EXPLORER'S GUIDE
TO THE MASQUERADE
Credits Backgrounds
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oka,,mren,ntshiVbmvgnmobrhctbataiyiiimaykserceyaoiernsr:ft,, Backgrounds: Written by: Dylan Richards (Reddit: u/Altavus,
Additional Credits Tumblr: decision-paralysis, Blogger: Decision Paralysis):
Modern Conversion: Backgrounds Part 1 & 2
Races
Spells
City Elf (subrace): Original by /u/Valerion
Fairy: Original version: Fairy (5e Race), Further inspiration Spells: Unearthed Arcana: Modern Magic
by: /u/KibblesTasty 's version, Rewritten by: /u/Kennedy_
Rodentia: Original by: StrawChowChow's rat-folk Equipment
homebrew, Rewritten by: /u/Kennedy_
Armor, Weapons, Explosive Devices:
Source 1:, Source 2:,
Subclasses Source 3:
Wealth System: Written by: Dylan Richards (Reddit:
Rogue: Gambler: Original by /u/pacomitacomrguapo's u/Altavus, Tumblr: decision-paralysis, Blogger: Decision
Gambler Rogue, Rewritten by: /u/Kennedy_
Paralysis)
Rogue: Skater: Originally by /u/TheSlothLord7, Rewritten Electronic Devices Original: Modern Handbook V1.1 by
by: /u/Kennedy_
/u/AeronDrake, Rewritten by: /u/Kennedy_
Warlock: Lady Luck: Written by /u/Kennedy_, Inspiration:
/u/thePineappleyMan, Feedback: /u/TiggsStoneheart
Misc. Credits
Wizard: Cybermancy: Original: Unearthed Arcana: Modern Inspiration for "Monster of the Week" Adventures:
Magic, Rewritten by: /u/Kennedy_
Monster of the Week TTRPG
Wizard: Onomancy: Original: Unearthed Arcana, Rewritten The Three Clue Rule: Written by Justin Alexander of The
by: /u/Kennedy_ Alexandrian
Addiction Recovery System: Designed by Brennan Lee
Mulligan and Joe DeSimone
Disclaimer
This guide may contain copywrited material the use of which
has not always been specifically authorized by the copyright
owner. It is being made available in an effort to serve as a
resource for Game Masters and players intending to play in a
modern setting, which is not already offered at the time of
this guides creation.
I DO NOT take credit for much of the material in this
collection. I have cited to the best of my ability the work of the
authors and artists included throughout this guide. This
guide and it's contents are not intended for sale, and are
provided for non-monetary purposes only. The creator of
this guide DOES NOT condone or support any monetary use
of the contents of this guide.
Contents
Welcome to the Masquerade.................................5 Morlock ...........................................................................................
A Modern DnD Setting................................................................5 Atlantean (Triton)......................................................................
What's in this Guide.....................................................................5 Dwarf ...........................................................................................
Urban Fantasy...............................................................................5 Gnome .........................................................................................
Five Things to Know....................................................................5 Myconid .......................................................................................
Reptoid ........................................................................................
Ch. 1: Story of the Masquerade .........................7 Therian ........................................................................................
History of the Masquerade.........................................................7
The Obliviation..............................................................................9 Mundane ........................................................................................
Daily Life in the Masquerade...................................................10 Human ........................................................................................
The Gods and You......................................................................11
Race and Culture........................................................................43
Ch. 2: Factions and Societies .............................13 Subclasses ................................................................................... 45
Lewis Institute of Magical Arts ................................................13
Black Irons...................................................................................14 Artificer: Greaser.....................................................................45
The Screeching Herald.............................................................15 Barbarian: Path of the Athlete ..............................................47
Peripheral Division....................................................................16 Bard: College of Life...............................................................48
Safewell Corporation.................................................................17 Rogue: Gambler.......................................................................49
The Seelie/Unseelie Courts.....................................................18 Rogue: Skater..........................................................................50
Assembly of the Masquerade...................................................19 Sorcerer: Fame........................................................................51
Illuminati ......................................................................................20 Sorcerer: Fortune....................................................................52
The Cryptid Alliance..................................................................21 Warlock: Lady Luck................................................................53
The King.......................................................................................22 Wizard: Cybermancy..............................................................54
Wizard: Onomancy.................................................................55
Ch. 3: The Masquerade Chronicle ................23 Backgrounds ................................................................................57
Sin City.........................................................................................23 Modern Spells.............................................................................65
The Big Apple ..............................................................................25 Ch. 5: Modern Equipment.......................................68
The City of Angels......................................................................26 Starting Equipment....................................................................68
The Great White North.............................................................27 Armor and Shields .....................................................................72
The Windy City...........................................................................28 Weapons .......................................................................................74
The Hollow Earth.......................................................................29 Firearms .......................................................................................76
Explosives .................................................................................... 77
Ch. 4: Character Creation...................................30 Adventuring Gear.......................................................................78
Special Talents............................................................................30 Magic Items of the Masquerade..............................................80
Races of the Masquerade.........................................................31 Vehicles .........................................................................................81
Cryptid ............................................................................................ Ch. 6: Additional Mechanics ..............................85
Chupacabra ................................................................................ Electronic Devices......................................................................85
Mothman .................................................................................... Addiction Recovery....................................................................87
Sasquatch (Firbolg).................................................................. Breaking the Law.......................................................................88
Yeti (Goliath).............................................................................. Tiny Character Rules.................................................................89
Rodentia ...................................................................................... Humanoid-Powered Vehicles (HPVs).....................................91
Divine ..............................................................................................
Cambion (Tiefling).................................................................... NOTE:
Golem (Warforged)...................................................................
Nephilim (Aasimar).................................................................. Underlined items on the Contents page are
Nymph ......................................................................................... incomplete and/or currently under development.
Fey ...................................................................................................
Bogeyman (Bugbear)...............................................................
Centaur .......................................................................................
Elf .................................................................................................
Fairy .............................................................................................
Goblin ..........................................................................................
Half-Elf ........................................................................................
Satyr ............................................................................................
4
WELCOME TO THE MASQUERADE
A Modern DnD Setting Chapter 3 provides the Masquerade Chronicle, which
details the major cities and places of interest in the world.
Welcome to the Masquerade, a new setting for your DnD The chronicle contains a brief overview of the inner workings
campaign, created by /r/Kennedy_. Unlike other campaign of the Masquerade.
settings, you should already be quite familiar with this one --
you're living in it! Chapter 4 is -- simply put -- for players. In combination
with the PHB, it gives players everything they need to create
The Masquerade is not a campaign setting in the a character for a campaign in the Masquerade.
traditional sense. Instead, it is more of a subculture or secret
society; one within our own that lives just out of sight, Chapter 5 includes modern options for starting
concealed from the eyes of mundane people like you and I. equipment, armor, weapons, firearms and rules for using
These citizens of the Masquerade come in a spectacular them, and other contemporary items you can use.
variety of shapes, sizes, and ideologies. The Masquerade is
NOT an official setting supported by WoTC. Instead it is a Chapter 6 introduces several optional game mechanics,
labor of love, a passion project, intended to give you, dear including rules for interacting with electronic devices, social
reader, an option. media, addicition, law breaking, tiny characters, and
humanoid-powered vehicles (HPVs).
This guide is for DnD players and Game Masters who,
through the power of their imaginations, aim to bring a little Urban Fantasy
magic to an often tedious and earthly world.
Traditionally, DnD is grounded in the conventions of the
If you're a Game Master, this guide will help you create a fantasy genre. A majority of these campaigns take place in
DnD campaign set in the world of the Masquerade, a modern medievel settings where the gods exist, monsters of myth and
setting with supernatural wonders and magic hidden behind folklore are common, and supernatural elements such as
the mundanity of everyday life. magic are real.
If you're a player, this guide contains new race, subclass, Urban fantasy, however, is a genre that takes many of those
and background options that will help your character fit into same characteristics and infuses them into a modern setting.
this familiar new world. Many works of urban fantasy feature a world similar to our
own in which the supernatural exists in secret, or in an
What's in this Guide approximate world where it exists openly (usually involving
an alternative history).
This guide is a gateway to using the world of the Masquerade
a setting for your DnD campaign. It guides players and the Five Things to Know
Game Master through the process of creating characters and
adventures set in this world. What is the Masquerade? Here are the key things to know:
1. Magic is Real -- to Some. Long before the creation of
This introduction provides an overview of the world and
what it includes. the Masquerade, the world was filled with magic, monsters
lurked in the darkest of places, otherworldly beings
Chapter 1 of this guide introduces the big picture ideas intermingled with humans, and arcane practitioners were
you will need to know before creating a campaign in this renowned and feared.
modern setting: the history of the world, it's languages, and
it's various gods. Those wonders still exist in the world, only now they're
existence is obscured from mundane society.
Chapter 2 introduces several of the factions and societies
that make up the Masquerade, and a cavalcade of the NPCs In the mid-18th century the Wellspring -- the source of all
who operate them. Depending on the decisions of your magic -- was altered. In an instant, the supernatural aspects of
adventuring party, these groups may become their greatest the world were removed from human perception. A shroud of
allies or worst enemies. illusory magic, commonly referred to as the Amnesium, was
woven into the fabric of reality. The cause of the Obliviation
remains a mystery, leaving many to wonder who changed the
world, and why.
WELCOME TO THE MODERN WORLD
5
2. Where in the World is The Masquerade? The Chupacabra are a race of timid reptilian humanoids known
Masquerade is different from other DnD settings in that it for feeding on the blood of livestock. Fairies are tiny,
isn't a setting so much as it is a society; a people. The mischevious humanoids native to the Feywilds. Myconid are a
Masquerade is intended to be a location agnostic setting, so a telepathic race of sentient fungi who dwell within the deepest
Game Master can set their campaign in any location they caverns of the Hollow Earth. Nymphs are nature spirits, often
desire and still interact with the Masquerade. Citizens of the serving as messengers and scouts of nature deities. Rodentia,
Masquerade reside in cities all over the world and come in often underestimated, are a race of hardy and determined
many different shapes and sizes. The locations provided in rodent-like humanoids thriving in places others may consider
this guide are intended to provide GMs with ready-made inhospitable.
resources to use in their campaign but are in no way final.
The world is yours to explore. 5. Magic and Lightbulbs. Many in the Masquerade debate
the compatibility and superiority of magic and technology.
