are
for aboveground settlements. Centuries ago, a second many more small issues than big, and if they are not dealt
Khordaldrum nation existed in the Chakran mountains, but with effectively, then society will fall.
the inhabitants there were exterminated by the crunaik,
goblins, and trolls that also made their homes in those same The family is the most important part of the Khordaldrum
mountains. Many Khordaldrum still dream of the day when life. Families live together, building subsections off of their
the Chakrans will be reclaimed from the foul beasts that slew homes as needed. Every family has a Patriarch who
their kin, and rumors persist that a small clan of represents them in outer council meetings. Married couples
Chakrandrum survived and live on deep within the bowels of will have their own dwellings, while bachelors often stay in
the earth. The Chakrandrum were a very similar race to the the same series of caverns. As the typical Khord female has
Khordaldrum, with the exception of being taller (4 to 4.5 feet four children in her lifetime, it is considered good if one child
tall), and fairer of skin and hair. becomes a craftsmen, another a warrior, the third a part of
the clergy, and finally a female to help continue the race. If a
Culture and Society: Rules. They are the heart and soul of fourth male is born, then they are the one encouraged to
Khord society and each and every last Khord lives and dies by marry to help build the family. Marriage ceremonies are
the rules. The people live in vast caverns, built from the rock planned years in advance, last for two weeks, and invitations
and earth, carved carefully from the living stone. If one rule is to these events are relished and highly sought. Once a couple
not followed, one part of a column done in haste and without is married, the female is officially adopted into the family of
care of the rules, then the cavern will probably collapse. One the male and takes his name. This adoption is often ridiculed
can only imagine how important rules must be to the by the other races, as it does mean that the couple technically
Khordaldrum, given that context. becomes brother and sister, but the Khords do not
understand the joke.
A Khord that breaks the rules is banished from society
without exception. A Khord that breaks the rules and thereby Marriages are often prearranged between families, many
causes the death of another is shaved, then banished - a fate times as soon as a female child is born, and the women do
worse than death. All the rules, no matter how small or how the choosing. With so few females and so many males, it is
important, are kept in the Halls of Memory where the entire considered unwise to let these things happen by chance, and
Gamulqolfelir is carved into the walls and kept for all generally male Khords are just glad to be picked. Whether
Khordaldrm to read. The written language of the Khords is part of their heritage or whether the women are good at
based on over five hundred different runes and symbols. "picking" couples, most marriages among the Khords are
Every Khord child is taught to read and write the runes considered happy, although there is the fact that they will go
before their twentieth birthday long periods of time without seeing each other.
CHAPTER 1 | RACES
38
Khords often find it hard to understand other races because It is often said that Khordaldrum are completely without a
they do not follow the same world views. Raised to believe sense of humor. The Khord response to that would be that it
that rules are the foundation of society, Khords have a is false; he will laugh when he hears something truly funny!
problem understanding the "frivolous" Sylvari, the Although an extremely serious and somber race, they do
"promiscuous" humans and the "damned annoying" cidals. enjoy a good laugh over a nice frothy tankard of ale or hard
cider. The reason that Khords are seen among the other
Part of this also lies in the fact that Khordaldrum have a races as humorless is that to them, each individual must be
completely different sexual makeup than the other races. the epitome of Khordaldrum kind when they are among other
Female Khords are only in "season" for a period of three days beings. Therefore, it takes a while for a Khord to feel
every three years. During that time they give off an earthy comfortable enough around others to let down the guard,
scent (like peat moss) that will drive a male Khord into a push the rules to the back of the mind, and simply relax.
lustful state. Married Khords usually lock themselves in their
homes during this "fertile" season (Orta-dal as the Khords The Khordaldrum have a higher alcohol tolerance than
say). Females usually go through this starting at age fifty. most races, and can drink an exceptional amount of libations
However, other than during the season, there is no sexual without feeling the effect. The preferred drink of most is ale,
activity. If a male Khord goes his entire life without ever followed by hard cider and mead. No Khord will drink wine
marrying or seeing a female in this state, he will never feel willingly ("if I wanted water, lass, I'd ask for it!"). In Khordal,
the urge. This is why Khords are baffled by the other races' there is a drink that the warriors drink called zhan-vunlgen or
need to court, kiss, cuddle, and fool around; it is all a waste of "Khordaldrum Liquor". This is a harsh drink, and very potent;
time to them. This is not to say that a Khord never feels love - few of the other races can stomach it. It is so strong that even
indeed, when a male Khord dies, it is not unusual for his wife among the Khords, one tankard is enough to put a male
to die of the "weeping" disease, an illness created by severe warrior on the floor.
grief where the female essentially cries herself to death.
Those that do recover from the grief will usually not remarry
for decades.
There are many different kinds of craftsmen and
professions within Khordal. Metals are forged into mighty
weapons, gems and rock carved into artistic pieces of beauty.
It is said that a Khord hates to see a naked blade, - which is to
say that every piece that is worked upon has some artwork
bestowed upon it. Even the simplest of pots and pans will
have the seleta mark of the maker upon it. This seleta mark is
a source of great pride among the Khords, and they will
remark upon them to others. (See this hammer? Look here,
it's a Relis! See, here is his seleta). The Khordaldrum love to
work hard and enjoy their professions. Anything less than
twelve hours is a leisure day, and even warriors will spar for
hours, only to take their turn at helping the 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, and goblins to even
viler creatures awoken by the Khordaldrum digging too deep
into the bowels of the earth. Another profession held very
high among the Khords is the sapper. A type of warrior, a
sapper combines the fighting skills of a soldier with the
engineering skills of a miner. The sapper is the first into any
newly discovered caves or grottos. It is said that sappers can
look at a stone on the ground and realize whether a cavern is
safe to claim or best left alone.
In combat, the Khordaldrum favor the double-edged axe or
the warhammer. Looking at a Khord, it is not hard to see why,
as they are not built for finesse-type weapons. Some Khords
use short swords, light spears, or other such weapons, but
most chose the axe and hammer.
