Lorekeeper Sylvarin Willweaver
Ability Score Increase. Your Intelligence score increases by Ability Score Increase. Your Intelligence score increases by
2, but your Strength score decreases by 1.
2, but your Strength score decreases by 1.
Sylvarin Weapon Training. You gain proficiency with the Acquired Talent. You gain proficiency in Psionics and one of
Longsword, Shortsword, Shortbow, and Longbow.
the following skills of your choice: Persuasion,Deception,
Cantrip. You know one cantrip of your choice from the Arcana, or Intimidate
Wizard spell list. Intelligence is your Spellcasting Ability for Powerful Mind. You have resistance to Psychic damage.
it. Willweaver's Power. You know the spike of lethargy talent.
Extra Language. You can speak, read, and write one extra When you reach 3rd level, you can manifest the charming
language of your choice.
presence power as a 2nd-level power once with this trait and
Keen Senses. You gain proficiency in the Perception skill. regain the ability to do so when you finish a long rest. When
you reach 5th level, you can manifest the manipulation power
Woodland Sylvarin once with this trait and regain the ability to do so when you
finish a long rest. Intelligence is your manifesting ability for
Ability Score Increase. Your Wisdom score increases by 2, these powers.
but your Intelligence score decreases by 1.
Sylvarin Weapon Training. You gain proficiency with the
Longsword, Shortsword, Shortbow, and Longbow.
Fleet of Hoof. Your base walking speed is 35 feet.
Woodland Toughness. You have advantage on Saving
Throws against disease, and you have Resistance against
poison damage.
Woodland Training. You gain proficiency with your choice of
either Tumble or Carving.
Gracestricken
Ability Score Increase. Your Constitution score increases by
2, but your Charisma score decreases by 2.
Graceless Resistance. You gain resistance to poison and
necrotic damage.
Skills of the Fallen. You gain proficiency with your choice of
Tumble, Carving, or Stealth.
Expert Liar. You have advantage on Deception and Insight
checks.
Imperious Sylvarin
Ability Score Increase. Your Charisma score increases by 2,
but your Intelligence score decreases by 1.
Words of the Imperious. You gain proficiency with
Persuasion.
Graceful Weapon Training. You gain proficiency with the
Rapier, Scimitar, Shortbow, and Longbow.
Imperious Magic. You know the friends cantrip. When you
reach 3rd level, you can cast the charm person spell as a 2nd-
level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you
can cast the euphoric cloud spell once with this trait and
regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
CHAPTER 1 | RACES
51
Tiefling Tiefling Traits
Ability Score Increase.
Your Charisma score increases by 2.
To be greeted with stares and whispers, to suffer violence and Age.
Tieflings mature at the same rate as humans but live a
insult on the street, to see mistrust and fear in every eye: this few years longer.
is the lot of the tiefling. And to twist the knife, tieflings know Alignment.
Tieflings might not have an innate tendency
that this is because a pact struck generations ago infused the toward evil, but many of them end up there. Evil or not, an
essence of Asmodeus—overlord of the Nine Hells—into their independent nature inclines many tieflings toward a chaotic
bloodline. Their appearance and their nature are not their alignment.
fault but the result of an ancient sin, for which they and their Size.
Tieflings are about the same size and build as humans.
children and their children’s children will always be held Your size is Medium.
accountable. Speed.
Your base walking speed is 30 feet.
Low-light Vision.
Thanks to your infernal heritage, you have
Tieflings are derived from human bloodlines, and in the superior vision in dim conditions. You can see in dim light
broadest possible sense, they still look human. However, their within 60 feet of you as if it were bright light.
infernal heritage has left a clear imprint on their appearance. Languages.
You can speak, read, and write Common.
Tieflings have large horns that take any of a variety of shapes: Subraces. Tieflings can trace their bloodline back to several
some have curling horns like a ram, others have straight and of the layers of hell, and some exceptionally rare ones can
tall horns like a gazelle’s, and some spiral upward like an trace it to other evil planes or creatures. Choose one of the
antelopes’ horns. They have thick tails, four to five feet long, subraces listed below.
which lash or coil around their legs when they get upset or
nervous. Their canine teeth are sharply pointed, and their
eyes are solid colors—black, red, white, silver, or gold—with
no visible sclera or pupil. Their skin tones cover the full range
of human coloration, but also include various shades of red.
Their hair, cascading down from behind their horns, is
usually dark, from black or brown to dark red, blue, or purple.
Tieflings subsist in small minorities found mostly in
human cities or towns, often in the roughest quarters of those
places, where they grow up to be swindlers, thieves, or crime
lords. Sometimes they live among other minority populations
in enclaves where they are treated with more respect.
Lacking a homeland, tieflings know that they have to make
their own way in the world and that they have to be strong to
survive. They are not quick to trust anyone who claims to be a
friend, but when a tiefling’s companions demonstrate that
they trust him or her, the tiefling learns to extend the same
trust to them. And once a tiefling gives someone loyalty, the
tiefling is a firm friend or ally for life.