3. Folklore, Myths, Cryptids, and You. The locations The wizard may argue that magic is the superior tool as it
provided in this guide are intentionally set in North America allows one to bend reality to their will. Whereas the engineer
for two reasons: to appeal to the large American audience of may claim that technology is better because it brings power
DnD; and to shine a light on the fairy tales, proverbs, tall and knowledge to whomever wields it. And While the wizard
tales, urban legends, customs, myths, folklore, and mysteries and engineer debate their various stances, the person who
this continent has to offer. truly wins this argument is the one using mage hand to grab
the TV remote from across the room. This wise individual
The world may be largely mundane, but there are some knows it is not important which tool is better, but how you
areas of strangeness which persist. Odd creatures wander use it.
certain lands, unseen factions fight for power, legends of old
walk freely amongst mortals, and that house down the street Before You Play
really is haunted by a poltergeist. Before you begin building your world, spend some time
thinking of what kind of world you want to place your
4. "New" Races. Players can choose from any of the player campaign in. Your players and you will build the world as you
races suggested in this guide -- some of which have been play, but it is important to brainstorm some ideas on what
reflavored to better fit the setting -- but are not limited to world you want to begin with. Consider drawing from some
those options. of your favorite urban fantasy fiction, or even other kinds of
modern fantastical ficiton. How will your world work? What
Players may also choose from one of six new races: is happening in it? How will your players see that world? The
Chupacabra, Fairy, Mothman, Myconid, Nymph, and ideas you sketch out will give you an outline of the world for
Rodentia. you to begin with.
WELCOME TO THE MODERN WORLD
6
7
Chapter 1.
STORY OF THE MASQUERADE
HISTORY IS WRITTEN BY THE VICTORS, Stone Age
except, of course, when it is reported on in A time period ranging from 2.5 million years ago to 3,000
the Screeching Herald. Then it's written by BCE.
The primordial creatures of pre-history have either died
the unpaid intern who drew the shortest out completely, or found shelter in the cavernous interior of
straw. the earth. They slumber deep below the earth and ocean,
-- Professor Linwood Rollins, PhD.,
waiting for a time when they may wake and walk the earth
(Magical History) once more.
History of the The Divine
Masquerade
The earliest gods appear. Far different from the ones we may
The history of the Masquerade begins in the wake of a quiet imagine today, these gods, in essence, are ideas. Concept that
devastation. gain power through belief. The world is filled with these
potential gods, but only a rare few attain the power the most
The World as it Was notable of them possess.
Included below is a general timeline of eras that shaped
world history before the Masquerade. Humanoids
Prehistory The early hominins that would become the Morlock races
Every civilization has a story for the world's creation. (see Chapter 4. Character Options) delve into the depths of
Countless creation myths exist to explain this world's origin, the Hollow Earth, a vast system of interconnected caverns
but there is no universally accepted one. deep below the earth's surface. These races create the early
foundations of their own cultures, societies, and civilizations.
The past carefully safeguards its secrets. The vast majority
of species to have ever existed remain unknown to us. Lost in The early hominins that would become the Human race
the past; unpreserved in fossil records. disperse throughout the globe. Some of these hominins
diverge to become the Cryptid races.
Beasts & Elementals
Bronze Age
In the land before time, thousands of millenia before A time period ranging from 3,000 BCE to 1,300 BCE.
humanoids first stood upright, great beasts and elementals
ruled the earth. Long since vanished from the surface, some The Divine
of these entities have left this plane of existence for another;
others still dwell deep within the caverns of the earth. Divine beings of immense power emerge forming factions.
The Nine Hells are formed by the Evil aligned gods and their
creations, while their Good aligned counterparts form the
Nine Heavens.
The Fey
Portals to the Feywild first appear. These portals allow the
passage of creatures to and from these magical lands. Fey
beings disperse throughout our world.
CHAPTER 1. THE MASQUERADE
8
Iron Age The Obliviation
A time period ranging from 1,300 BCE to 1000 BCE. An event occurring on April 22, 1760. The Masquerade
begins.
The Fey
Humanoids
As much a reaction to the dangerous beings of the Feywilds
as a natural evolutionary progression, the Iron Age begins. A spell is woven into the Wellspring, the source of all magic,
Iron weapons, superior to their bronze age counterparts, which effectively separates humans from the magical world.
were particularly effective against Fey creatures. The Modern Era
A time period ranging from 1940 AD to the present day. This
Humanoids era is divided into three ages: the atomic, space, and
information ages. The atomic age denotes the period of
Druids and druidic nature magic is developed during this era. history following the first nuclear detonation. The space age
encompasses the time relating to the Space Race, space
The Middle Ages: Dark Ages exploration, and space technologies. The information age, a
A time period ranging from 400 AD to 1000 AD. period of time characterized by the shift from industry
established by the Industrial Revolution to an economy based
The Divine upon information based technologies.
An infernal being spreads a great plague across Europe and Humanoids
Asia that incites a struggle on the mortal plane between
Celestial and Infernal creatures, influencing the thoughts and Humans usher in an unprecedented advancement in
values of mortal beings for centuries to come. technology and science.
The Fey CHAPTER 1. THE MASQUERADE
Fewer fey creatures venture from the Feywild to Earth. Many
retreat from the increasingly hostile mortal plane for the
familiarity and safety of their native land.
The fey that remain after the exodus are either humanoid
in appearance, or clever enough to remain hidden away from
the eyes of frightful humans prone to destorying the unknown
and different.
Humanoids
The earliest divine magic users first appear. These paladins,
such as the Knights Templar, the knights of the Round Table,
devoted themselves to ideals of good, justice, and order.
The Middle Ages: European
Renaissance
A time period ranging from 1300 AD to 1600 AD.
Humanoids
The earliest recorded golem is created through a divine
process involving the secret true name of a god.
Philsophers, scholars, and sages create the foundations of
what will become arcane magic.
The Industrial Revolution
A time period ranging from 1700 AD to 1950 AD.
The Fey
The Seelie and Unseelie Fey courts begin closing portals
leading to the Feywild, hiding and controlling the remaining
portals to preserve their native lands from invaders and
various threats.
The Feywild remains relatively unchanged after this period
as the Seelie and Unseelie courts sought to reduce the
influence of the material plane on their homelands.
Fey able to venture between the two worlds can live vastly
different lives in each, wearing modern clothes and using
technology on the mortal plane and returning to an older way
of life in the Feywild.
9
The Obliviation Mundane Creature Reactions
Without warning, the Wellspring, the source from which all 1d100 Reactions
magic is drawn, was altered. The alteration cast a veil of 1-10 The creature retreats into their mind and becomes
magic across all of reality enshrouding the supernatural from
the eyes of humanity. Families, communities, and entire Paralyzed. The Effect ends if the character takes
socieities were unceremoniously torn apart as a portion of any damage.
the world was fragmented and forgotten in a matter of 11-20 The character becomes Frightened and must use
moments. their action and Movement each round to flee
from the source of the fear.
The days following the Obliviation are well recorded and 21-30 The character begins babbling and is incapable of
filled with fear, tumult, and suspicion as members of the normal speech for the next 1d6 hours.
supernatural world grappled with their newfound reality. The 31-40 The character experiences vivid hallucinations and
exact origin of the Obliviation remains unknown. Later has disadvantage on Ability Checks.
studies of the Wellspring revealed the event to have been an 41-50 The character is Stunned.
intentional working done by someone or something of 51-60 The character passes out, falling Unconscious.
immense power and will. The trauma and distrust borne as a 61-70 The character suffers from partial amnesia. The
result of this finding still pervades the various communities character knows who they are and retains racial
of the Masquerade, each unsure of who changed the world Traits and Class Features, but doesn’t recognize
and why. other people or remember anything that happened
before the madness took Effect.
The Amnesium 71-80 Whenever the character takes damage, they must
succeed on a DC 15 Wisdom saving throw or be
A shroud of illusory magic woven into the fabric of reality affected as though they failed a saving throw
during the Obliviation hides all things magical from the against the Confusion spell. The Confusion Effect
perception of mundane humanity. A creature under the effect lasts for 1 minute.
of the Amnesium rationalizes any illogical interactions with 81- The Amnesium within a 1 mile radius radius of the
the supernatural: 100 disturbance collapses for 1d4 minutes. All
mundane creatures can percieve the true
When witnessing a spell, such as firebolt, a mundane appearances of members of the Masquerade
creature may believe that the caster instead threw some sort during this time. Creatures prone to violence
of fiery explosive; crafting a plausible explanation for the might attack any supernatural creatures they see.
spell's effect.
Initiation
When interacting with a non-hostile non-mundane Initiating a creature into the Masquerade is a risky process.
creature, such as an elf, a mundane creature will overlook
any unusual features such as the elf's pointed ears. While When a willing creature is purposefully exposed to the
obvious features are obfuscated, the mundane may still supernatural with the intent to initiate it into the
perceive some essence of the creature's true nature. They Masquerade, it must make a DC 20 Wisdom saving throw. A
may believe the elf to be a human of amazing grace and creature aided by a deity succeeds on this saving throw
beauty. automatically, and if you or your companions are aiding the
creature, it has advantage on the save.
When interacting with a hostile non-mundane creature,
an uninitiated creature, in the moment, will react On a success the creature is able see past the effects of the
appropriately to the situation, choosing to either fight or flee. Amnesium permanently. On a failure, the effect of the
Upon reflection, they will begin to rationalize what occurred. Amnesium remains and the creature rolls on the Mundane
Creature Reactions table.
Exposure to the Supernatural
Mundane creatures can be driven mad when purposefully For spells and magical effects such as dispel magic, the
exposed to magical elements of the world. A significant strain Amnesium is treated as a 6th-level spell. An antimagic field
put on the believability of the Amnesium's effect can have nullifies the Amnesium within the area of the spell.
disastrous results for mundane minds.
Consider rolling on the Mundane Creature Reactions
table below when the following circumstances occur:
A Monstrosity, Aberration, Elemental, or some other non-
mundane creature makes a hostile action towards a
mundane creature.
A mundane creature experiences something exceptionally
supernatural that can't be explained or rationalized.
A mundane creature spends more than an hour reading
an eldritch/arcane tome written by those who have seen
or otherwise interacted with elements of the supernatural
world.
CHAPTER 1. THE MASQUERADE
10
Daily Life in the
Masquerade
Daily life in the Masquerade is relatively the same as it is for
you, albeit with some notable differences. Any character
initiated into the Masquerade would not only be familiar with
the currency, languages, and technology of the world at large,
but with the more supernatural elements of daily life as well.
Currency
Refer to the optional Wealth rules found in Chapter 5.
Modern Equipment. These rules are meant to provide a
currency system for DnD that can better accommodate the
abstractions of contemporary currency. These rules operate
off of "affordability" rather than a one-to-one exchange rate.
Languages
All of the languages found in the PHB and the MM are used
in the Masquerade, with the added exception being Common.
Citizens of the Masquerade come from every corner of the
world, and a few others as well.