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Trade and Commerce: Khordaldrum merchants trade the Values and Taboos: As strange as it sounds to the other
goods and products of the craftsmen among themselves and races, Khords hold great value in their beards. Their facial
to the aboveground races of Antaron. Metal goods, weapons, hair tells a story to other Khords and they read one another's
armor, jewelry, and crafted metallurgy are traded by the like a book. A braid in a beard is something highly valued by
merchants in exchange for foodstuffs, cloth, and other goods the Khords, both male and female. When a Khord performs a
that are not readily available to the Khordaldrum. On the deed or action that exemplifies the Gamulqolfelir or shows
bigger scale, the Khords are the source for about forty perfect great honor, they are allowed to tie a braid in their beard. No
of the iron ore and sixty percet of the gold in Antaron. one would dare tie one without performing such an act, as
wearing a braid will bring prompt other Khords to ask, "Tell
If it weren't for the goods they sell being so highly needed, us how you earned that braid." A bead within the braid means
no one would ever willingly deal with a Khord merchant. that a life was saved and the family of the rescued has given
They rarely haggle and if they do, they don't deviate from the honor to that Khord. Two braids woven together through a
price much. All the merchants use the same prices (rules, single bead represent a sacrifice. A grouping of silver or
don't you know) and it is hard to find a bargain with a Khord. golden threads in a braid represents acts of faith or
steadfastness.
One particular trade good that will get a Khordaldrum
merchant bargaining is mithril. This fine metal, the secret of Stories and tales of heroic deeds and Khordaldrum
which is held by the Sylvari, is like ambrosia to the Khords. steadfastness are enjoyed by all, along with song. Khords
They love it and they like to have it. Many a Khord smith has tend to enjoy songs that are shared by a group and generally
tried unsuccessfully to figure out the secret of mithril, and it make all other races look ridiculous in comparison to
remains a point of contention between the Khordaldrum and Khordaldrum kind.
the Sylvari.
There is a Sylvari saying that all topics are taboo to the
Religion: Religion is a very vibrant part of a Khordaldrum's Khordaldrum. Certainly with the structured lives of the race,
life. They worship Kharox, or Gamultinader in their language, it is very limited what they will discuss among themselves, let
and it is considered part of a family's honor to enter a son alone with outsiders. Among themselves, it is considered very
into the clergy. There are three different clerical followings of taboo to talk about another Khord's wife. It is very bad
Kharox, each with its own function and purpose within manners to use another dwarf's tools without permission.
society. This rule alone could explain the special dislike of cidals that
the Khordaldrum are known to have. However, to offer
Art of Olorfarluk, the World Carvers: Followers of this another Khord the use of your tools is considered a high
teaching seek to make their marks upon the world according honor.
to the vision of Kharox. This is the largest sect of his
teachings that keeps Kharox's laws called the Gamulqolfelir, The Khordaldrum value hard work, good craftsmanship,
the Grand Vision. The home of these followers is in the and time honored traditions. Family, home, and hearth are at
Warrens of Gunthras in Khordal with other shrines and the core of their existence, and they enjoy peace and
followings in Settlestone and Jaycern. World Carvers seek to harmony. That being said, a Khord will never shy from a fight,
preserve the great works of the Khordaldrum as well as work and they do not fear dying for their homeland, family, or race.
towards making even grander and more breathtaking works
of beauty from the earth. Large bodies of water and things that are used to cross
them are not liked by Khords. The general dislike comes
Sentinels of Runes: The Sentinels are guardians of sacred from the bulky and solid physique of the race, which is not
places. These followers study ancient arts, architecture, and meant for swimming; truth be told, most Khords would sink
engineering to create some of the grand tombs, temples, faster than an anchor in water. Another general dislike of the
forests, and rivers seen in the world of Audalis. Whether Khordaldrum are horses. They do not like riding horses, for
natural or formed by hand, the Sentinels use their knowledge, basically the same reason - their short stature makes riding
creativity, magic, and their abilities to protect holy places. difficult at the best of times.
Some of the most famous traps and protection devices have
been devised by the Sentinels. One of the biggest values and taboos rolled into one lies in
the prized weapon or tool of the family Patriarch. When a
Runemasters: Among the Khordaldrum, there is a small family loses their Patriarch to age or battle, the chosen
group that is held in high esteem. While the World Carvers weapon if he was a warrior, or tool if he was a craftsman, is
are keepers of the Laws, the Khun-kharad, or Runemasters, passed to the eldest son. The ceremony is very sacred, and is
are keepers of all lore and knowledge that is sacred. They are always attended by members of the clergy. The celebration
the defenders of secrets, and the last line of defense against afterwards rivals that of marriage as the family celebrates the
demons and elemental creatures that slumber within the new Patriarch and the fond memories of the ones who have
earth's core. Unless they are on a specific quest for passed. The eldest son has no choice in this - he must take
knowledge or an artifact, the Runemasters will not venture the offering and the role given to him, and abandon all
forth from Khordal. Most Runemasters would prefer to stay previous plans. If a Khordaldrum were to ever refuse this
home in the mine and curl up with a good rock. honor, they would be shaved and banished forever, never
again allowed to return.
CHAPTER 1 | RACES
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Khordaldrum Traits Iron Khordaldrum
Ability Score Increase. Your Constitution score increases by
2.
Ability Score Improvement. Your Strength score increases
Age. Khordaldrum mature at the same rate as humans, but by 1, but your Intelligence score decreases by 1.
they’re considered young until they reach the age of 50. On Warrior's Training. You gain proficiency with heavy armor
average, they live about 350 years.
and shields.
Alignment. Most Khords are lawful, believing firmly in the Iron Forger. You gain proficiency with Smith's Tools.
benefits of a well-ordered society. They tend toward good as
well, with a strong sense of fair play and a belief that everyone Flame Khordaldrum
deserves to share in the benefits of a just
order.