Tiefling Names
Tiefling names fall into three broad categories. Tieflings born
into another culture typically have names reflective of that
culture. Some have names derived from the Infernal
language, passed down through generations, that reflect their
fiendish heritage. And some younger tieflings, striving to find
a place in the world, adopt a name that signifies a virtue or
other concept and then try to embody that concept. For some,
the chosen name is a noble quest. For others, it’s a grim
destiny.
Male Infernal Names: Akmenos, Amnon, Barakas,
Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai,
Morthos, Pelaios, Skamos, Therai
Female Infernal Names: Akta, Anakis, Bryseis, Criella,
Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna,
Phelaia, Rieta
“Virtue” Names: Art, Carrion, Chant, Creed, Despair,
Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open,
Poetry, Quest, Random, Reverence, Sorrow, Temerity,
Torment, Weary
CHAPTER 1 | RACES
52
Avernus Descended Stygia Descended
Ability Score Changes: Your Strength score increases by 1, Ability Score Changes: Your Constitution score increases by
but your Wisdom score decreases by 1.
1, but your Strength score decreases by 1.
Legacy of Avernus: You know the thaumaturgy cantrip. Legacy of Stygia: You know the ray of frost cantrip. When
When you reach 3rd level, you can cast searing smite once you reach 3rd level, you can cast armor of agathys once with
with this trait and regain the ability to do so when you finish a this trait and regain the ability to do so when you finish a
short or long rest. When you reach 5th level, you can cast short or long rest. When you reach 5th level, you can cast
branding smite once with this trait and you regain the ability darkness once with this trait, requiring no material
to do so when you finish a long rest. Charisma is your component, and you regain the ability to do so when you
spellcasting ability for these spells.
finish a long rest. Charisma is your spellcasting ability for
Hellish Resistance: You have resistance to fire damage.
these spells.
Languages: You can speak, read, and write Infernal. Hellish Resistance: You have resistance to cold damage.
Languages: You can speak, read, and write Infernal.
Dis Descended
Malbolge Descended
Ability Score Changes: Your Intelligence score increases by
1, but your Constitution score decreases by 1.
Ability Score Changes: Your Strength score increases by 1,
Legacy of Dis: You know the thaumaturgy cantrip. When you but your Dexterity score decreases by 1.
reach 3rd level, you can cast disguise self once with this trait Legacy of Malboge: You know the minor illusion cantrip.
and regain the ability to do so when you finish a short or long When you reach 3rd level, you can cast disguise self once
rest. When you reach 5th level, you can cast invisibility once with this trait and regain the ability to do so when you finish a
with this trait and you regain the ability to do so again when short or long rest. When you reach 5th level, you can cast
you finish a long rest. Charisma is your spellcasting ability for invisibility once with this trait and you regain the ability to do
these spells.
so again when you finish a long rest. Charisma is your
Hellish Resistance: You have resistance to fire damage.
spellcasting ability for these spells.
Languages: You can speak, read, and write Infernal. Hellish Resistance: You have resistance to fire damage.
Languages: You can speak, read, and write Infernal.
Minauros Descended
Maladomini Descended
Ability Score Changes: Your Constitution score increases by
1, but your Dexterity score decreases by 1.
Ability Score Changes: Your Wisdom score increases by 1,
Legacy of Minauros: You know the mage hand cantrip. but your Constitution score decreases by 1.
When you reach 3rd level, you can cast Tenser’s floating disk Legacy of Malmadomini: You know the thaumaturgy
once with this trait and regain the ability to do so when you cantrip. When you reach 3rd level, you can cast ray of
finish a short or long rest. When you reach 5th level, you can sickness as a 2nd-level spell once with this trait and regain
cast arcane lock once with this trait, requiring no material the ability to do so when you finish a short or long rest. When
component, and you regain the ability to do so when you you reach 5th level, you can cast crown of madness once with
finish a long rest. Charisma is your spellcasting ability for this trait and you regain the ability to do so again when you
these spells.
finish a long rest. Charisma is your spellcasting ability for
Hellish Resistance: You have resistance to acid damage.
these spells.
Languages: You can speak, read, and write Infernal. Hellish Resistance: You have resistance to fire damage.
Languages: You can speak, read, and write Infernal.
Phlegethos Descended
Cania Descended
Ability Score Changes: Your Dexterity score increases by 1,
but your Constitution score decreases by 1.
Ability Score Changes: Your Strength score increases by 1,
Legacy of Phlegethos: You know the friends cantrip. When but your Constitution score decreases by 1.
you reach 3rd level, you can cast charm person as a 2nd-level Legacy of Cania: You know the mage hand cantrip. When
spell once with this trait and regain the ability to do so when you reach 3rd level, you can cast magic missile as a 2nd-level
you finish a short or long rest. When you reach 5th level, you spell once with this trait and regain the ability to do so when
can cast suggestion once with this trait and you regain the you finish a short or long rest. When you reach 5th level, you
ability to do so again when you finish a long rest. Charisma is can cast web once with this trait and you regain the ability to
your spellcasting ability for these spells.
do so when you finish a long rest. Charisma is your
Hellish Resistance: You have resistance to fire damage.
spellcasting ability for these spells.