Mundane Languages of the Masquerade
Languages Script
Arabic Arabic
English Latin
French Latin
German Latin
Hindi Devanagari
Japanese Kanji + Hiragana + Katakana
Korean Hangul, Hanja
Mandarin Simplified Chinese
Portuguese Latin
Russian Cyrillic
Spanish Latin
Exotic Languages of the Masquerade
Languages Typical Speakers Script
Abyssal Demons, cambion Infernal
Celestial Celestials, nephilim Celestial
Draconic Dragons, reptoids Draconic
Dwarfish Dwarfs Dwarfish
Elvish Elves, half-elves Elvish
Giant Ogres, giants, sasquatch, yetis -
Gnomish Gnomes Dwarfish
Infernal Cambion, devils Infernal
Primordial Elementals, nymphs -
Rodentia Chupacabra, rodentia -
Sylvan Fey creatures Elvish
Undercommon Atlanteans, dwarfs, gnomes, Dwarfish
myconids
CHAPTER 1. THE MASQUERADE
11
The Gods and You Unlike the primordial titans, thoughtform deities come and
go. Some can remain in power for centuries only to fall into
The following titans and deities are suggested as the existing obscurity as the faith of their followers wanes. By taking on
pantheon for the world of the Masquerade, but are not different mantles these deities can attain belief from multiple
definitive. You can change, alter, or replace the gods in your sources and even reinvent themselves, though doing so alters
Masquerade campaign to fit the story you tell. The domains their being. The amount of influence and power these
and patrons listed are the suggested choices for clerics, deitiescarry can vary wildly depending on the sincerity of
warlocks, and followers of these deities, but are not the only their followers belief.
options. Many domains can be attributed to your chosen
deity. Speak with your GM about how to best flavor your These common names and attributes describe the various
choice of domain or pact to fit the ideals and attributes of thoughtform deities of the world of the Masquerade:
your chosen deity.
Azrael is the God of Death, who guides the dead to the
Primordial Titans titan Erebus for judgement. Azreal does not judge the dead;
The Primordial Titans include the elemental titans -- forces of he shepherds them and guards them from otherworldly
nature -- who shaped the early world with their presence. threats as they begin their journey into the beyond.
These deities represent the spectrum of existence: time,
earth, death, air, and other facets of the world. The titans are Columbia (Lady Liberty) is the Goddess of the Americas,
known in many cultures by many names and shapes. Their and the personification of American Civilization. Her history
names, provided below, are only one such mantle they may is that of America's, rife with conflict and love, good-will and
hold. The god Astraeus, for example, may be known by that horror, hatred and fellowship.
name in one culture, but referred to as Odin in another, such
as Norse mythology. The titans rarely, if ever, manifest Fortuna (Lady Luck) is the Goddess of Fortune, and the
physically, but their divine influence can still be felt as their personification of Luck. She is the patron of thieves,
champions and agents move about the world. entertainers, gamblers, and risk takers. Her favor is much
sought after and rarely given.
These common names and attributes describe the titans of
the world of the Masquerade: City Gods are the guardians deities of cities and vibrant
settlements in general. Each city god, or genius loci, is an
Aeon is the Keeper of Time; First of the Titans. He avatar of their locale, personifying the people and place they
maintains the cycle of time, keeping the passage of time represent.
flowing forward.
The Green Fairy (La Fee Verte) is a powerfully
Aether is the Sovereign of the Sky; Keeper of the Winds. intoxicating archfey. Patron of artists and poets, she inspires
He controls the tempests of the world, and is patron to and enlightens as much as she corrupts, leading her devotees
sailors, travelers, and messengers alike. down a path to hysteria.
Erebus is the God of the Dead; Lord of Mystery. Only Nike is the Goddess of Victory, and personification of
Erebus knows what lies beyond the horizon that is death. competition. She is the patron of athletes and glory seekers.
She embodies courage, honor, glory, and sportsmanship.
Gaia is Mother Earth; Bringer of Life.
Helios is the God of the Sun, and Shepherd of the Day. He Santa Claus; Patron Saint of Children, Gift Giving, and the
ensures the sun rises each day to warm the world. Wild Hunt.
Moirai is the Goddess of Fate and Destiny. They oversee
the natural order that underpins reality. Thunderbird; the Avatar of Storms. Thunder rumbles with
Nox is the Goddess of Night; Queen of Darkness and a flap of its wings, and lightning strikes when it flashes its
Shadows. eyes.
Oceanus is the Lord of All Waters. His whims guide the
rivers and seas, and the currents and creatures below. The Tooth Fairy is the Collector of Teeth. They often
Prometheus is the God of Fire and Creation. manifest as a faerie dragon and rule over a band of quickling
Somnus is the God of Sleep and the Weaver of Dreams. servants who help them to collect children's teeth.
Thoughtform Deities Tulpas
Thoughtform deities are not "gods" in the usual sense of the
term: they are "gods" in the sense that they are supernatural The most "true" of the thoughtform beings, they are brought
entities of folklore or myths, born out of the belief and into existence and given form through mortal belief. Tulpas
worship of mortals. These beings can't rival the raw are separate entities than the creatures who imagined them,
elemental power of the primordial titans, but can acquire a having their own distinct beliefs, thoughts, emotions, and
significant amount of divine power through mortal belief and personalities.
sacrifice. Many of these beings are ambitious, offering great
power to mortals in exchange for their assistance in pursuing Children unknowingly create countless tulpas, in the form
these ambitions. of imaginary friends. These beings almost never gain the
belief necessary to truly manifest, however a rare few have
been known to separate from their creators.
Liminal Gods
Gods of thresholds, gates, or doorways. Liminal gods preside
over the domains between destinations or times. For
example, Azrael, the god of death, serves to deliver the
recently deceased from the land of the living to the afterlife.
CHAPTER 1. THE MASQUERADE
12
Tutelary Gods
A tutelary deity is the protective patron or guardian of a
particular time, place, or event. Santa Claus, for example, is
the patron saint of Christmas and is strongest at that time of
the year.
One form of tutelary god is a City God, a genius loci -- the
"spirit of a place". Such spirit guardians have been known to
watch over towns, cities, and even nations for centuries. Born
when the location takes on a life of its own, city gods are the
avatars of their locale. They are either created at the moment
the location truly takes on a life of its own, or are chosen
from the populace when the event occurs.
Demigods
A demigod is the offspring of a god and a mortal, or a deified
mortal who has been elevated to the status of godhood, or
god-like status, through mortal belief and worship. History is
rife with examples of demigods: kings and pharaohs of divine
bloodlines; heroes immortalized in tales and stories; and
legendary ancestors who have attained a level of divinity.
Primordial Titans
Deity Alignment Province Suggested Domains Common Symbols
Sky Knowledge, Tempest Gusting winds
Aether -- Time Arcana, Knowledge Snake eating its tail; hourglass
Death Death, Grave Skull and bones
Aeon -- Earth Life, Nature Fruit
Light Light Rising sun
Erebus -- Fate Knowledge, War Open book
Darkness Twilight, Grave, Trickery Starry night
Gaia -- Water Knowledge, Tempest Crashing waves; sea serpent
Creation Forge, Knowledge Cracking egg
Helios -- Dreams Knowledge, Trickery Closed eye; dark crown
Moirai --
Nox --
Oceanus --
Prometheus --
Somnus --
Thoughtform Deities
Deity Alignment Warlock Patron Suggested Common Symbol
Azrael LN The Undead, the Undying Domains Long scythe
Columbia (Lady LN The Fiend, the Celestial Death Lit torch
Liberty) City, Light
Fortuna (Lady Luck) CN The Genie, Lady Luck
City God -- The Great Old One, the Trickery, Luck Two dice showing the 3 and 4 faces
City, Order --
The Green Fairy Hexblade
Nike CE The Archfey Trickery Bottle of green liquor
Santa Claus N The Hexblade War Golden sandals
Thunderbird LG The Archfey, the Celestial Trickery, Life Finely wrapped present
N The Genie Tempest, Nature Eagle-shaped bird surrounded by
lightning
The Tooth Fairy LG The Archfey Grave, Trickery Tooth
CHAPTER 1. THE MASQUERADE
13
14
Chapter 2.
FACTIONS AND SOCIETIES
OUR GREATEST CONNECTION IS THAT WE Lewis Institute of Magical
all inhabit this planet. We all breathe the same Arts (LIMA)
air and we are all mortal... except for vampires.
They're not really mortal, and I don't think they Total Members: ~900
breathe anymore, so really its us against them. Scope: Global
-- Augustus Mannfolk, Base of Operations: Demiplane
Editor of The Screeching Herald Focus: Acquiring and protecting arcane knowledge
From the devastating loss of the Obliviation grew the world of Rivals: Screeching Herald, Illuminati
the Masquerade. Those supernatural individuals unaffected
by the Amnesium formed factions, forged alliances, and
fought for power and influence. The Masquerade, shaped by Renowned as one of the world's largest and most respected
the fear and mistrust and opportunity that arose in the wake institutions for arcane research, the Lewis Institute of
of the Obliviation, is a society rife with intrigue and strife. Magical Arts (LIMA) was first established in the wake of the
Obliviation as a means of researching the alteration to the
Benefits magical wellspring. Founded by Angelo Lewis, the school
remains the leading scholastic institution of magical studies.
Certain factions and societies reward their members for their Lewis was one of the earliest humans to be brought back into
service and loyalty. The strength of your service to your the world of the Masquerade, and one of the few to survive
faction is measured by your benefits score. As you increase the harrowing process of reinitiation.
that score you gain benefits from your faction or society. Your
benefits score reflects the actions you have taken in your While the world around it went through the Industrial
faction's service. Revolution, the early years of the institute focused on the
restoration and rediscovery of basic magical knowledge. The
When you choose to join a faction, your benefits score entirety of humanity's arcane knowledge was completely
related to that faction is 1. Your benefits score increases by 1 wiped out from the Obliviation.
when you do something to promote the faction's interests or
further it's ideals. It can be hard to stand out in a faction, so The most common of spells were forgotten, experienced
your benefits score increases only when you accomplish a mages forgot their arcane abilities; many driven made
significant goal, make a significant sacrifice in the faction's through reinitiation. Only recently have academics begun to
service, or otherwise when the GM sees fit. develop new magical processes, leading to a divide between
two ideological groups of arcanists: Traditionalists, who
As a general rule, you can expect to increase your benefits believe the traditional forms of magic should be promoted
score by 1 during most sessions of play, assuming that you and maintained; and Mavericks, who advocate the
are working to promote your faction's interests. The GM development of Technomagic, aka Magitech, -- the merging
decides the amount of any increase or decrease, but a single of magic and technology.
act typically changes your benefits score by only 1 point in
either direction unless your action is very significant. Distinguishing Features
When your benefits score crosses certain thresholds — 3, The school is located in an expansive 640 acre demiplane
10, 25, and 50 — you gain a benefit detailed in the sections created in the days before the Obliviation. Yates
describing the faction's membership. If your benefits score rediscovered the demiplane amongst the remnants of
exceeds and then falls below one of those thresholds, you various magical workings and chose to place the school
lose the benefit you gained at the higher tier. there as a means of keeping it separate from any
geographic and political disputes.
CHAPTER 2. FACTIONS AND SOCIETIES
15
The institute can be accessed from anywhere in the world, The school wishes to send an expedition into the Hollow
provided you know the ritual spell necessary to open an Earth to explore and study the world below the surface. The
entryway to the plane. Cryptid Alliance has been hesitant to allow anyone from the
Creatures and Objects can enter the demiplane from surface to enter the world below as the region is highly
numerous entryways, but will always exit from the original dangerous and riddled with magical wonders and
entrance used to enter the demiplane. monstrosities.