Ability Score Improvement. Your Charisma score increases
Size. Khordaldrum rarely grow taller than 4 feet tall, but are by 1, but your Wisdom score decreases by 1.
built strong and generally weigh above 130 pounds. Tempered. You gain resistance to Fire damage.
Your size is Medium.
Burning Fury. As a bonus action, you can enter a burning
Speed. Your base walking speed fury. This fury lasts for up to 1 minute as though you were
is 25 feet.
concentrating on a spell. During this time, once per turn, add
Darkvision. Accustomed to life fire damage equal to your Charisma modifier to a melee
underground, you have superior weapon attack.
vision in dark and dim
conditions. You can see in
dim light within 60 feet of you
as if it were bright light, and in
darkness as if it were dim light. You
can’t discern color in darkness, only
shades of gray.
Khord Resilience. You have advantage on
saving throws against poison, and you have resistance
against poison damage.
Khordaldrum Armor Training. You gain proficiency with
light and medium armor.
Languages. You can speak, read, and write Common and
Khord.
Subrace. While the khrodaldrum are a mostly united
people, there are still several variations of them within the
race. Choose between the Hill, Mountain, Iron, or Flame
Khordaldrum listed below.
Hill Khordaldrum
Ability Score Increase. Your Wisdom score increases by 1,
but your Strength score decreases by 1.
Khord Toughness. You gain 1 additional hit point each time
you level up.
Drunkard. You gain proficiency with Brewer's Tools.
Mountain Khordaldrum
Ability Score Improvement. Your
Strength score increases by 2, but your
Dexterity score decreases by 2.
Stonecunning. Whenever you make an
Intelligence (History) check related to the
origin of stonework, you are considered
proficient in the History skill and add double
your proficiency bonus to the check, instead
of your normal proficiency bonus.
Stoneworker. You gain proficiency with
Mason's Tools.
CHAPTER 1 | RACES
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Minotaur Minotaur Names: Minotaurs have simple two syllable
names. Ther is little to no differentiation between male and
Little is known about the minotaurs, but rumors abound of female names. If a minotaur is banished, it is common they
the vast kingdoms on the lost Isles of Astia, where a loose will choose a new name for themselves. Common names
confederation of tribes are administered from a labyrinthine include Xildes, Navis, Parsen, Telza, Traned, Almal, Gerger,
capital by a council of shamanic elders. Regpar, Kerra, Rinmain, Khadel, and Para.
Minotaur Traits
Minotaurs are extremely rare on the continent of Antaron Ability Score Increase. Your Strength score increases by 1.
that the majority of people will go their entire lives without Age. Minotaurs enter adulthood about the age of 17 and can
seeing one. They are so rare in fact, that in some corners of live up to 150 years.
Antaron, they are thought to be a myth concoted by boastful Alignment. Minotaurs believe in a strict code of honor, and
adventurers. Minotaurs in Antaron are usually there for a thus tend toward law. They are loyal to the death and make
very specific purpose, most often given to them by a tribal implacable enemies, even as their brutal culture and disdain
elderor a patron. for weakness push them toward evil.
Size. Minotaurs typically stand above 7 feet tall and can
Minotaur adventurers in Antaron face heavy discrimination reach as much as 8'6", weighing an average of 550 to 800
and general fear and paranoia from normal people as they pounds. Your size is Large.
travel across the continent, often having shops close in their Speed. Your base walking speed is 30 feet.
wake or people running from their view, trying to hide before Bulky. You have disadvantage on Stealth checks.
what they assume to be a monster attacks them and their Horns. You are never unarmed. You are proficient with your
family. horns, which are a melee weapon that deals 1d8 piercing
damage. Your horns grant you advantage on all checks made
The People: Minotaurs are a strong and noble people, to shove a creature, but not to avoid being shoved yourself.
revering tradition and seeing little need for cultural change. Goring Rush. When you use the Dash or Charge action
They live within tribes, or kingdoms for some of the stronger during your turn, you can make a melee attack with your
groups, and are generally peaceful among each other, but horns as a bonus action.
very untrusting of strangers due to the way they have been Labyrinthine Recall. You can perfectly recall any path you
treated. have traveled.
Languages. You can speak, read, and write Minotaur.
Minotaurs were first created by the Demon Lord Subrace. Minotaurs are split depending on the
Baphomet, the Prince of Beasts and the ruler of the Endless circumstances of their birth, life, and even their ancestors.
Maze. Despite this, not all are evil, and many actively try to Choose one of the following subraces to represent your life.
avoid their evil namture to make a better name for
themselves and their race as a whole. Sea Reavers
Culture and Society: Minotaur society is decided with Sea Reaver minotaurs are used to a life upon the seas,
both strength and wisdom, choosing only the best of both whether they are pirates or simple fishermen, they make
worlds to be elders, which then reign over their people and their living by the sea and will always return to it in the end.
make important decisions for them, such as going to war or Conqueror's Virtue. From a young age, you focused on one
when to make peace. They have astrict caste based system, of the three virtues of strength, cunning, or intellect. Your
with the elders on top, followed directly by priests. Minotaurs choice of your Strength, Intelligence, or Wisdom score
believe that without this system, they will fall into the increases by 1, but your Charisma score decreases by 1.
clutches of Baphoment once more. Minotaurs lead Hammering Horns. When you use the Attack action during
simplelives which revolve around invention and following the your turn to make a melee attack, you can attempt to shove a
laws. When a minotaur breaks the organized caste sustem, creature with your horns as a bonus action. You cannot use
they are almost always banished for life if not outright this shove attempt to knock a creature prone.
executed. There is no greater crime, save for the worship of Sea Reaver. You gain proficiency with navigator’s tools and
the horrid Baphomet. vehicles (water).