Languages: You can speak, read, and write Infernal. Hellish Resistance: You have resistance to cold damage.
Languages: You can speak, read, and write Infernal.
53 CHAPTER 1 | RACES
Nessus Descended
Ability Score Changes: Your Intelligence score increases by
1, but your Wisdom score decreases by 1.
Legacy of Nessus: You know the thaumaturgy cantrip. When
you reach 3rd level, you can cast the hellish rebuke spell as a
2nd-level spell once with this trait and regain the ability to do
so when you finish a long rest. When you reach 5th level, you
can cast the darkness spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
Hellish Resistance: You have resistance to fire damage.
Languages: You can speak, read, and write Infernal.
Styxborn
Ability Score Changes: Two non-Charisma scores of your
choice increases by 1, then each score you did not choose
excluding Charisma decreases by 1.
Legacy of Styx: You know the chill touch cantrip. When you
reach 3rd level, you can cast the cause fear spell as a 2nd-
level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you
can cast the darkness spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
Hellish Resistance: You have resistance to necrotic damage.
Languages: You can speak, read, and write your choice of
Abyssal or Infernal.
Gehennan
Ability Score Changes: Your Strength and Dexterity scores
each increase by 1, but your Wisdom and Intelligence each
decrease by 2.
Legacy of Gehenna: You know the green-flame blade
cantrip. When you reach 3rd level, you can cast the burning
hands spell as a 2nd-level spell once with this trait and regain
the ability to do so when you finish a long rest. When you
reach 5th level, you can cast the earthbind spell once with
this trait and regain the ability to do so when you finish a long
rest. Charisma is your spellcasting ability for these spells.
Hellish Resistance: You have resistance to fire damage.
Languages: You can speak, read, and write your choice of
Abyssal or Infernal.
Rakshasa-Blooded
Ability Score Changes: Your Constitution score increases by
1, but your Intelligence score decreases by 1.
Rakshasa’s Legacy. You know the minor illusion cantrip.
When you reach 3rd level, you can cast the charm person
spell as a 2nd-level spell once with this trait and regain the
ability to do so when you finish a long rest. When you reach
5th level, you can cast the invisibility spell once with this trait
and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Limited Magic Resistance: You have resistance to damage
from spells of 2nd level or below.
Languages: You can speak, read, and write Infernal.
CHAPTER 1 | RACES
54
Ungoulid One aspect they have in common is the twisting of their
visages and bodies. Ungoulid have enormous eyes with thin
The Ungoulid took refuge into the world beneath Antaron eyelids. Eye color would be a mottled mix of jade green, dark
long before words were written. For years, they sought brown, and yellow if ever seen in the light. The irises are
treasures that gleamed in the dark armed with crude picks large, taking in as much light as possible. Ungoulid skulls are
and greed. Into deep caves they trekked, always searching for very wide, with jaws that can unhinge to devour creatures
that which could not be found above. But then one night the they find to eat.
skies burned, the heavens cried, and visions of mighty powers
appeared. They were the gods come to walk the land and Ungoulid should choose aspects that describe their
bring order and chaos into balance. Turning from the deformities. You can choose from following characteristics or
frightening light and sound, they delved into the earth to find create some of your own:
a place hidden from such powers. Who they were before they · Albino
traveled deeper into the endless dark is not certain, and what · Long ears
they have become, only a rare few have learned. Those · Large rounded ears
lessons have been terrifying. · Completely black eyes
· Clawed fingers
Living in the bones of the world has bent and twisted this · Clawed toes
people once of the human world. Many of their people think · Small horns
they changed by the whisperings of Edilphi, the voice that · Sharp, pointed teeth
seeps in dark dreams. Others think it is the curse of the deep · Large skull
dark or of those who once walked upright into the vastness of · High-pitched mewling voice
the Silent Abyss. As the ages turned, those first Ungoulid who · Low growling voice
entered the deep dark sought many paths to keep their · Rocky patches of skin
people's alive and well. Many a legend says they lost · Veins of fiery red or soft blue
themselves in the dark, and in seeking the way back to the · Twisted spine
light, they bent in supplication. Others see their plight as a · Elongated spine
cost for secrets meant to be lost and forgotten to the passing · Elongated fingers and toes
of ages and dust. · Baldness
These paths became the breeds of the Ungoulid. These These characteristics do not provide bonuses or negatives
breeds are like the clans of men, speaking of a history as for skills. The options are merely cosmetic.
hunters, warriors, craftsmen, scholars, priests, and mystics.