NPLeaOwtrTiosEn:IsnS"sesteeitcutthtieoenoAfocMfaTdaeCgmiocEyalgfAororrutwspa(LpyasIMttrooAnf)u. irnthtehref"leGsrhouoput the
Current Goals Figures of Interest
Driven to free his fellow man from their enchantment, Yates This section describes some notable members of LIMA's
founded the school in hopes of learning how to safely reverse faculty.
the effects of the Amnesium. Despite it's initial intentions,
LIMA's research focus has shifted over the centuries from the Professor Linwood Rollins, PhD.,
research of humanity's possible reinitiation, to the study of (Magical History)
magical reality itself. The Arcanists and Mages at LIMA are
at the forefront of probing the fundamental structure and Lawful good, male human
processes of magical reality. While most of the school's staff Professor Linwood Rollins, PhD., is the 2nd oldest of LIMA's
are meticulous and careful in their research, some are less so faculty members and the current Head of the Department of
-- pursuing their studies with reckless abandon. Magical History. In his later years (60-80 years old) Linwood
Relationships is a paragon of scholastic wizardry; he uses the mage stat
The Screeching Herald often criticizes the school and its block. A staunch Traditionalist, Linwood dislikes any
staff. While the Herald does provide some legitimate proposals of change to the status quo. His prim and proper
critiques of the school's actions the media outlet's continuous appearance perfectly suits his overall lack of a sense of
criticisms are often the result of the editor-in-chief's political humor, and he takes a meticulous, borderline obsessive,
motivations. approach to his studies.
CHAPTER 2. FACTIONS AND SOCIETIES Goals. Reverse the tampering to the Wellspring and bring
humanity back into the Masquerade; humiliate his rival, the
16 editor-in-chief of the Screeching Herald, Agustin Mannfolk;
recover any long lost magical items.
Professor Bjorn Perkins, PhD., Enrollment
(Cryptozoology) Characters enrolled in the Lewis Institute of Magical Arts
may receive some benefits from their studies.
Chaotic neutral, male nephilim (aasimar)
The newest and youngest of LIMA's faculty, Bjorn Perkins Benefits of Enrollment
heads the Department of Cryptozoology. Unlike his fellow
staff members, Bjorn has a strong impulse to wander, travel, LIMA is the most respected institution of magical studies on
and explore the world. Highly intelligent but easily distracted, the planet. Those accepted as students of the school gain
his wanderlust often leads him into easily avoidable hazards. certain benefits from enrollment. You gain the following
Bjorn is a druid and uses the druid stat block, with the traits.
exception that he is not proficient in perception and is able to
speak an additional three languages. He is a traditionalist, Arcane Initiate.
You learn one cantrip of your choice from
believing that magic is a natural process and that merging it the wizard spell list.
with technology may distance magic further from the natural
world. Full-Time Student. Your arcane abilities improve as your
scholastic aptitude increases. You gain the following traits
Goals. Discover a creature no one has ever seen before; when you reach the specified aptitude score.
join an expedition into the Hollow Earth; restore druidic
culture to its former glory. Intelligence is your spellcasting ability for any spell that you
cast through these traits.
Chancellor Riverstone
Earning and Losing Benefits
Chaotic neutral, golem
When you're older than most countries, novelty can be hard You increase your benefits score at LIMA when you
to find. Intrigued by the mystery of what caused the accomplish certain acts or services such as these:
Obliviation, Chancellor Riverstone initially joined LIMA as its
first Chair of Alchemical Studies -- over time becoming the Studying your curriculum.
institution's longest serving chancellor. Initially constructed Participating in school-sponsored activities.
as an assitant to a long-dead egyptian cleric, they still remain Researching and reporting on magical items or creatures.
driven by the chem placed inside their head. The chem, a slip Your enrollment score at LIMA decreases if you begin to
of paper containing a holy phrase that gives them life and tarnish the institution's reputation through acts such as these:
purpose, drives them to assist those in scholarly pursuits. Fighting with other students or faculty.
Riverstone uses the clay golem stat block and has 5 levels of Failing any tests or exams.
artificer (alchemist).
LIMA Freshman
While Chancellor Riverstone may be the oldest of the
faculty, they are far from a traditionalist. A maverick at heart, Benefits 3+ Enrollment trait
Riverstone has created the Department of Technomagic Choose one 1st-level spell to learn from the wizard spell list.
hoping to bring about a new era of arcane study. Using this trait, you can cast the spell once at its lowest level,
and you must finish a long rest before you can cast it in this
Goals. Assist LIMA staff and students in their arcane way again. You can also cast the spell using any spell slots
studies; solve the mystery of what or who caused the you have of the appropriate level.
Obliviation; advocate for the advancement of technomagic.
LIMA Sophmore
Professor Rosie Hastings, (Technomagic)
Benefits 10+ Enrollment trait
Neutral good, female human
Choose one 3rd-level spell to learn from the wizard spell list.
Michelle Rodriguez (Fast and Furious) type The spell must be from the same school of magic as the spell
likes to know how things work you first learned with your LIMA Freshman trait. Using this
very direct trait, you can cast the spell once at its lowest level, and you
races magitech vehicles in her spare time. Keeps it a must finish a long rest before you can cast it in this way
secret from the other faculty members again. You can also cast the spell using any spell slots you
Artificer have of the appropriate level.
Maverick
Goals. LIMA Junior
create the perfect magitech vehicle
win an artificer competition Benefits 25+ Enrollment trait
Choose one 5th-level spell to learn from the wizard spell list.
The spell must be from the same school of magic as the spell
you first learned with your LIMA Freshman trait. Using this
trait, you can cast the spell once at its lowest level, and you
must finish a long rest before you can cast it in this way
again. You can also cast the spell using any spell slots you
have of the appropriate level.
LIMA Senior
Benefits 50+ Enrollment trait
You can increase your Intelligence score by 2, as well as
increasing your maximum for the chosen score by 2.
CHAPTER 2. FACTIONS AND SOCIETIES
17
Black Irons Current Goals
Each member of the Black Irons has their own reason for
Total Members: ~5,000
joinging the organization, but the goals of the Black Iron's
Scope: National
Board of Directors has remained the same since the
Base of Operations: Las Vegas
company's founding -- gain control over the lives of mortals;
Focus: Acquiring power
grow their influence far and wide; garner as much power as
Rivals: Safewell Corporation, Unseelie/Seelie Courts possible.
Relationships
The creation of a small collective of cunning lesser devils, the The Safewell Corporation actively seeks to weed any
Black Irons is an network of hired workers contracted into members of the Black Irons out of their organization
tempting other mortals into contracts on their fiendish boss' considering them to be another form of corporate espioage.
behalf. The Black Iron's Board of Directors seeks to build it's
power and influence in the world through the reach of it's Figures of Interest
members. Simple contracts: service for service; the fiends The Board of Directors of the Black Irons consists of a small
gain influence through the cosmic bindings of their infernal group of lesser devils and demons such as imps, spined
contracts. devils, and quasits. They still carry their place in the
hierarchy of the Nine Hells, but their position in the hierarchy
A typical Black Iron member with a large number of of the Black Irons gives them considerable power all of their
downline contractees is supposedly capable of considerable own. A figure like the Chair of the Board may look like the
fortune, favor, or power, determined by the terms of their own average imp but will have a degree of power comparable to a
infernal contract, which can be made with either an actual greater devil such as a pit fiend, erinyes, horned devil, or ice
devil, or a fellow Black Iron higher up in the contractual devil.
hierarchy.
Zazramaug, (Chair of the Board)
For every infernal contract a Black Iron creates, they
receive a commission, i.e., a small portion of power granted Lawful evil, male imp
from their infernal bosses. Typically, a Black Iron member is Zazramaug, a cool-headed and scrupulous imp, presides over
also incentivized to recruit others into joining the the Board of Directors. He sets the Boards main goals and
organization's fiendish chain of contractual obligation. The determines their overall agenda. Under his direction the
temptation of greater wealth, power, and favor in return for Board has seen a recent growth in the factions reach and
the perpetuation and growth of the organization often draws power.
a considerable number of unsuspecting members into the
ranks of the Black Irons. Early contracts will often begin with Lilistabuel, (Vice Chair)
easier tasks and become more demanding as the promise of
reward grows larger. Lawful evil, female spined devil
acting chair of the board when the presiding chair is
The Board is contractually bound to complete a member's absent, or the position is vacant.
contract, and in return the Black Iron member can be called assists chair of the board in their duties.
upon to complete a comparable service, usually, at an oversees committee operations.
opportune time for the Board. The organization has grown
considerably in recent times with the advent of social media Dov, (Board Secretary)
and online influencers.
Phrases. Black Irons members often use these phrases: Neutral evil, male quasit
assures distribution of the board agenda to board
Do you feel underpaid? members.
Have you ever thought about being your own boss? provides any relevant documents and information for
I have an exciting business opportunity for you! agenda items.
Beliefs. The Black Irons' beliefs can be summarized as keeps documents and notes
follows: holds other board members accountable to their duties.
Success is only a few downline contractees away.
Debt is power, and an indebted person, at the right time, Morama, (Treasurer)
can be worth a fortune.
A sucker is born every minute. Lawful evil, female imp
reconciles accounts and produces pact statements.
N"thGOerToBuElap:cSPkeaIetrrotohnness."CsreimctiinoanloSfyTnCdiocEatfeogrrwouaypsptaotrfuornthinerthfleesh out ensures all documents are filed and completed on time.
serves as Chief Pact Officer to the Board (CPO).
assists in preparing annual budget.
reviews annual audit and presents it to the board.
CHAPTER 2. FACTIONS AND SOCIETIES
18
Membership You also gain advantage on Charisma (Intimidation) checks
Player characters who join the Black Irons may receive some when interacting with other Black Iron members of your rank
benefits for inducting more members into the organization. or lower.
Benefits of Membership Honorary Executive
The Board incentivizes those who prove their corporate Benefits +50 Membership trait
loyalty. For joining the Black Irons you gain the following You can increase your Intelligence or Charisma score by 2, as
traits. well as increasing your maximum for the chosen score by 2.
Fiendish Fortune. Your can call on the Board to twist the
fates in your favor. When you make an ability check or a
saving throw, you can use this trait to add a d6 to your roll.
You can do so after seeing the initial roll but before any of the
roll's effects occur.
Once you use this trait, you can't use it again until you
finish a short or long rest.
Infernal Minion. Your corporate benefits increase as your
gain favor with the Board. You gain the following traits when
you reach the specified benefits score.
Earning and Losing Benefits
You increase your benefits score in the Black Irons when you
expand the organization’s influence in the world in a concrete
way through acts such as these:
Recruiting a new member into the organization.
Meeting your new member quota (GM discretion).