Trade and Commerce: Minotaurs keep mostly to trading Abyssal Minotaurs
amongst themselves in their own societies, but will
occasionally adopt the use of currency when among other Abyssal minotaurs are the most chaotic of the minotaur
races. While it may take a while to understand the concept of subraces and are the ones most likely to embrace their evil
it, and even longer when people refuse to do business with side.
them, most eventually get the idea of it and make the most of Ability Score Increase. Your Strength score increases by 1,
it to obtain what they need. and your Constitution score increases by 1, but your Dexterity
score decreases by 1.
Values and Taboos: Within minotaur society, the greatest Darkvision. You gain 60 feet of darkvision.
taboo is worshipping Baphomet, followed by breaking the
caste system. Executions are almost always held for one
worshipping Baphomet, while banishment is more likely for
breaking the caste system. Minotaurs value strength, feeling
that great might leads to better rulers, but also value wisdom,
seeing the importance of thinking through decisions, or else
they would return to their roots as servants of Baphomet.
CHAPTER 1 | RACES
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Reckless. At the start of your turn, you can choose to gain Your spellcasting modifier for this spell is your choice of
advantage on all melee weapon attack rolls you make during Strength or Wisdom, chosen at character creation.
You
that turn, but attack rolls against you have advantage until the can cast the spell again this way after completing a short
start of your next turn.
or long rest.
Langauges. You can speak, read, and write the Abyssal
language. Skeletal
Aurochs Skeletal minotaurs are unholy abominations of hulking
bones, brought back to life with sentience by necromantic
Aurochs minotaurs are hulking, even for their race, standing magic.
up to 11 feet and weighing around 1000 pounds on average. Ability Score Increase. Your Constitution score increase by
They have large twisting horns, and a bulky build.
2, but your Intelligence score decreases by 2.
Ability Score Increase. Your Constitution score increases by Darkvision. You gain 60 feet of darkvision.
2, but your Intelligence score decreases by 1.
Undead Frailty. You are constructed from necromantic
Brute Horns. When you hit with an attack with your horns, energy, giving you vulnerability to radiant damage.
you may attempt to shove the creature up to 10 feet away, Undead. You do not need to sleep, eat, breathe, or drink. You
instead of the normal 5 feet. You cannot use this shove attmpt are immune to poison damage, and exhaustion. Instead of
to knock a creature prone.
sleeping, you can become inactive for 4 hours, receiving the
Massive Bulk. Your maximum carrying capacity is equal to same benefits of a long rest from this.
30 times your strength score and your push/pull/lift capacity Bone Defense. When not wearing armor, your AC is equal to
is equal to 45 times your strength score. Additionally, you 13 plus your Dexterity modifier.
have advantage on strength checks to break, shatter, or topple
objects.
Charging Speed. Your base walking speed is 35 feet.
Minorothe
Minorothe are minotaurs that are covered in more fur than
most, growing so long as to cover their eyes. They live in the
Underground, deep in the darkness, and have gained some
magical qualities from their time there.
Ability Score Increase. Your Charisma score increases by 2,
but your Intelligence score decreases by 1.
Language. You can speak, read, and write the Undercommon
language.
Superior Darkvision. You have 120 feet of darkvision.
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.
Innate Spellcasting. You know the dancing lights cantrip.
When you reach 3rd level, you can cast faerie fire once, and it
recharges after a long rest. When you reach 5th level, you can
cast darkness once, and it recharges after a long rest.
Charisma is your spellcasting ability for these spells.
Gorgon
Gorgon minotaurs are the result of a mad mage attempting to
mix two monstrosities into a brand new one, resulting in his
death at the hands of his own creation shortly after. The
massive metallic bull men take the best of both breeds,
making them a true foe to deal with if you get on their bad
side.
Ability Score Increase. Your Strength score increases by 1,
but your Intelligence score decreases by 1.
Steel Flesh. You are immune to being petrified.
Petrifying Breath. You can cast flesh to stone with the
following restrictions:
The range is decreased to a 15 foot cone
The petrification lasts up to 1 minute, and cannot be
permanent
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43
Shardmind As a shardmind awakens from its constituent crystal
shards, it fashions itself a form best suited for interaction
Bundled tightly in furs with his lantern held high, the with the world. As such, shardminds have a humanoid shape,
brathunspar could feel his teeth chitter against the cold. From yet have nearly featureless faces with two glowing eyes which
somewhere far above, outside the darkness of the cave in gently emit psionic radiance from within. Though
which he found himself, water leaks in, pouring rivulets down shardminds have no need for clothing, they sometimes adopt
the wall, dancing in a soft staccato as their falling droplets rudimentary garb made of simple, unadorned fabrics.
find pools along the ground.
Logic and Emotion
A few paces behind, at perhaps a respectable distance, The crystals that make up a shardmind's body have
looms a second figure. Soft, rose-colored incandescence thoughtforms from the caster that called upon the magic to
emenates from the figure's form, lending life to the running create them. These thoughtforms live on inside the
water of the caves as it continues its descent alongside the shardminds, endlessly reincarnated and mixed about when
pair. The light of the lantern gleams off the multifaceted red one shardmind dies, and another cluster of forgotten shards
gemstone that makes up this second figure, flickering against animates. Every animated shardmind is a new individual, and
its placid, calm, featureless mask of a face. each experiences the world differently.
"It's up ahead," the brath hisses out in a ahrsh whisper, As a creature of psionic energy, shardminds trent towards
"You'll know when you see it. Maybe you can make some both logical thought and emotional extremes. Shardminds
sense of what it is." can seem calculating and emotionless at first, but they simply
do not experience smaller emotions. A shardmind is never
I can only hope, replies a voice as calm and clear as crystal, merely irritated, saddened, or content, and they only show
directly into the brath's mind, Be on your guard, should I be emotion once they are outraged, sorrowful, or overjoyed.
correct.
Weeks of practice allow the brathunspar to stifle a shudder
at the communication, at thoughts not his own appearing in
his mind. He still found it uncanny, he supposed, but his
strange companion doesn't seem to be the bad sort.