They live in these breed families, becoming one with the rock Culture and Society: The Ungoulid are a unified people
around them. Yet, their greatest storytellers can trace links to that remain deep in the caverns and carved rocks under
the long forgotten past through the immense carving near the mountains and earth. They group themselves into families
rivers of molten rock and lakes of frigid waters. They have bred for tasks. When a new child is born, the Ungoulid seek
grown accustomed over time to their world far unlike the the insight of their mystics for the path. The child is marked
civilized Khords or mining Brathunspur. with the symbol of Lannal, the power of pure light from the
water (the mixed god of Solanis and Lysora). The familes
In the lands of Pardinal, deep within the Railir peaks, the watch and teach what they must to the child, giving them the
Ungoulid live their lives seeking treasures, the secrets of the experience they need to survive. And each year, they receive a
deep, and travel throughout the underlands. They scrape and mark of the gods. Each mark symbolizing the journey of their
dig at the behest of their High Voices, the Vovahn, who years until their breed joining and testing for adulthood.
understand the lost whispers of the ancients. The whispers
fill the void of caverns and makeshift caves, speaking in When they reach the age of puerthak (five years), they enter
tongues never before heard by those above. Some can hear a series of tests. When the tests are complete, the mystics
the rumblings of their work in the Railir range. Each seeks know the place of the child, and send them to their new breed
what they can in the dark, continuing towards a destiny once family. Mentors and teachers replace mothers and fathers;
lost in the shifting of earth and wearing away of carved breedmates become brothers and sisters. At the turning of
memories on bare rock. eight years, they enter the test of ages called kathma. At this
age, adults begin to trek into the deep dark to find a secret,
The People: Each Ungoulid is different from the next. explore a new cave, or kill an enemy. The test is sought and
Some are extremely tall, nearing seven feet, while others are completed by each child becoming an adult. None help them
as short as dwarves and gnomes. Their skin is a greenish in this test. Once done, they become adults.
gray, matching the strange stone around them in the endless
dark. They become adults at the age of eight years, one for Males and females have no separation in dutires based on
each of their gods. At this age, they enter a personal test of gender until they come together to have a child. Until this
courage and wisdom to become an adult. When they return, time, duties are given to any who would complete them based
they become accepted fully for all manner of work and on strength of skills, minds, and bodies. When two come
teaching. Ungoulid lifespan usually ranges from forty to fifty together to have a child, they seek each other out through
years, with the oldest known among their kind having seen simple rituals in the sharing of crystal and carvings, and
sixty-three turnings of the wheel. songs of haunting moans and melodies that travel for miles in
the darkness.
Their lives are hard, leaving their bodies covered in scars.
Some of these are ritualistic, others from battle. When the mating ends and the child is born, the two may
either remain together or seek other mates. If the mates are
within the same breed, they typically stay together, but if they
are from different breeds, they usually separate.
CHAPTER 1 | RACES
55
There are three distinct breeds (or clans) among the They used magic to teleport down into the depths to breed
Ungoulid: and protect their young for future generations. Actins as
guardians, the dragon kings created the Novaldra to protect
The first breed is the Dolfuer. These Ungoulid follow the this area. But when the dragons left the land, the Novaldra
paths of warriors, trackers, and druids. They seek to know had to seek their own way. Losing the call of their masters,
and use all creatures and land of the underlands. For them, they in turn continued deeper into the caverns near the
the Black Hollow is a land all its own filled with beasts and Standing Stones. The Ungoulid who lived to tell the tale
elementals. When new tunnels are forged or caverns found, speak of a lingering darkness of serpents, smoke, and light.
the Dolfuer lead the way deeper into the darkness and These are the Novaldra. The Ungoulid war with the Novaldra
shadow. The Dolfuer can be found throughout the world of if they near the lands to the Pillars, for in recent years, the
the underlands, tracking new caverns and seeking game. Of Novaldra have sought the extensive mines of the Ungoulid to
all Ungoulid, the Dolfuer are the only ones known to willingly learn more of the world.
leave for the surface. These are the Ungoulid that can be
heard by the creatures and people living in the Railir Peaks - Based on the breed of an Ungoulid, their homes are carved
constant clangs, scrabbling, scrapes, and whispers slip from or painted with symbols of their lives, teachings, and
vents, caves, and loose earth into the surface world above. journeys. Some of these works are strange and simple in
form, while the most ancient of works and words carry with
The second breed is the Waithur. These Ungoulid range them haunting images in perfect detail of the lands above -
throughout the lands of the underland, warring with careless scenes within clouds and trees, and of a great mountain of
abandon and rage. They hear the dark whispers of the night fire. Only the mystics seek to watch and learn from these
and turn their thoughts to bloody pain and constant battles. images, but many have gone mad before their ancient
The Waithur tend to make their dwellings in the cold caverns writings.
and chilled stone between the surface and deeper dark. They
follow the paths of raging warriors, dark spellweavers, and The Vovahn have brought light to the world of the
sinister acolytes of the ancient powers of the pantheon. Ungoulid. In areas where the senses may be fooled, the
Extremely warlike, they seek to dig and destroy the creatures Vovahn have created chuthail, small lights. They take clear
and lost races of the underlands. quartz crystals of varying colors and chip away hollow spaces
within them. In these, Ungoulid can fill it with luminous
The third breed is the Vovahn. These Ungoulid tend to live fungi. The panes of the crystal amplify the light to a small
in the greatest depths of the underlands, but can be found glow. They light is enough to see by faintly, but does not blind.
throughout the Silent Abyss. The Vovahn seek the greatest Some Ungoulid use these lights to hunt or scare away game.
depths near the molten world of heat and metal. These are Great passages and rooms have some of these chuthail hung
the shamans, taleweavers, and craftsman, who learn the when new carvings and painting are being rendered.
power of stones and the dreams of fevers. Through the
whispers of ancient lore, magics of the blood, and dreams Ungoulid rarely make encampments. They usually carve
from the pantheon they bring terrible decrees and visions to away into the rock itself, making homes that seem to
their peoples. They are the lore keepers who know the Silent disappear from sight and sound in the caverns. Most
Abyss is far from truly quiet. Some have traveled with the structures never rise or jut out of the normal landscape.