Improving the reputation of the Black Irons.
Your benefits score in the Black Irons decreases if you
diminish the Black Irons influence in the world, contradict
their ideals, or tarnish their reputation through acts such as
these:
Aiding a member in leaving the organization.
Not meeting your new member quota (GM discretion).
Tarnishing the reputation of the Black Irons.
Associate
Benefits +3 Membership trait
You have proven yourself a promising member of the Black
Irons. You can call on the Board's favor to cast find familiar
as a ritual with this trait. A familiar summoned in this way is
always an imp. Once you cast this spell with this trait, you
can’t cast that spell with it again until you finish a long rest.
Supervisor
Benefits +10 Membership trait
You can call on the Board's favor to cast flock of familiars.
with this trait. Once you cast the spell with this trait, you can't
cast the spell with it again until you finish a long rest. Any
familiars summoned in this way are always imps.
You also gain advantage on Charisma (Persuasion) checks
when interacting with other Black Iron members of your rank
or lower.
Manager
Benefits +25 Membership trait
The pressure of corporate expectations and responsibilities
has given you focus. You have advantage on saving throws
against being charmed or frightened. However, you have
disadvantage on saving throws against being charmed or
frightened by Board Members.
The Screeching Herald
THE SCREECHING HERALD IS A NEWS SOURCE MADE
ESPECIALLY FOR THE CITIZENS OF THE
MASQUERADE. IT IS AN INSTITUTION THAT SERVES
TO INFORM THE COMMUNITY OF ITS OWN GOINGS-
ON. IT IS A VALUABLE RESOURCE FOR THOSE
WITHIN THE COMMUNITY AS IT PROVIDES A SENSE
OF COMMUNITY FOR COMMUNITIES AFFECTED BY
THE MASQUERADE.
A parody of the Weekly World News, a supermarket
newspaper tabloid.
Total Members: ~500
Scope: National
Base of Operations: New York
Focus: Knowledge Distribution & Entertainment
Rivals: Lewis Institute of Magical Arts (LIMA), Safewell
Corporation, Cryptid Alliance
The Screeching Herald was establshed nearly 80 years ago
in the wake of World War II, and was made as a dedicated
news source for citizens of the Masquerade. The Herald was
once well-regarded within the community -- featuring hard-
hitting investigative journalism, humanoid interest stories,
Masquerade politics, and a deviously good crossword section.
The Herald today is a shadow of what it once was. Gossip
rag, multi media news outlet, opnion fueled, and biased.
The Herald is always looking for new journalists to fill
space in-between ad copy. Some of these new recruits may be
able to restore the paper to its former glory, or even take it to
new heights.
NsHeOecrtTaioEldn:. SofeTeCthoeEGfourildwagyrosutop fpuarttrhoenr ifnletshheo"uGtrtohuepSPcaretreocnhsi"ng
Goals
Relationships
Figures of Interest
Agustin MannFolk, (Editor-in-Chief)
Lawful neutral, male satyr
Scarlett Jaspers, (Reporter)
Neutral good, female half-elf
Scarlett's desire to root out the truth has lead her to join
the Screeching Herald as an investigative reporter. She
hopes to redeem the media outlet's reputation as a shoddy
tabloid that ran outlandish and gossipy stories.
Skip Whittle, (Photographer)
Lawful neutral, male human
Skip is a non-initiated human. He doesn't even realize
most of the things he reports on are magical. Skip is
incredibly unobservant.
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
g
g
g
Internship
Benefits +3 Membership trait
You have proven yourself a p
Contributor
Writer
Journalist
Faction Writing Tips The newspaper started over 80 years old. Started in the 40s,
but was bought out by Agustin in the 70s-80s. Turned into a
Main Purpose of the Faction: tabloid for the Masquerade and has printed stories ever
since. It has died down in the early 2000-2010s when it was
to interpret news and politics at its most gossipy. Agustin attempted to expand the
to inform, educate, and entertain the supernatural public newspaper into radio, television, and online but is still
of the Masquerade running it into the ground. The media outlet is hiring (after
sell advertisements most all of the staff quit) and needs people who will
investigate story leads, interview people, and report on the
People who make up faction: events of the community. Some of the new staff are trying to
clean up the reputation of the outlet and make it a
Journalists, Reporters, and Columnists - people who stick trustworthy and reputable news source, but have their work
their nose where it doesn't belong. people who try and tell the cut out for them.
public the truth.
Secrecy or in the open:
journalists - research and write stories for newspapers.
Local, regional or national news. Typically write for the This faction exists in the open
news, sports or arts and culture section of a newspaper.
They also cover live events, such as political rallies, to help Public's impression of the faction:
them write their stories.
reporter - perform research and write articles based on The public doesn't really trust the Screeching Herald, but
findings. They receive assignments from their editor or does find the stories entertaining. But it is far from taken
follow their own leads. Verify and analyze newsworthy info seriously.
and abide by journalistic ethics.
columnists - write opinion pieces for newspaper. Can Relationship with other factions:
cover a specific subject or a variety of topics. How much reach does this faction have:
editors - rewrite and edit articles and determine which
stories to print. The faction used to be further reaching but now does not
photographers - capture images for features or other have the capabilities to be as global as it once was. The
stories. internet has made it global but it does not have a physical
presence outside of the city it is located in.
Faction Symbol:
Few Resources:
A screaming banshee
refer to TCoE Group Patron: Guild for more ideas for
6 Core Principles of the Faction: possible resources
1. Truthfulness How do new members join:
2. Accuracy
3. Objectivity The media outlet is always looking for new unpaid interns
4. Impartiality
5. Fairness Initiation Process?
6. Public Accountability
This faction breaks all of these core principles. The stories No
are often either completely fabricated or embellished. They
often push a viewpoint or view. They take a side. They target Rivals, Enemies, Antagonists?
individuals or groups to sell more ads/papers. They write
what sells. And they write their stories despite public The media outlet has some people who dislike it but would
disapproval or outcry. only have true enemies or rivals if it were to start printing
actual news that stepped on toes or changed minds
Structure of Leadership
Associated with a Deity?
1. Editor-in-chief: Agustin Mannfolk
2. Other Editors No. Any sane god would not want to associate themselves
3. Journalists, Reporters, Columnists with the media outlet.
4. Photographers
5. Interns
How old is the faction:
CHAPTER 2. FACTIONS AND SOCIETIES
22
Peripheral Division
A CROSS BETWEEN THE X-FILES & THE MEN IN
BLACK
A division of the Federal Bureau of Investigation tasked
with investigating cases involving members of the
Masquerade community. The Peripheral Division investigates
the cases on the edge of the mainstream, the ones in view but
just out of sight. Blindspot cases.
Total Members: ~
Scope: National
Base of Operations: Any major American city
Focus: Investigating cases of a paranormal nature
Rivals: Cryptid Alliance, Lewis Institute of Magical Arts
(LIMA),
HsNeOecrtTaioEldn:. SofeTeCthoeEGfourildwagyrosutop fpuarttrhoenr ifnletshheo"uGtrtohuepSPcaretreocnhsi"ng
Goals
Relationships
Figures of Interest
gg
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
g
g
g
Internship
Benefits +3 Membership trait
You have proven yourself a p
Contributor
Writer
Journalist
CHAPTER 2. FACTIONS AND SOCIETIES
23
Safewell Corporation
A CORPORATE BEHEMOTH RUN BY A FAMILY OF
REPTOIDS. THEY HAVE THEIR HANDS IN COUNTLESS
MONETARY AND POLITICAL PURSUITS.
Total Members: ~100,000
Scope: Global
Base of Operations: The City of Angels,
Focus: Power Acquisition (Monetary & Political)
Rivals: Black Irons, Seelie/Unseelie Courts,
tN"hGOerToSuEapf:eSPweaeetlrltohCneos"rCpsroeimrcatiitnoioannlo.SfyTnCdiocEatfeogrrwouaypsptaotrfuornthinerthfleesh out
Goals
gg
Relationships
gg
Figures of Interest
gg
Aston Martin Safewell
Chaotic neutral, male reptoid
black sheep of the safewell family
disowned
owner and operator of Treasure's Chest strip club.
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
g
g
g
Internship
Benefits +3 Membership trait
You have proven yourself a p
Contributor
Writer
Journalist
CHAPTER 2. FACTIONS AND SOCIETIES
24
The Seelie/Unseelie Courts
THE SEELIE AND UNSEELIE COURTS ARE RELICS OF
A BY-GONE ERA. THE RULERS OF THE COURTS, KING
OBERRON AND QUEEN TITANIA, RESPECTIVELY, ARE
AGES OLD AND DO NOT ADAPT TO CURRENT TIMES
AS THE SHORTER-LIVED SUBJECST. MANY OF THE
ELVES AND OTHER FEY BEINGS ARE SOMEWHAT
OLD-FASHIONED. THEY RARELY INTERACT WITH THE
MODERN WORLD AND CHOOSE TO USE
INTERMEDIARIES (YOUNG SERVANTS) RATHER THAN
ADAPT.
Total Members: ~
Scope: Global
Base of Operations:
Focus:
Rivals:
PSNaeOterTloiEen/:sUS"nesseeectethliioeenAConofcuTierCtnsot.EBefoinrgwgaryosutpopfuatrrtohnerinflethshe o"Gutrothuep
Goals
Relationships
Figures of Interest
gg
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
g
g
g
Internship
Benefits +3 Membership trait
You have proven yourself a p
Contributor
Writer
Journalist
CHAPTER 2. FACTIONS AND SOCIETIES
25
The Assembly of the
Masquerade
Total Members: ~
Scope: Global
Base of Operations:
Focus:
Rivals:
Goals
Relationships
Figures of Interest
gg
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
g
g
g
Internship
Benefits +3 Membership trait
You have proven yourself a p
Contributor
Writer
Journalist
CHAPTER 2. FACTIONS AND SOCIETIES
26
Illuminati Internship
A SECRET RELIGIOUS ORDER ATTEMPTING TO Benefits +3 Membership trait
CONTROL THE WORLD THROUGH THE You have proven yourself a p
MANIPULATION OF WORLD EVENTS TO BRING ABOUT
THE END TIMES. THEY BEGAN AS A PURELY MORTAL Contributor
GROUP BUT SOME MEMBERS HAVE STUMBLED Writer
UPON SOME MORE MAGICAL OR ELDRITCH Journalist
ELEMENTS WHICH MAY SOON NOT ONLY THREATEN
THE MUNDANE WORLD, BUT ALSO THE CHAPTER 2. FACTIONS AND SOCIETIES
MASQUERADE.
ATTEMPTING TO BRING AN ELDRITCH HORROR
INTO THE WORLD
Acquisition and destruction of anything magical or relating
to magic. They wish to rid the world of magic. They will use
magic to do so but primarily employ technology.
Largely consisting of humans who have survived Initiation.
This society believes the Obliviation was an attack on
Humanity by the supernatural community and strives to bring
an end to magic all together. They want to "even the playing
field" and destory that which gives the supernatural world
protection and power over humanity.