Far forward in the depths, the cave opens up into an
immense cavern, and the dancing light of the lantern plays off
a colossal wall. Ancient, metallic, with symbols the brath had
never seen elsewhere.
"We're here," grunts the brath, setting the light down
gingerly at his feet. He runs a single, weathered hand along
the metalwork, "Been working with metal and cogs my whole
life, never seen a thing like this."
Faster than he could think, his companion is at his side,
mirroring his action, running its hand against the wall, its
expressionless face appearing almost thoughtful.
It is as I have feared, the crystalline figure echoes into the
mind of the gnome. It is a vessel. Mind flayer. Crashed, from
the height of their empire. Forgotten. But not yet dead.
The words linger in the brath's mind, but is ears pick up
sounds. A scuttle. A slow, arduous scraping of nails against
metal. Then silence. Only the trickling of water.
It would be wise to draw your weapon, intones his
companion, as the crystal of its right arm flows into the shape
of a sharpened blade.
Formed from the condensation of leftover magic power
inhabited by a soul, either put there by a wizard or taken by
one wanting any sense of a physical form, shardminds are
beings of psionic power animating the innately magical
crystal shards that make up their form.
Crystallized Thought
Each shardmind is composed of the sentient, crystalline
pieces of leftover magic, and typically have a green, white,
amber, blue, or red coloration throughout their whole body.
Shardminds stand roughly 6 feet tall and weigh about 180-
230 pounds.
CHAPTER 1 | RACES
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Shardmind Names Shardmind Traits
Shardminds tend to name themselves, often choose names Ability Score Increase. You Intelligence score increases by
that match the auditory emanations of the psionic field that 2, and your choice of either your Wisdom or Charisma score
binds their individual form together. As they create increases by 1, but your Constitution score decreases by 2.
themselves in the rough image of other living beings, Age. As a construct, you do not age in a traditional sense and
shardminds can choose to appear male or female, but do not cannot die of old age.
have an actual gender. Alignment. Shardminds are "born" into the world as a moral
blank slate, and trend strongly towards neutrality. However,
Names: Aashoraa, Alarr, Bruaa, Crendx, Freen, Haum, the rules governing the magic and psionic
Jirin, Kylax, Lvivv, Mrrn, Olo, Qiin, Rrixx, Siliuss, Triniv, energy that created them causes many
Urivuu, Viun, Xyll shardminds to lean towards being lawful.
Size. The concentration of psionic crystal
necessary to create self awareness results in a
roughly human-sized form. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You cannot speak without using telepathy,
but you can understand, read, and write Common,
Deep Speech, and one other language of your choice,
generally a language spoken by the user of the most
magic near your creation or the most commonly
spoken language in a group of people you live near.
Telepathy. You can communicate via two-way telepathy
with any creature that is within 30 feet of you, if that
creature knows at least one language.
Living Construct. The psionic crystal that makes up
your form is both inorganic and yet imbued with life. You
are immune to disease. You do not need to eat or breathe.
Additionally, you are considered both a humanoid and a
construct for the sakes of spells or abilities that target
either. You cannot be effected by magical healing. You are
still effected by psionic healing or abilities that would
heal constructs.
Resonance. You can use verbal components of spells,
even if you do not speak, which manifests as a resonant,
audible humming of your constituent shards. You can be
affected by silence and similar spells as usual.
Crystalline Body. You are immune to poison damage and the
poisoned condition.
Natural Armor. Your crystalline form is naturally resistant to
being damage. Your AC cannot be less than 12, but armor,
spells, and other effects can make it higher. Your body is
made of several small shards, however, and you are
vulnerable to bludgeoning damage.
Luminescence. Your shards glow with a soft inner radiance,
and you naturally cast dim light in a radius of 5 feet around
you. You can intentionally stifle this light and turn it off, or
turn it back on, by using a bonus action.
Shard Swarm. On your turn, you can use a bonus action to
break your body into its constituent crystals and then teleport
to an unoccupied location within 15 feet. Choose up to 3
creatures within 5 feet of your original location. The first
attack made against each creature before the end of your
next turn is made with advantage. Once you use this trait, you
can't do so again until you finish a short or long rest.
Mind Pulse. You can reach out with the latent psionic energy
within your form to lash out at a creature within 10 feet. You
gain a natural weapon that does 1d6 psychic damage on a hit,
using your Intelligence modifier to hit and for damage.
CHAPTER 1 | RACES
45
Slaa'Kar Culture and Society: Slaa'kar live in small tribal groups
which normally consist of physically similar individuals - for
The Swamps of Kedesh. Just hearing the name conjures instance, all members of a tribe will usually have the same
images of desolation, of treacherous, murky footing, of a color scales. While the Slaa'kar are aware of their racial
lifeless waste that wise travelers avoid at all costs. identity, and even share many of the same values, beliefs, and
myths, there appears to be little loyalty to anyone outside of
Yet this image is not entirely accurate. A wide variety of the individual's immediate tribe. Warring among tribes is a
creatures make their homes in the infamous swamps. Exotic common occurrence, and in some cases, seems to be a
birds not found anywhere else in Antaron nest among the veritable way of life.
unique foliage. Snakes, crocodiles, and other less pleasant
fauna reside in the waterlogged soil. And with these beasts Some Slaa'kar tribes dwell in caves, while others makes
are the Slaa'kar, a misunderstood race of intelligent, reptilian their homes in odd, dome-shaped huts called d'tan.
humanoids. Constructed from mud, d'tan are surprisingly smooth and
seamless. While appearing very primitive, these huts are
The People: Secretive and cunning, the Slaa'kar inhabit actually quite weatherproof, and can last for decades. The
the majority of the Swamps of Kedesh, as well as some of the secret of their construction is not shared with outsiders.
adjoining lands. Slaa'kar stand from five and a half to six and Perhaps due to the near-xenophobic attitude of many
a half feet in height, and are deceptively heavy for their size, Slaa'karn tribes towards each other, there are no known
due to a high percentage of muscle mass. Slaa'kar are major settlements in existence.
completely reptilian in appearance, having dark eyes, scaled
bodies, and hands and feet that terminate in short claws. The Slaa'kar are omnivorous, and will eat almost anything
surprisingly soft, supple scales usually come in green, gray, or aside from carrion. As a civilization, they do not seem to have
brown, though other variations have been reported (the most progressed much beyond the hunter-gatherer stage, so diet
interesting of which includes iridescent blues and silvers). often depends largely upon whatever is available at the time.