Dolfuer to the surface land to learn the languages of the Entrances to homes, temples, and stores are carved carefully
upright through whispers filtered in stone. to allow residents to know when an enemy comes when
hundreds of feet away. None but the Vovahn may create
The Ungoulid made their home in the Railir Peaks long homes new the molten worlds. These brightly lit lands of lava
ago. They have carved an empire under the earth, digging and ash carry strange words and powers. Only these crafters
deep and far throughout Pardinal, Coria, Ertain, and part of and mystics have the power to turn back the anger of the
Iirlastor Bay. A group continued to dig and build towards earth, the maker's hand (molten rivers).
Drannon, but a strange power stopped their progress - the
ancient magics of the dragon kings in the Standing Stones of All Ungouloid breeds speak Ungoul, a tongue with roots in
Drannon. dwarven, gnomish, and the whisperings of the deep.
The dragon kings called the stones from the earth, raising Dress: The spectrum of Ungoulid clothing is as wide as the
them high into the air. The bases of the stones are said to color of gems. Some fashion coverings from the fur and
drive deep into the heart of the world. The Standing Stones scales of creatures they kill, while others string together gems
were a neutral place where the great dragons gathered to and stones on thin wires pulled from pools of molten metal.
speak. But many ages have past since their might was last felt The type of dress depends on the homeland and breed.
in the lands of Audalis. The dragon's kept many eggs there, in
the deep hollows under Drannon. Dolfuer wear various furs and stolen armors from the
creatures and people they kill on the surface and throughout
the underlands. They enjoy colors of the earth, browns to
greens. The clothing is usually in plates like a crab, held
together by metal, stone, bone, or gut. They keep their hair
short and burred if they have any at all, and twist it into short
braids with carved stone pins holding the ends.
CHAPTER 1 | RACES
56
Wraithur wear next to nothing in combat. When not warring, The gods fall are known by the following names:
they bundle in the pelts and skins of their kills to fend off the Solanis and Lysora - Lannal, light from the water (first year)
cold that can whistle through the caves and caverns. Rydor - Knolag, word of reason (second year)
Otherwise, they wear loincloths, mud, and sometimes paint Therassor and Bakloran - Garharlg, fist of strength (third
their bodies with the symbols of their great warriors and year)
gods. They have long hair matted into hard sections with clay, Kith-Jora - Jov, father of caverns (fourth year)
blood, and river water mixed as a mud. They never cut nor Kharox - Wrockna, master of stones (fifth year)
wash these sections, instead applying more and more mud Jusarin and Tyrannis - Edilphi, whispers from the dark (sixth
over the years. Many also pierce their skin anywhere they can year)
with the claws and bones of their kills. D'hurgen and Garghas - Voth, bringer of endings (seventh
year)
Vovahn cover themselves in the fashioned metal and gems Shinara - Skath, turner of years (eighth year)
of the deep dark. Metals melt and pool in the fashioned vents
so near jets of magma in the mountains. They fashion this The turning of years happens in the counting of eight turns.
metal into wires, cuffs, and form-fitting pieces. They string Time is different under the earth. And in their beliefs, it was
and embed gems onto the metals, giving them a gleaming, Skath that brought all change through her keening scream
mystical appearance. The greatest of High Voices may be and flaming face. She is the flow of the molten rivers, many of
adorned in layers of carved stones and have metal inlaid which twist and turn burning away their homes or carving
within their skin using ancient rituals - some of the many new caverns. Their years change in length according to these
secrets they hear so deep in the earth. The Vovahn differ in monsterous flows. Roughly the age follows the ideal of a day,
how they keep their appearance, some having tattoos and month, and year as to those on the surface. However, the
braids, while others may have none. However, all Vovahn are Ungoulid describe it differently according to their beliefs.
known for their earcuffs. These cuffs cover the ears with odd
carvings of loops and whirls. The shape of the cuffs help Values and Taboos: The Ungoulid value their breed
resonate sounds usually lost on the wind. These cuffs take families. When trouble comes or tales need telling, they turn
years to make and perfect. Many young Vovahn are almost to those who have earned a place within their homelands.
deaf from poorly carving the cuffs, cutting off sound or The well-being of their world is far more important than any
honing it too loudly. other. In this, they accept the dark and light. Communities
may include the dark sorceries of Waithur with the explorer's
Names: The Ungoulid do not have soft or pretty names like desire of the Dolfuer and solemn insights and song of the
most of the world. They have one name only that they take Vovahn.