Total Members: ~
Scope: National
Base of Operations:
Focus:
Rivals:
NPIllaOutmrToEinn:saS"ties.eectthioenRoefliTgiCoouEs Oforrdweragysrotuopfuprathtreornfliensthheou"tGtrhoeup
Goals
Relationships
Figures of Interest
gg
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
g
g
g
27
The Cryptid Alliance Your benefits score in the Screeching Herald decreases if
you...... through acts such as these:
THE CRYPTID ALLIANCE IS AN ORGANIZATION OF
VARIOUS CRYPTID FAMILIES THROUGHOUT THE g
AMERICAS. EACH FAMILY HAS THEIR DEMARCATED g
AREA WHICH THEY CONTROL FIERCELY. TENSIONS g
EXIST BETWEEN FAMILIES AND THEIR MEMBERS AS
ALL TRY TO AVOID BRINGING ATTENTION TO Internship
THEMSELVES LEST THE MUNDANE ELEMENTS OF
THE WORLD SEEK THEM OUT AND DESTROY THEM. Benefits +3 Membership trait
You have proven yourself a p
THEY ARE PLAYING A DANGEROUS GAME OF HIDE-
AND-SEEK AS THE AMNESIUM DOES NOT PROTECT Contributor
THEM AS STRONGLY AS OTHER MEMBERS OF THE Writer
MASQUERADE. Journalist
THE FAMILIES ARE SIMILAR TO NOBLE FAMILIES,
WITH TITLES, POSITIONS, ETIQUETTE, AND MORE.
NOBLE HOUSES WITH A GREAT DEAL OF IN-
FIGHTING AND DOUBLE DEALING.
Total Members: ~
Scope: Global
Base of Operations:
Focus:
Rivals:
CPNarOytrTpotEnid:sS"AeslleeiactnthicoeenAso.rifsTtoCcorEatfgorrowupaypsattorofnuritnhethrefl"eGshroouupt the
Goals
Mutually assured self-preservation. drawing attention to
themselves could mean death so they censure themselves,
choosing to remain hidden and out of sight.
Relationships
Figures of Interest
NOTABLE RACES INCLUDE:
CHUPACABRA
MOTHMEN
REPTOID
SASQUATCH
YETI
Employment
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media
outlet.
Benefits of Employement
sdfsd. dsfd
sfd. sfasd
Earning and Losing Benefits
You increase your benefits score in the Screeching Herald
when........ through acts such as these:
g
g
g
CHAPTER 2. FACTIONS AND SOCIETIES
28
The King g Ou
g
Total Members: ~
29
Scope: Local
Internship
Base of Operations: Sin City
Focus: Benefits +3 Membership trait
Rivals: You have proven yourself a p
KPNaiOntrTgo.En:sS" eseectthioenSoofvTerCeoigEnfgorrowuapypsattorofunritnhethrefle"Gshroouupt The Contributor
Writer
Goals Journalist
Hotel name is Eastport. Basically the Westgate, but not
copyright. Random NPC Names
Relationships Memorable NPC name advice:
Figures of Interest 1. Alliteration:
The King Exa: Holly Hastings
2. Homage:
Lawful evil, male human
Exa: Stephanie King (steven king)
Dominic "Dom" Dominguez (Kingsman) 3. Hinting Names:
Lawful neutral, male human
gg Exa: Darth Vader ("dark father")
An iconic water fountain show located in front of a main
First Names
casino on the Strip. The fountains also host a collection of
domesticated and docile water elementals owned by Sterling Trip
"The King" Kingsley. Celestino
Aston
The King of Las Vegas, Sterling "The King" Kingsley, a Rip
half-elf bard of immense power rules the entertainment Rosie
industry in the city as a tyrannical gangster and cultural Lester
tastemaker. His patronage can make or break a performer's Obie
career in the city. Divine
Uma
An iconic Sin City hotel and casino, Eastport holds a Holly
significant place in the city's history. Eastport hosted an Anastasia
incredible run of consecutive sold-out shows by Sterling "The Naomi
King" Kingsley, a world renowned half-elf bard who publically Johanna
faked his death decades ago. Out of the public eye, Kingsley Flavio
still holds court as one of the most influential figures in Sin Ileana
City. Chipper
Employment Last Names
Player characters who join the Screeching Herald may
receive some benefits for their contributions to the media Slautterback
outlet. Mannfolk
Champ
Benefits of Employement Pitcher
Fink
sdfsd. dsfd Boone
sfd. sfasd Chapman
Hastings
Earning and Losing Benefits Solomon
Edge
You increase your benefits score in the Screeching Herald Freestone
when........ through acts such as these: Jack
Riverstone
g Hurtado
g Fuchs
g Amick
Your benefits score in the Screeching Herald decreases if Solatorio
you...... through acts such as these: Luca
g Schwiesow
Macias
CHAPTER 2. FACTIONS AND SOCIETIES
Chapter 3.
THE MASQUERADE CHRONICLE
FILLER TEXT FILLER TEXT FILLER TEXT History
filler text filler text filler text filler text filler text The settlement was founded in 1905 as a stopover on the
filler text filler text filler text filler text filler text railroad that connected Los Angeles and Salt Lake City.
filler text filler text filler text filler text filler text Urbanization started off in 1931 when construction began
filler text filler text filler text filler text filler text on the Boulder Dam. Mafia interests built the early
filler text filler text filler text filler text filler text theaters and casinos to attract and entertain dam workers.
filler text filler text filler text filler text The first atomic bomb was detonated at a nearby testing
-- Attributed to ____ site in 1951.
In 1966, an eccentric financier takes over many well-
Cities of the Masquerade known casinos and hotels shifting the city away from
organized crime. The city becomes more cosmopolitan as
While the Masquerade is an international community, player a result.
characters will most often begin their adventures on the Beginning in the 1980s, the city experiences a period of
continent of North America. Although humans make up a rapid growth leading to an expansion of several new
majority of the population of the continent, it is also home to casinos, hotels, and nightclubs. This marks the beginning
a wide range of peoples and cultures. This chapter provides of the megaresort era.
an overview of North America, and a brief outline of the The city experienced an economic downturn in the mid to
world. It also focuses on what you need to know to create late 2000s. The city has recovered in recent years with the
characters and NPCs from several North American cities. investment of new interest groups seeking to gain
influence in the city.
The continent is covered in a vast network of roads
connecting nearly every city and town. Major cities are Current Events
connected by road and rail. Every major city also features an The Seelie and Unseelie Courts have begun a joint
airport. This is the fastest way to travel between cities, but is venture into running their own fey-themed casino: The
also the most expensive. Wonderland. This endeavor has angered other powers in
the city, threatened by the new fey presence.
Sin City Several monstrosities have rampaged through the city.
There are rumors someone has been selling these
Population: ~3,000,000 (97% humans, 3% other)
creatures as exotic pets to unsuspecting mundane buyers
Government: Council-Manager system. (6 elected Council unable to control them.
Members, the Mayor, and the City Manager).
Defense: Las Vegas City God
Interesting Details
Commerce: Gambling, Nightlife, Entertainment, Tourism, The Wonderland is a new casino run and operated by fey
Shopping, Fine Dining
beings. The Seelie/Unseelie Courts took over the last
Organizations: Black Irons, Safewell Corporation, casino and have crafted the casino to be a portal into a
Unseelie/Seelie Courts, The King well-controlled section of the feywild.
Treasure's Chest is a popular Las Vegas strip club run and
operated by Aston Martin Safewell. Aston is the black
Situated in an arid and inhospitable desert, Sin City stands sheep of the Safewell family; a Reptiod family of
as a bastion of entertainment and more, attracting millions of successful industry magnates who run the Safewell
travelers annually. With its lavish mega-casinos and resorts, Corporation, one of the largest and most unethical
entertainment extravaganzas, wild nightlife, high-end corporations in the world.
shopping, and fine dining, the city boasts a collection of
glamorous attractions that are sure to dazzle any traveler. CHAPTER 3. THE MACSHQRUOENRIACDLEE
31
The King of Las Vegas, Sterling "The King" Kingsley, a
half-elf bard of immense power rules the entertainment
industry in the city as a tyrannical gangster and cultural
tastemaker. His patronage can make or break a
performer's career in the city.
The Goddess Lady Luck, claims Las Vegas as one of her
temples; a bastion of gambling and chance. The casinos
pay a tithe to keep in her good graces as any casino
without her blessing is certainly doomed to fail.
Attractions and Sites
Sin City is an oasis of sin and pleasure located in a dry,
expansive, desert waste; and one of several entertainment
capitals of the world. Some of the city's attractions and sites
are listed below:
The Strip
A four mile long stretch of road that runs through the heart of
the city. The Strip is renowned for its high concentration of
resort hotels and casinos. Every day hundreds of thousands
of people navigate the Strip moving between attractions.
Fremont Street
A pedestrian mall and historical attraction, Fremont Street
occupies five city blocks and hosts a variety of attractions
such as three outdoor concert stages, several casinos,
numerous bars, and a medley of bizarre to extraordinary
street performers.
The Fountains
An iconic water fountain show located in front of a main
casino on the Strip. The fountains also host a collection of
domesticated and docile water elementals owned by the
goddess Fortuna aka Lady Luck.
Eastport
An iconic Sin City hotel and casino, Eastport holds a
significant place in the city's history. Eastport hosted an
incredible run of consecutive sold-out shows by Sterling "The
King" Kingsley, a world renowned half-elf bard who publically
faked his death decades ago. Out of the public eye, Kingsley
still holds court as one of the most influential figures in Sin
City.
The Wonderland
The Wonderland is a relatively new resort and casino to the
Strip. The resorts biggest draw is it's newest nightclub:
Faebles.
Treasure's Chest
A popular Las Vegas strip club. Known for it's exotic
atmosphere and even more exotic dancers. Owned and
operated by Aston Martin Safewell.
CCHHRAPOTNEICRL3E. THE MASQUERADE
32
The Big Apple
Population: ~8,500,000 (95% humans, 5% other)
Government:
Defense: New York City City God
Commerce:
Organizations: Black Irons, Safewell Corporation,
Unseelie/Seelie Courts, LIMA, Screeching Herald,
Flavor text
History
something
Current Events
something
Interesting Details
something
Attractions and Sites
something
CHAPTER 3. THE MACSHQRUOENRIACDLEE
33
The City of Angels
Population: ~4,000,000 (96% humans, 4% other)
Government:
Defense:
Commerce:
Organizations: Black Irons, Safewell Corporation,
Unseelie/Seelie Courts, LIMA, Screeching Herald,
Flavor text
History
something
Current Events
something
Interesting Details
something
Attractions and Sites
something
The Tar Pits
Covers entrance to land of dinosaurs. Hollow Earth entrance
Vamp
vampire nightclub
Whimseyland / Whimsey Studios
parody Disneyland / Disney Studios
CCHHARPOTNEICRL3E. THE MASQUERADE
34
The Great White North
History
something
Current Events
something
Interesting Details
something
Attractions and Sites
something
CHAPTER 3. THE MACSHQRUOENRIACDLEE
35
The Windy City
History
something
Current Events
something
Interesting Details
something
Attractions and Sites
Flavor text
Bigby Field
something
Capon Airport
something
CCHHARPOTNEICRL3E. THE MASQUERADE
36
Native American - Arizona near Cedar Creek, and also in
the Grand Canyon.