Slaa'karn faces resemble nothing so much as lizards, and all There are numerous tales of humanoid travelers being
Slaa'kar possess tails. Many physical traits, such as scale captured and eaten by Slaa'karn tribes; despite the
color, seem to depend entirely upon the individual Slaa'karn sensationalist nature of these stories, they should not be
tribe. Slaa'kar can live to be older than humans, though lightly regarded, as there is a fair amount of evidence to
nothing like Khordaldrum or Sylvari; one hundred twenty to support them. Some Slaa'kar have been known to
one hundred fifty years seems to be the maximum. As do supplement their diets by taming swamp fowl and harvesting
most reptiles, Slaa'kar possess a particularly keen sense of their eggs, but this sort of activity seems to be the exception,
smell. not the rule.
There appears to be some degree of sexual dimorphism While they do use tools, Slaa'kar technology is virtually
among the Slaa'kar; females are almost always smaller than nonexistent; their weaponry tends to consist of spears,
males, and invariably have less vibrant coloring. Many simple bows, and other primitive armament that can be made
Slaa'karn males have crests of contrasting colors (red, from local resources. However, outside items are recognized
orange), while females never do. for their value; steel weapons are particularly prized, and
influential members of the tribe will usually carry better
Slaa'kar are strong, due to their muscular builds, though armament than the common Slaa'k.
not quite as agile as some races. They tend to blend in well
with natural surroundings, Unlike most humanoid races, Gender roles seem to be virtually nonexistent among the
which are mammalian, the reptilian Slaa'kar are cold- Slaa'kar. Tribal leadership is provided from the strongest,
blooded. This enables Slaa'kar individuals to withstand most able member of the tribe, and powerful, respected
higher temperatures than most other races, but the flipside to members of the tribe can challenge for leadership at any
this is that very cold temperatures cause sluggishness, and time, though certain rituals must be observed. Ability and
eventually force Slaa'kar into a torpor. While it is virtually strength dictate what responsibilities other individuals may
impossible for a Slaa'kar to freeze to death, individuals in have - strong individuals become warriors, hunters, and
torpor are completely unaware of their surroundings and workers; the weaker Slaa'kar cook and care for the tribe's
unable to do anything whatsoever. young. Family is an alien concept; males compete for the
right to mate with the tribe's females, whose young are then
Dress: Slaa'kar have thick, leathery hides, and thus have cared for by the tribe as a whole.
no need of clothing to protect them from the sun. However,
they do tend to wear belts and the like fashioned from animal All knowledge, religious beliefs, and learning are passed
skins, from which they attach various pouches, weapon vocally from generation to generation. Each tribe has at least
sheathes, and similar utilitarian items. Slaa'kar have also one lorekeeper, called an ac'turna, whose job it is to retain the
been known to wear assorted pieces of purely decorative old learning. On nights of the full moon, the tribe gathers
clothing, such as capes and cloaks fashioned from fur, but together to socialize and share news, and the ac'turna will tell
this seems to be limited to social situations. a story of the old days. These lorekeepers are usually easily
distinguishable, as they wear feather necklaces to signify
Human modesty is an alien concept to the Slaa'kar, but their station; they are among the few Slaa'kar who are
they will nevertheless wear minimal amounts of clothing to permitted to travel from tribe to tribe without fear of
satisfy such artificial customs, if needed. Traditional garmets, molestation. Ac'turnar are considered to be something akin
even when loose-fitting, are viewed as restrictive and to holy, and no Slaa'kar will willingly harm one.
burdensome, however, and are usually quickly abandoned
once civilization is left behind. Trade and Commerce: Slaa'kar have very little economy,
in the traditional sense. Trade is hampered by their distrust
of those who do not belong to their tribe. However, some
barter does occur between members of non-hostile tribes.
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There have been occasions of Slaa'kar trading with travelers, Slaa'Kar Traits
though on a strict barter basis, as they have no currency. Ability Score Increase. Your Strength score increases by 2.
Weapons, food, and decorative items are all valued by the Age. Slaa'kar live to be 120-150 at most, and mature very
Slaa'kar, who will in turn provide medicinal plants, exotic quickly, being considered adults by the age of 10.
animals, and the like - items unavailable outside of the Alignment. Most Slaa'kar are neutral. As a place of predators
swamps. Again, travelers are warned; while some Slaa'karn and also like prey they see the world, where the life and death
tribes are friendly, others can be quite dangerous. processes are in neutral. They only wish to survive and prefer
to leave the other creatures to their self devices.
Religion: Slaa'kar are very superstitious, as a race, and Size. Slaa'kar are a little bulkier and taller than humans.
attribute all unexplained bad happenings to evil spirits. They Your size is Medium.
view the world as teeming with spirits - animals, plants, even Speed. Your base walking speed is 30 feet.
rocks have spirits according to Slaa'karn ideology. Bite. Your fanged maw is a natural weapon, which you can
use to make unarmed strikes. If you hit with it, you deal
The spiritual needs of Slaa'kar are seen to by a ka'tol, the piercing damage equal to 1d6 + your Strength modifier,
tribal shaman. Ka'toln interpret the actions of the spirits, and instead of the bludgeoning damage normal for an Unarmed
advise the populace on the proper ways to mollify them - Strike.
most often in the form of minor sacrifices of food or other Hold Breath. You can hold your breath for up to 15 minutes
goods. Naturally, ka'toln garner a very similar level of respect at a time.
to that granted ac'turnar. Hunter's Lore. You gain proficiency with two of the following
Skills of your choice: Animal Handling, Carving, Nature,
In the cosmic view of the Slaa'kar, there are a few great Perception, Stealth, and Survival.
spirits that overshadow the multitude of lesser ones that Class Restrictions. A Slaa'kar cannot be a wizard unless
inhabit virtually every crevice. Some ka'toln are dedicated they speak a language other than Slaa'ki that has a written
specifically to one of these great spirits, and wield abilities text.
comparable to clerics of other cultures. Important great Languages. You can speak Slaa'ki. The Slaa'ki language has
spirits include: no written text.