when entering their breed. As time passes, Ungoulid add
titles to the name for accomplishments they have completed. If the welfare of the community comes to risk, the offender
For example, Mishran, a member of the Vovahn, may find an is dealt with swiftly. Rarely are they killed, but rather sent
ancient tale and create a symphony of sound through a new away to test themselves. In a ritual of stripping, they are
hall carving. He may gain the name "Mishran of the Sigh exiled from the community to fend for themselves in new or
Singing Wind and Keeper of Mirgo's Call". abandoned caverns. The exile loses all titles earned. While
away, they must learn to depend on themselves for safety and
Male: Mishran, Grovnas, Jallbres, Skahhack, Jorgal survival. When the allotted time passes, they may travel to the
Female: Souil, Lailgohst, Frai, Blennall, Yuovna next Opal Huilwin, and the gathering of the tribes. If they
Trade and Commerce: The Ungoulid trade goods and survive and attend, they are accepted as a member again.
services to each other. Unlike the world of men, they do not
place worth or wealth in the sparkle of gems, the gleam of The Ungoulid do not like the surface. Some feel the land
coin, or the holding of land. Tribes exist throughout the Silent above is terrible, while others feel a strange call to it. Those
Abyss, trading warriors when war rages or pelts when the who seek the surface are thought to be truly mad, suffering
cold comes. All tribes gather together once every few years to from bewitchments, and individuals who leave to the surface
the Opal Huilwin, cavern of the sightless. This immense rarely return. To live above is to not live long. Many in the
cavern is filled with light and beauty, a shimmering of a world of men would turn against the Ungoulid, mistaking
glowing crystal surrounded by hundreds of smaller crystals. their slurred speech and horrible visage as that of diseased or
The Ungoulid gather to trade, breed, and teach. During this damned things. Only those in the breed of Dolfuer ever seek
time, the cleaned and marked skulls of their dead are brought the surface without shame; however, they never walk in the
forth to be added to the sleeping ancients. Chuthail are light of day. The sun burns their skin and blinds their eyes,
placed in the eye and nose sockets, depending on their deeds marking them immediately for exile by their own to the
and reverence. The thoughts of the dead are believed to surface lest the madness spread.
remain in these skulls. When added to the walls of the
ancients, knowledge is added and passed on. At the end of
the gathering, one tribe remains to care for the ancients and
listen for any new tales or pieces of wisdom.
Religion: The Ungoulid recognize all of the greater deities,
yet consider some to be the same. When they invoke these
gods, they invoke both aspects, such as when in a battle
calling out to Garharlg for Bakloran and Therassor. The
inflection and deed determines which god or goddess
receives the prayer or call for need.
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Ungoulid Traits
Ability Score Increase. Your Dexterity score increases by 2,
but your Constitution score decreases by 2.
Size. Each Ungoulid is different from the next. Some are
extremely tall, nearing seven feet, while others are as short as
khords and brathunspar. Your size is Small or Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darknes s, only shades of gray.
Trance. Ungoulids don't need to sleep. Instead, they meditate
deeply, remaining semiconscious, for 4 hours a day. (The
Common word for such meditation is “trance.”) While
meditating, you can dream after a fashion; such dreams are
actually mental exercises that have become reflexive through
years of practice. After restingin this way, you gain the same
benefit that a human does from 8 hours of sleep.
Sunlight Hypersensitivity. 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. Anytime you end your
turn in direct sunlight, you take 5 radiant damage.
Languages. You can speak, read, and write Undercommon
and Ungoulid. Ungoulid is a tongue with roots in khord,
brathnii, and the whisperings of the deep.
Subrace. There are three distinct breeds (or clans) among
the Ungoulid: The Dolfuer, Wraithur, or Vovahn. Choose one
of these subraces.
Dolfuer
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. The range of your darkvision
increases to 120 feet.
Dolfuer Weapon Training. You gain proficiency with spears,
hand axes, and hand crossbows.
Wraithur
Ability Score Improvement. Your Strength score increases
by 1.
Languages. You can speak, read, and write Deep Speech.
Wraithur Weapon Training. You gain proficiency with
greataxes, greatswords, and heavy crossbows.
Vovahn
Ability Score Improvement. Your Intelligence score
increases by 1.
Seeker of the Depths. You gain resistance to fire damage.
Lore of the World. You gain proficiency in the Nature and
Arcana skills.