Near Mississippi River are caverns
History
something
Current Events
something
Interesting Details
The deep subterranean ocean. Riddled with electrical
storms and ancient aquatic monstrosities.
Lit by electrically charged gases near the ceiling of the
caverns.
Also lit by bioluminescient moss and other flora.
Gigantic living mushrooms and petrified forests litter a
rocky coastline.
Vast tropical forests heated by thermal vents. Large
prehistoric beasts lurk in these environs.
Attractions and Sites
something
The Hollow Earth
A vast network of underground tunnels and caverns that
connect various domains under the earths surface.
The Hollow Earth also features vast ancient forests
brimming with alien monstrosities, prehistoric beasts, and
countless animal species that have long been thought extinct.
Considered the last frontier on earth.
Dangerous dangerous place.
few venture further than the middle layer. Most everything
occurs on the upper layer. The lowest layer remains to be
explored fully.
many of the cryptid races are thought to have reemerged
from the hollow earth
INTENDED AS A MORE CLASSICAL ADVENTURE
SETTING. HIGH SEAS, DANGEROUS JUNGLES,
FANTASTICAL BEASTS AND PEOPLE, MAGICAL
PLANTS, ELDRITCH BEINGS.
Entrances
Entrances into the Hollow Earth exist all over the world. They
are often guarded by the Cryptid Band. Many cultures give
reference to these entrances.
Greece. Entrance to the Underworld ruled by Hades
Ojinaga (Mexico). Obukula is the cavern entrance.
CHAPTER 3. THE MACSHQRUOENRIACDLEE
37
Three Layers peaceful race and civilization. Seeking simple need
The Hollow Earth is split into 3 distinct cavern systems. meeting desires. Some have been known to grow curious
and venture into the caverns above. Some have even
Upper Caverns ventured to the surface thought it is often regarded as a
myth.
The Upper Caverns consist of the first few miles under the
Earth's surface. The entrances from the surface to the Upper
Caverns are heavily guarded and hidden from the mundane
world as to prevent infiltration and preserve the Cryptid
Alliance's way of life. 80% of the sapient population of the
Hollows exists in this layer of the cavern. Sanctuary for less
hostile, trainable monstorus creatures as well.
Cryptid Cities
Cities composed of cryptid races. Some intermingle races.
Cities more in-tune with environment. Outward comms are
limited by the Earth itself and the cryptid's way of life. They
serve to protect the caverns from outside harm.
Middle Caverns
The Middle Caverns lie betweem 3 to 10 miles beneath the
earth's surface. These caverns are less tame than the upper
caverns. Dwarfs and Gnomes, as well as some Cryptids and
Myconids occupy this level.
The Lidenbrock Sea
An expansive ocean contained in the Hollow Earth. It
connects several different caverns from various places on the
surface. It is possible for a traveler entering a cavern in North
America to emerge from a cavern in South America, or even
from a cavern in Western Europe.
Morlocks, such as Dwarfs and Gnomes, roam the
Lidenbrock Sea in great war ships. They fight over dominion
of the waters, trading routes, food sources. PIRATE
ADVENTURES
Jungles
Vast jungles line the rocky coastlines and land masses
between pathways in this section. Great beasts, long believed
extinct, roam these layers, thriving in the jungles of the
caverns, surviving thanks to the uniquely magical ceiling
gases that illuminate the caverns and provide a source of
"sunlight".
Lower Caverns
The lowest level of caverns, which extend beyond the 10 mile
marker from the surface to unfathomable depths.
Myconid Civilizations
No lights
no spoken language
vast networks of myconid "cities". Large populations that
roam the caverns feeding on the natural decay.
walking through a myconid city is a unique experience few
have ever known, and fewer still would like to repeat. Pure
darkness, faint pops, whistles, and wheezes from their
bodies fill the stale oxygen-deprived air, Myconids are
telepathic leaving their bustling cities unsettlingly quiet.
CCHHARPOTNEICRL3E. THE MASQUERADE
38
Chapter 4.
CHARACTER CREATION
Special Talents
Morlock; subterranean races that live throughout the
Most modern adventurers have some special talent that sets
them apart from the average person. Often this talent is a caverns of the Hollow Earth: atlanteans, dwarfs, gnomes,
natural aptitude, but can also come from practice and hard myconids, reptoids, and therians.
work. Some adventurers might even be gifted this talent from
a deity or other such beings. Mundane; humans, the only race in this category, are the
most prosperous and abundant of the world's races. Their
A character in the Masquerade begins with one special explosive growth in population and power is believed by
talent chosen from the following list. Work with your GM to some to have been the catalyst for the Obliviation.
determine where your character's talent came from.
Optional Player Race Selection
You gain one feat of your choice from the list below. This Some races are rarer than others, and rolling for player race
list suggests fifteen feats from the PHB, TCoE, and XGtE, but options can better reflect the racial demographics of the
you can choose any feat your GM allows: world of the Masquerade.
Actor Alert Athlete Roll 1d100 to determine your race options. You can choose
Chef Gunner Healer to play any race of a number equal to or lower than the
Inspiring Leader Keen Mind Linguist number you roll.
Mobile Observant Prodigy
Sharpshooter Skill Expert Skilled Races of the Masquerade
d100 Race
1 - 50 Mundane
Races of the Masquerade 51 - 70 Fey
71 - 80 Divine
Humanoids of all shapes and sizes exist throughout the
hidden world of the Masquerade. Presented in alphabetical 81 - 90 Cryptid
order, the playable races in this section all have some 91 - 100 Morlock
presence within the communities recent history.
Prominent Races
The races of the Masquerade are split into 5 categories
denoting their origin -- geographical or otherwise:
Cryptid; chupacabra, mothmen, sasquatch (firbolg), yeti
(goliath), and rodentia are some of the oldest earthly races to
have settled in the Americas.
Divine; cambion (tiefling), golems, nephilim, and nypmhs
gain their origins from some divine source.
Fey; bogeymen (bugbear), centaur, elves, fairies, goblins,
half-elves, and satyr came to this realm long ago. They have
established themselves as a considerable force; carving out
their own niche in the world.
CHAPTER 4. CHARACTER OPTIONS
40
Creating Your Character
At 1st level, you choose whether your character is a member
of the human race or of a supernatural race. Included with
each race option is a suggested Ability Score Increase trait,
which exists to reinforce an archetype of that race.
If you'd like your character to not conform to that
archetype, you may ignore the suggested Ability Score
Increase trait and assign any ability score increase you gain
in your race or subrace to an ability score of your choice. If
you gain more than one increase, you can't apply those
increases to the same ability score, and you can't increase a
score above 20. You can choose to increase one score by 2
and increase a different score by 1, or increase three different
scores by 1.
Atlantean (Triton)
Flavor description text.
Flavor description text.
Flavor description text.
Flavor description text.
Atlanteans live in the seas of the Hollow Earth. Atlantis was
banished to the Hollows long ago by an angry god.
Atlantean Traits
An atlantean character has the following racial traits.
Ability Score Increase. Increase three different ability
scores of your choice by 1.
Age. Atlanteans reach maturity around age 16 and can live up
to 150 years.
Size. Atlanteans are slightly shorter than humans, averaging
about 5 feet tall. Your size is Medium.
Speed. Your walking speed is 30 feet, and you have a
swimming speed equal to your walking speed.
Amphibious. You can breathe air and water.
Control Air and Water. You can cast fog cloud with this trait.
Starting at 3rd level, you can cast gust of wind with this trait.
Starting at 5th level, you can also cast the water walk spell
with it. Once you cast any of these spells with this trait, you
can’t cast that spell with it again until you finish a long rest.
You can also cast these spells using any spell slots you have
of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
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 darkness, only shades of gray.
Emissary of the Sea. You can communicate simple ideas to
any Beasts, Elemental, or Monstrosity that has a swimming
speed. It can understand your words, though you have no
special ability to understand it in return.
Guardians of the Depths. Adapted to frigid ocean depths,
you have resistance to cold damage.
Languages. You can speak, read, and write one Mundane
language of your choice and Undercommon.
CHAPTER 4. CHARACTER OPTIONS
41
Bogeyman (Bugbear) Bogeyman Traits
A bogeyman character has the following racial traits.
Nightmarish creatures of folklore and legend, Bogeymen are Ability Score Increase. Your Strength score increases by 2,
a frightening race of fey humanoid rarely seen in broad and your Dexterity score increases by 1.
daylight. Great hairy bear-like creatures with unnaturally Creature Type. You are a Humanoid. You are also considered
elongated limbs, the visage of a Bogeyman can evoke intense a goblinoid for any prerequisite or effect that requires you to
terror in those caught unprepared. With their preternatural be a goblinoid.
stealth and disturbing appearance, Bogeymen prefer to Age. The typical lifespan of a bogeymen is about a century.
operate at night, scavenging a living for themselves in Size. Bogeymen are between 6 and 8 feet tall and weigh
whatever way they can find. between 250 and 350 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws you
make to avoid or end the charmed condition on yourself.
Long-Limbed. When you make a melee attack on your turn,
your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Sneaky. You are proficient in the Stealth skill. In addition,
without squeezing, you can move through and stop in a space
large enough for a Small creature.
Surprise Attack. If you hit a creature with an attack roll, the
creature takes an extra 2d6 damage if it hasn't taken a turn
yet in the current combat.
Languages. You can speak, read, and write one Mundane
language of your choice and Sylvan.
Cambion (Tiefling)
With the blood of the Nine Hells running through their veins,
cambion are often met with stares and whispers by those
able to see their fiendish true forms.
Cambion Traits
A cambion character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2.
Age. The typical lifespan of a cambion is about a century.
Size. Cambion are about the same size and build as humans.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. 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.
Languages. You can speak, read, and write one Mundane
language of your choice and Infernal.
CHAPTER 4. CHARACTER OPTIONS
42
Centaur Chupacabra
A rare race of half-horse, half-fey humanoid from the Scavengers, outcasts, wily, and nomadic.
Feywilds. Sharing an affinity for the natural world some
centaur choose to live either in Sasquatch communities in Chupacabra Traits
the forests, or in their own communities in the open plains of A chupacabra character has the following racial traits.
the American Mid-West. Contemplative and studious, centaur Ability Score Increase. Your Dexterity score increases by 2.
usually focus on passion projects, working to pursue some Age. Chupacabra reach adulthood at the age of 5 and can live
personal venture or feat. Those who cannot percieve a to well over 100 years but rarely do so.
centaur's true form will often remark at the curious presence Size. Chupacabra are between 2 and 3 feet tall and weigh
of the person on a horse, or the out-of-place sound of hooves between 25 and 35 pounds. Your size is Small.
clopping. Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as
This race uses Centaur traits and stats (Source: if it were bright light, and in darkness as if it were dim light.