Subrace. As a type of predator, Slaa'kar adapt to their
She who Always Steps on Stones (Shinara)- the spirit of environment as best they can. Several different version of
good fortune, often prayed to by Slaa'kar them exist and are listed below.
He who Rules the Skies (Solanis)- Slaa'karn name for the Forest Slaa'kar
spirit of the beloved sun
Ability Score Increase. Your Dexterity score increases by 1,
She who Brings the Darkness (Tyrannis)- universally but your Intelligence score decreases by 1.
feared, and seen as a bringer of all evil Low-Light Vision. You can see in dim light within 60 feet as
though it were bright light.
He who Rides the Storms (Anskar)- viewed with a mix of Tough Scales. You have tough, scaly skin. When you aren't
respect and healthy fear wearing armor, your AC is 13 + your Constitution modifier.
You can use your natural armor to determine your AC if the
He who Stills the Heart (D'hurgen)- the spirit who comes armor you wear would leave you with a lower AC. A shield's
for each person at life's end benefits apply as normal while you use your natural armor.
Agility. Your base walking speed is 35 feet.
She who Sweetens the Hunt (Vilathera)- the great huntress
who guides game to the Slaa'kar
She who Birthed All People (Lysora)- the great mother
spirit
He who Holds the Secrets (Jusarin)- the spirit of
knowledge, study, and wisdom*
Values and Taboos: Slaa'karn society is fairly organized
and peaceful, aside from occasional quarrels over leadership
or mating. Aside from ac'turnar and ka'toln, who hold special
positions within society, individual worth is measured almost
exclusively through physical strength and cunning. The good
of the tribe is considered to be above the good of the
individual, and all members are expected to either do their
share or leave the tribe. As other Slaa'karn tribes are not
likely to be friendly to outsiders, those that leave the tribe
usually resort to becoming loners, or seeking the company of
other races.
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Swamp Slaa'kar
Ability Score Increase. Your Constitution score increases by
1, but your Dexterity score decreases by 1.
Hold Breath. You can hold your breath for up to 15 minutes.
Hungry Jaws. In battle, you can throw yourself into a Vicious
feeding Frenzy. As a Bonus Action, you can make a Special
Attack with your bite. If the Attack hits, it deals its normal
damage, and you gain Temporary Hit Points (minimum of 1)
equal to your Constitution modifier, and you can’t use this
trait again until you finish a Short or Long Rest.
Desert Slaa'kar
Ability Score Improvement. Your Wisdom score increases
by 1, but your Charisma score decreases by 1.
Sand Dweller. You're acclimated to desert temperatures.
You're naturally adapted to warm 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.
Frontier Slaa'kar
Ability Score Increase. Your Dexterity score increases by 1,
but your Wisdom score decreases by 1.
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.
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Sylvarin The term "empire" is quite fitting, as Sylvaria is actually
composed of three seperate kingdoms - Alloryen in the north,
Sylvari are a magical people of otherworldly grace, living in Maelamin in the south, and Londelirenen, the central
the world but not entirely part of it. They live in places of kingdom. Each kingdom is led by a king or queen.
ethereal beauty, in the midst of ancient forests or in silvery
spires glittering with faerie light, where soft music drifts The government itself is an interesting mix of monarchy
through the air and gentle fragrances waft on the breeze. and republic - each land, for instance, has a large say in its
Sylvari love nature and magic, art and artistry, music and own government while still remaining subservient to imperial
poetry, and the good things of the world. rule. The day to day governing of the empire falls to the High
Council, which consists of representatives from each of the
With their unearthly grace and fine features, sylvari appear kingdoms. The councillors, who serve terms that usually last
hauntingly beautiful to humans and members of many other a few hundred years (the terms are voluntary), make laws,
races. They are slightly shorter than humans on average, hear grievances, and the like. Final word on all matters,
ranging from well under 5 feet tall to just over 6 feet. They however, rests with the Speaker.
are more slender than humans, weighing only 100 to 145
pounds. Males and females are about the same height, and The Quenda tel'gilrim (Speaker of the Stars), as the elven
males are only marginally heavier than females. emperor is formally called, is perhaps the most powerful
political figure in Antaron. While the nobility and the council
Sylvarin’s coloration encompasses the normal human certainly have a strong say, the Speaker can order armies to
range and also includes skin in shades of copper, bronze, and war, treaties to be signed, and cities to be built. Most elves,
almost bluish-white, hair of dark earthy tones, and eyes like regardless of nationality or heritage, view the Speaker of the
pools of liquid gold, silver, sapphire, emerald or obsidian. Stars with a respect that borders on reverence. The position
Sylvari have no facial and little body hair. They favor elegant of Speaker is hereditary, as one of the three kings always fills
clothing in bright colors, so long as it is still able to be moved the role of Speaker, and is held for life. As with the monarchs
effectively in while worn in the case they must fight in it.. A of the three kingdoms, the position is not limited by gender,
Sylvarin's horns are broad and strong, and seen as a sign of though there have only been two female Speakers in elven
power and status. If a Sylvarin is exiled, their horns are cut history. The major difference, however, is what happens if the
off, only able to be restored with the grace of the king or Speaker does not have a direct heir. If this occurs in the case
queen who exiled them. Sylvarin also have hooves with fur of a king or queen of any of the three lands, there is a large
covering the lower quarter of their legs. hierarchy in place that dictates where the crown will go. The
office of Speaker, however, dictates that only a direct heir
Sylvari can live well over 700 years, giving them a broad (child) of the Speaker may assume the office. In the event
perspective on events that might trouble the shorter-lived that a Speaker dies childless, the High Council is called upon
races more deeply. They are more often amused than excited, to perform their most important duty - they alone have the
and more likely to be curious than greedy. They tend to authority to choose the new Speaker, which must be a sitting
remain aloof and unfazed by petty happenstance. When monarch from one of the other two lands. While this was
pursuing a goal, however, whether adventuring on a mission designed to ensure that fresh blood would be introduced to
or learning a new skill or art, sylvari can be focused and the imperial crown, it naturally leads to a wealth of
relentless. They are slow to make friends and enemies, and politicking and infighting.