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Yanathera Culture and Society: Yanatheran society is a blend of
primitive agriculture mixed with traditional hunting and
Just east of the Swamps of Kedesh lies the stretch of rocky, gathering. The rocky soil of the Downs is far from qualifying
hilly, inhospitable land known as the Toran Downs. Dividing as rich farmland, but the tribe manages to grow a small
the Blood Plains to the south from the Chindari Plains to the variety of crops in terraced gardens along the rivers that run
north, the soil of the Downs is poor, the terrain is rough, and through the hills, using wisely every drop of the available
the neighboring cultures are all known to be hostile; in short, water. Fortunately, wildlife is both plentiful and diverse, with
this is not the type of place that would normally be associated denizens of the hills, rivers, and the swamplands all within
with civilization. It is almost fitting, then, that one of the most reasonably close access. Unlike their plainsmen neighbors to
unique of cultures would call this place home - the tribe both the north and south, the Yanathera do not keep horses,
known as the Yanathera. as the creatures are ill equipped for life in the rugged hills,
though they do raise ikitanals (something like short donkeys)
The People: The Yanathera are a fairly xenophobic people, for use as beasts of burden.
a trait no doubt related to their near-constant warring with
the neighboring Arvox Collyra and Slaa'kar. Like the other The warriors watch and hunt the Kasmilun Leira, the
cultures of western Antaron, the Yanathera are quite warlike Forsaken Lands to the south of the Yanathera. These lands
and, while they are not particularly expansionist, they defend are filled with dangerous creatures that seek sanctuary in the
their own with unrivaled ferocity. Such ferocity stands in odd swamps or deep hollows in the earth. The warriors have
contrast to the single most fascinating aspect of these people learned how to use the sound that travels along the rocks to
- that the social structure of the Yanathera is completely find prey or stop predators. Those of the Blood Plains never
matriarchal. know how the warriors are ready for them when they enter
the Forsaken Lands, but the battles are terrible and quick.
Yanatheran women are tall and muscular, standing an
average of six feet in height, whereas the men are usually Since Yanatheran culture is totally matriarchal, women
several inches shorter, and with much slighter builds. The hold all positions of leadership, carry the responsibility of
people possess a dark, swarthy complexion similar to the defending the tribe, and perform all of the "important" jobs
Arvox Collyra, have jet-black hair, and normally have dark within the tribe. The smaller, weaker men are conditioned to
brown or hazel eyes, though the occasional green can be be subservient from birth, and are considered fit only for
seen. simple, menial labor - and for breeding stock. They remain
near the rivers, watching over the children within and tending
Dress: Due to the hot, humid environment, Yanatheran the terrace gardens.
clothing tends to be rather limited; in fact, during the hottest
summer months, it is not at all uncommon for both genders
to wear nothing but loincloths in informal settings. In more
public situations, the typical outfit for either gender is the
yultan, a knee-length, sleeveless garment made of colorful
jukat beads strung on lines of thin hide or catgut. The more
elaborate the design and colors, the more power and prestige
the wearer has in the simple society. During the mild winters,
furs are worn for warmth.
Yanathera also decorate themselves by weaving beads into
their hair, and by painting their bodies. Only those of highest
stature of great warriors and leaders can weave the beads
into their hair; over the years, these wrapped locks get longer
and longer, becoming a weapon by the deadliest of warriors,
much like a whip. Similarly, body painting is mainly restricted
to the tribe's warriors, who use it either for camouflage or to
intimidate their foes. However, in times of celebration, it is
acceptable for any individual to paint their body with bright
patterns.
Yanatheran warriors carry shields, but usually wear no
armor aside from that which can be fashioned from hides or
skins. Their weaponry usually consists of simple arms, such
as spears, bows, and slings.
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Marriage is an almost unheard of occurrence, due to the fact Trade and Commerce: Since the Yanathera have little
that Yanatheran men are considered to be so very inferior to contact with outsiders, trade is very limited. Within the tribe,
the women. The typical situation has the female choosing any simple barter is used for trading necessities. However, as
of the tribe's men that she may find suitable at the time for there is an increasing interest from the outside world in
recreational or reproductive purposes, in whatever time Yanatheran decorative stonework, attempts to trade with the
frame she deems appropriate. tribe are becoming more and more common (with varying
results). Apparently, the Yanathera are interested in both
In extremely rare instances, an outside male might prove precious metals and steel weaponry, so possibilities for trade
himself worthy of being a kaln-kar (life-mate), but in such a may exist for those willing to face the perils.
union, the man can only hope to be an equal; no Yanatheran
woman would ever be subordinate to a male. Indeed, foreign Religion: The Yanathera worship many of the same deities
men are considered to be very valuable, since they are as the "civilized" cultures of Antaron do, although their
frequently larger, stronger, and more assertive than their perspective is a bit different. Naturally, all of the important
Yanatheran counterparts. However, being thus valued is a deities are depicted as being female, with male gods as
dubious honor, at best, as the Yanathera have absolutely no subservient. In other respects, their system of religion is not
qualms about taking men as slaves for adding to the labor that different from those of the five kingdoms; deities are
force or gene pool. worshipped in temples, and priestesses tend those houses of
worship. The most important deities include:
Yanathera have an interesting concept of family - while they Raminna - goddess of life (Lysora)
recognize direct bloodlines, all Yanatheran females consider Mitrinti - goddess of fortune (Shinara)
themselves to be sisters, as there is but one tribe. As a Salkira - goddess of the hunt (Vilathera)
natural outgrowth of this concept, all individuals, save the Intranki - goddess of war (Bakloran and Therrasor)
ranbeki (loosely translated, chieftain) and the village elders, Pumulka - goddess of growth, fertility (Miellyah)
are to be treated as equals, regardless of the place that they Kastriska - goddess of death (Tyrannis)
fulfill within society. Learning is exclusively oral tradition,
taught from generation to generation by the various village Many of the other members of the pantheon are
elders. Children are largely cared for by the village as a acknowledged to exist, but their roles are considered to be
whole, rather than by individual mothers. minor, and there is little organized worship of them. The
matriarchal view, so prevalent in the rest of Yanatheran
Individual sisters decide their own lot in life by balancing society, is just as easily seen in matters of worship, as well;
free will with the needs of their particular village; no one is sisters may beseech the goddesses for favors, but any prayers
born into any particular role. Women are the providers and that are directed toward male deities are phrased essentially
protectors - hunting, farming, and defending. Men, on the as demands.
other hand, live lives little better than slaves - their tasks
include cooking, performing menial labor, and caring for the Values and Taboos: The Yanathera believe themselves to
children, to name a few. It is noted, with some derision, that be a special, chosen people. Indeed, they view themselves as
men are scarcely fit for the latter job, as they lack even the civilized, and the rest of the world as barbaric.
ability to nurse a child, forcing some of the sisters to fill in as
wet nurses when the need arises. These sisters, known as Strength is to be valued, though it is understood that
Keria, are either mothers who have elected to spend the first strength comes in many forms. While the tribe is rather
year nursing their own child (and others, as needs dictate), or warlike, this is due to necessity, not desire - war in and of
have chosen to continue filling that role for the tribe even itself is neither glorious nor to be sought after, but rather a
after their own child has matured beyond that first year mark. simple fact of life.
Stone is in rather plentiful supply in the region, and the Women are expected to bear children at least once in their
Yanathera use it abundantly. The most important of village lives, unless they have taken special vows to deny themselves
buildings, such as temples, are almost always crafted of indulgences of the flesh - most commonly done by priestesses
stone, and many communal buildings use stone blocks as who seek to take a closer walk with their goddess, giving up
foundations for wood and mud-brick structures. virtually all earthly comforts, or by any sister that seeks
Furthermore, the Yanathera are renowned for their ability to increased purity for a time. This is not the normal case,
carve stone for both practical and decorative use - their however; Yanatheran women are usually fairly promiscuous,
arrows and spears carry razor-sharp stone tips, and their carrying their dominance and agressiveness into their
statues are said to be almost lifelike in their beauty. relationships with men. As it is an honor to the man to be
thus chosen, complaints regarding this system are
Yanatheran villages are relatively peaceful, on the whole, nonexistent.
unless threatened from without. Violent disputes inside of
the tribe are absolutely unheard of, due in large part to the Daughters are very desirable; a sister who only bears male
sister concept. However, outsiders should not expect the children is pitied among the people. Men are little more than
same treatment - it is very wise to avoid the Downs, if at all property. In rare cases, an outsider can prove himself the
possible. Both the plains-dwelling Arvox Collyra and the match of a Yanatheran woman, and be grudgingly accepted,
swamp-dwelling Slaa'kar tend to raid Yanatheran villages (for but such a thing is all but impossible for a Yanatheran man.
different reasons), which in turn makes the sisters extremely As such, men have no rights and no say in much of anything;
wary of outsiders. Of course, the Yanatheran interest in for a man to raise hand or voice to a woman is a terrible
foreign males has already been documented, and the tribe's crime. If a sister becomes overly attached to an "unproven"
warriors will occasionally mount raids of their own in order man, it is seen as a sign of great weakness and shame.
to satisfy this interest.
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Yanathera Traits
Ability Score Improvement. If female, your Strength and
Wisdom scores each increase by 2, and your Charisma score
decreases by 2. If male, your Charisma and Wisdom scores
each increase by 2, and your Strength score decreases by 2.
Age. Yanathera age and mature at the same rate humans do.
Alignment. Yanathera are loyal to their tribe and are
generally lawful, however their harsh nature and lack of care
for any other than their own brings them toward evil.
Size. Yanathera women are tall and muscular, standing an
average of six feet in height, whereas the men are usually
several inches shorter and with much slighter builds. Your
size is Medium.
Yanathera Resilience. Your hit point maximum increases by
1, and it increases by 1 every time you gain a level.
Yanatheran Pride. Yanathera pride themselves on their skill
and prowess with weapons. If female, you gain proficiency
with Greatclubs, Double Spears, Double Axes, Double
Swords, Greataxes, Greatspears, Mauls, and Warhammers. If
male, you gain proficiency with Claws, Daggers, Blowguns,
Light Crossbows, Darts, Shortbows, Slings, Scimitars,
Shortswords, Tridents, Whips, and Nets.
Powerful Build. Your peoples emphasize on self-betterment
and your naturally adept body causes you to be significantly
stronger than most races your size. You count as one size
larger when determining your carrying capacity and the
weight you can push, drag, or lift.
Wilderness Adaptation. Accustomed to living in the wilds
with minimal cover, you have advantage on saving throws
made to resist high or low temperatures, and you have
resistance to cold damage.
Wild Life. You gain proficiency with Leatherworker's Tools
and Carving Tools.
Languages. You can read, speak, and write Common and
Yanatheran.
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