even slower to forget them. They reply to petty insults with
disdain and to serious insults with vengeance. The Sylvarin are aristocratic, ruthless, and predatory. Their
society revolves around the laws of beauty, a code that
Like the branches of a young tree, sylvari are flexible in the specifies how one's cunning and personal attractiveness
face of danger. They trust in diplomacy and compromise to determine one's social rank. If you are only moderately
resolve differences before they escalate to violence. They beautiful, you are a low-ranking elf. If you are ugly or
have been known to retreat from intrusions into their disfigured, then you are an eyeblight, a creature unworthy of
woodland homes, confident that they can simply wait the respect or even, if it is deemed so, life. There are four official
invaders out. But when the need arises, sylvari reveal a stern ranks of elves, determined by measure of beauty.
martial side, demonstrating skill with sword, bow, and
strategy. The four social classes are:
Faultless. Any syl who possesses the minimum threshold
Most sylvari live within their grand forest kingdoms, each of beauty and grace is granted this basic rank.
filling their own specific role in society.. They are talented Immaculate.
Dignitaries, VIPs and higher-level
artisans, crafting finely worked clothes and art objects. Their functionaries among sylvarin attain the rank of
contact with outsiders is usually limited, though a few immaculate.
Sylvarin make a good living by trading crafted items for Exquisite.
Packmasters (lords of sylvarin hunting packs)
metals (which they have no interest in mining). Sylvarin and important courtiers are of the exquisite rank. They
smiths are famous across the land for their incredibly have the privilege of being able to speak directly to
durable and beautiful work, but they do not typically travel perfects.
from their lands to sell it, aside from one highly famed smith Perfect.
The perfect are elves so beautiful and so shrewd
by the name of Varielis who has opened shop in Pardinal. that they rule all other elves. There are only a few of these
in the world. Perfects can kill those of low rank with
The Syls, according to their own records, were the first impunity. The three ruling monarchs and the Speaker
inhabitants of Antaron. Though their domain has been belong to this rank.
whittled away a bit by humanity, the Sylvarian Empire is
easily still the largest nation on the face of the continent.
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Sylvarin are distinguished by their cultivation of a white Low-Light Vision. You can see twice as far as a human in
flower called moonglove, from which can be derived a potent starlight, moonlight, torchlight, and similar conditions of
poison. This poison is deadly even in small amounts, taking shadowy illumination. It retains the ability to distinguish
down even towering giants. In precisely controlled, highly color and detail under these conditions. A spellcaster with
diluted trace amounts, its necrotizing properties can be used low-light vision can read a scroll as long as even the tiniest
to etch or carve living tissue — such as skin or bark. Sylvarin candle flame is next to her as a source of light.
view nature as something to be improved, cultivated, and if
necessary, rearranged. Trance. Sylvarin don’t need to sleep. Instead, they meditate
deeply, remaining semiconscious, for 4 hours a day. (The
Sylvarin often hunt eyeblights, creatures who fail the sylvs' Common word for such meditation is “trance.”) While
exacting standards of beauty and therefore have the lowest meditating, you can dream after a fashion; such dreams are
status in their eyes. But sometimes, instead, they create actually mental exercises that have become reflexive through
vinebred minions from such creatures. For this, the sylvarin years of practice. After resting in this way, you gain the same
can animate a parasitic plant called nettlevines to bind benefit that a human does from 8 hours of sleep.
around their victims, creating twisted, but powerful and
eminently controllable minions. Languages. You can speak, read, and write Common and
Sylvari. Sylvari is fluid, with subtle intonations and intricate
Sylvari Names grammar. Sylvarian literature is rich and varied, and their
Sylvari are considered children until they declare songs and poems are famous among other races. Many bards
themselves adults, some time after the hundredth learn their language so they can add Sylvarian ballads to
birthday, and before this period they are called by their repertoires.
child names. Subrace. The Sylvarin kingdoms are split among several
different tiers and groups. These groups have different
On declaring adulthood, a sylvari selects an adult name, strengths and weaknesses, as shown below.
although those who knew him or her as a youngster might
continue to use the child name. Each sylvarin’s adult name is
a unique creation, though it might reflect the names of
respected individuals or other family members. Little
distinction exists between male names and female names;
the groupings here reflect only general tendencies. In
addition, every sylvarin bears a family name, typically a
combination of 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
Female Adult Names: Adrie, Althaea, Anastrianna,
Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna,
Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Maralen,
Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel,
Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania,
Valanthe, Xanaphia
Family Names: Amakiir, Amastacia, Galanodel, Holimion,
Ilphelkiir, Liadon, Meliamne, Naïlo, Siannodel, Xiloscient
Sylvarin Traits
Ability Score Increase. Your Dexterity score increases by 1.
Age. Although sylvarin reach physical maturity at about the
same age as humans, the sylvarian understanding of
adulthood goes beyond physical growth to encompass
worldly experience. A sylvarin typically claims adulthood
around the age of 100 and can live to be 750 years old.
Alignment. Sylvarin have a tough society with countless
laws and societal requirements and as such are extremely
lawful. They have a mostly selfish outlook and typically are
evil.
Size. Sylvarin range from under 5 to over 6 feet tall and
have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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