MP:MotM). You can't discern color in darkness, only shades of gray.
Bite. You have a fanged maw which you can use to make
unarmed strikes. When you hit with it, the strike deals 1d6 +
your Strength modifier piercing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Bloodthirst. You can drain blood and life energy from a
willing creature, or one that is grappled by you, incapacitated,
or restrained. With your fanged maw, make a melee attack
against the target. If you hit, you deal 1 piercing damage and
1d6 necrotic damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken,
and you regain hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Feast of Blood. When you drain blood with your Bloodthirst
ability, you experience a surge of vitality. Your speed
increases by 10 feet, and you gain advantage on Strength and
Dexterity checks and saving throws for 1 minute.
Unsettling Shriek. As a bonus action, you let out an
unsettling shriek at your enemies within 10 feet of you. Until
the start of your next turn, you and your allies have advantage
on attack rolls against any of those enemies who could hear
the shriek. You can use this trait a number of times equal to
your proficiency bonus, and you regain all expended uses
when you finish a long rest.
Languages. You can speak, read, and write one Mundane
language of your choice and Rodentia.
CHAPTER 4. CHARACTER OPTIONS
43
Dwarf Elf Subrace
At the GM's discretion, players have access to the city elf
Flavor text. live throughout the hollow earth subrace described below, in addition to the elf subraces in the
This race uses Dwarf traits and stats (Source: PHB). PHB.
Dwarf Subrace City Elf
At the GM's discretion, players have access to the dwarf
subraces included in the PHB (Hill & Mountain) and Your heritage as an urban-dwelling elf grants you a number of
MP:MotM (Dueregar). traits. Compared to their high elven brothers, city elves tend
to apply their intellect towards street-smarts and maintaining
Elf a low-profile rather than towards the arcane arts.
Ability Score Increase. Your Intelligence score increases by
Elves are a magical people of otherworldly grace and 1.
ethereal beauty. Beings from the Feywild, elves adore art and Agile Climber. You have a climbing speed of 30 feet. You
artistry, music and poetry, and the many luxuries of modern can't use your climbing speed while you wear medium or
life. Living for over 700 years, elves typically accrue great heavy armor. (If your campaign uses the variant rule for
knowledge and wealth over the centuries, affording them a encumbrance, you can't use your climbing speed if you are
comfortable place in high society. The oldest elf families of encumbered.)
this world give new meaning to the term "old money". Urban Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in urban terrain such as crowds,
Elf Traits smoke, structures, and other urban features.
An elf character has the following racial traits.
Multilingual. You can speak, read, and write two extra
Ability Score Increase.
Your Dexterity score increases by 2.
languages of your choice.
Age.
Although elves reach physical maturity at about the
same age as humans, the elven understanding of adulthood PLACE IMAGE OF CITY ELF HERE
goes beyond physical growth to encompass worldly
experience. An elf typically claims adulthood and an adult
name around the age of 100 and can live to be 750 years old.
Size.
Elves 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.
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 darkness, only shades of gray.
Keen Senses.
You have proficiency in the Perception skill.
Fey Ancestry.
You have advantage on saving throws against
being charmed, and magic can’t put you to sleep.
Trance.
Elves don’t need to sleep. Instead, they meditate
deeply, remaining semiconscious, for 4 hours a day. While
meditating, you can dream after a fashion; such dreams are
actually mental exercises that have become reflexive through
years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Languages.
You can speak, read, and write one language of
your choice and Elvish.
CHAPTER 4. CHARACTER OPTIONS
44
Fairy Moth
An enchanted race of raw fey magic, the fairies of the Ability Score Increase. Your Wisdom score increases by 1.
Feywilds are playful and mischevious creatures that adore Darkvision. You can see in dim light within 60 feet of you as
playing tricks and pranks on others. What they lack in size, if it were bright light, and in darkness as if it were dim light.
fairies certainly make up for in personality.
You can’t discern color in darkness, only shades of gray.
Hidden Step. As a bonus action, you can magically turn
Fairy Traits invisible until the start of your next turn or until you attack,
A fairy character has the following racial traits.
make a damage roll, or force someone to make a saving
Ability Score Increase. Your Dexterity score increases by 2.
throw. Once you use this trait, you can't use it again until you
Age. Fairies reach maturity at the same age as humans and finish a short or long rest.
can live to be as old as 1000 years old.
Size. Fairies are a diminutive race ranging in size from 6
inches to 2 feet tall. Your size is Tiny.
Speed. Your base walking speed is 20 feet.
Flight. You have a flying speed of 30 feet. To use this speed,
you can’t be wearing medium or heavy armor.
Fey. Your creature type is Fey.
Swiftness. You are naturally swift and difficult to hit. While
you are not wearing armor, your AC is 13 + your Dexterity
modifier. A shield's benefits apply as normal.
Languages. You can speak, read, and write one Mundane
language of your choice and Sylvan.
Fairy Subrace
At the GM's discretion, players have access to the fairy
subraces described below.
Beetle
Ability Score Increase. Your Constitution score increases by
1.
Beetle's Carapace. Your hit point maximum increases by 1,
and it increases by 1 every time you gain a level.
Titan's Build. You have advantage on Strength-based ability
checks and Strength saving throws. In addition, you count as
one size larger when determining your carrying capacity and
the weight you can push, drag, or lift.
Butterfly
Ability Score Increase. Your Charisma score increases by 1.
Pixie Dust. Once you reach 3rd level, you can cast the
Levitate spell without expending a spell slot. Once you reach
5th level, you can also cast the Fly spell as a 3rd-level spell
without expending a spell slot. You must finish a long rest to
cast these spells again with this trait. You can also cast either
of these spells using any spell slots you have. Your
spellcasting ability for these spells is your choice of
Intelligence, Wisdom, or Charisma.
Dragonfly
Ability Score Increase. Your Strength score increases by 1.
Agile Flight. Your flying speed increases to 40 feet.
Tiny Fury. The damage dice for attacks you make with tiny
weapons increase by one size (e.g., 1d6 to 1d8), and attacks
you make with tiny weapons do not deal 1d4 less damage.
CHAPTER 4. CHARACTER OPTIONS
45
Gnome Goblin
Gnomes live throughout the hollow earth, alongside Gobble gobble flavor text
myconids and dwarfs.
Goblin Traits
This race uses Gnome traits and stats (Source: PHB). Ability Score Increase. Your Dexterity score increases by 2,
and your Constitution score increases by 1.
Gnome Subrace Age. The typical lifespan of a goblin is about a century, but
At the GM's discretion, players have access to the gnome few ever reach old age.
subraces included in the PHB (Forest & Rock) and MP:MotM Size. Goblins are between 3 and 4 feet tall and weigh
(Svirfneblin). between 40 and 80 pounds. Your size is Small.
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 darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws you
make to avoid or end the charmed condition on yourself.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to the
creature. The extra damage equals your level. You can use
this trait a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
Nimble Escape. You can take the Disengage or Hide action
as a bonus action on each of your turns.
Languages. You can speak, read, and write one Mundane
language of your choice and Sylvan.
CHAPTER 4. CHARACTER OPTIONS
46
Golem (Warforged) d8 Origin
1 You were brought to life by a child's wish.
Golems are artificial beings crafted of inanimate matter, 2 The love of your creator ignited a spark within you.
endowed with life by magic. Crafting a golem is considered a 3 You were brought to life by a wish on a falling star.
lost art, even a forbidden one by some cultures, but it is not a 4 A god crafted you to serve them.
dead one. A golem can be made of various materials; a 5 You are the trapped soul of a once living being.
modern golem may even be made of materials such as iron or 6 A magical item was placed on you bringing you to life.
plastic, as the ritual process typically only requires a 7 You acquired sentience naturally.
moldable, inanimate matter. 8 You were polymorphed into your constructed form.
Golem Traits Golem History
A golem character has the following racial traits.
Ability Score Increase. Increase one ability score by 2 and d8 Story
increase a different one by 1, or increase three different 1 Your creator gave you autonomy and urged you to
ability scores by 1.
Age. A golem can be any number of years old. Some of the follow your dreams.
oldest known golems date back hundreds of years. Rumors 2 Your creator died, leaving you to fend for yourself.
exist of those dating back thousands. The maximum lifespan 3 A temporary malfunction caused you to harm your
of a golem remains unknown. You are immune to magical
aging effects.
creator, and you fled rather than face reprisal.
Size. Your size is Medium. 4 A glitch caused you to forget your original
Speed. Your base walking speed is 30 feet.
Constructed Resilience. You were created to have programming. You don’t remember who made you or
remarkable fortitude. You have resistance to poison
damage where you came from.
and immunity to disease. You also have advantage
on saving 5 You were stolen from your creator and long to return
throws against being poisoned, and resistance to poison to them.
damage. In addition, you don’t need to eat, drink, or breathe.
6 You didn’t like how you were being treated by your
Sentry’s Rest. When you take a long rest, you spend at
least creator, so you ran away from home.
6 hours in an inactive, motionless state, instead of
sleeping. 7 Your creator built you to complete a special mission.
In this state, you appear inert, but you aren’t
unconscious.
8 You felt trapped in the role for which you were built
Integrated Protection. Your body has built-in defensive and abandoned your creator, determined to find a
layers, which can be enhanced with armor. greater purpose.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency.
To don armor, you must incorporate it into your body over
the course of 1 hour, during which you must remain in
contact with the armor. To doff armor, you must spend 1
hour removing it. You can rest while donning or doffing
armor in this way.
While you live, your armor can't be removed from your
body against your will.
Specialized Design. You gain two tool proficiencies of your
choice.
Languages. You can speak, read, and write two languages of
your choice.
Built Different
You are more than just an object. A special set of
circumstances lead to your unique creation and set you on
your path. The Golem Origins table suggests a few ways your
Golem character may have come to be, and the Golem
History table suggests several events that lead you to
adventure.
Golem Origins
CHAPTER 4. CHARACTER OPTIONS
47
Half-Elf Mothman Traits
A mothman character has the following racial traits.
Scions of elves and humans, half-elves walk the line between Ability Score Increase. Your Dexterity score increases by 2,
two worlds, while belonging to neither. Combining the and your Wisdom score increases by 1.
ethereal glamour of the elves and the grounded sensibility of Age. The typical lifespan of a mothman is about a century.
most humans, Half-elves often struggle with their personal Size.
Mothmen are about 7 feet tall. They have lanky,
identity. The clashing customs and beliefs of two very lightweight bodies that weigh between 100 and 120 pounds.
different cultures weigh heavily on the shoulders of half-elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
This race uses Half-elf traits and stats (Source: PHB). Flight. Because of your wings, you have a flying speed equal
to your walking speed. You can't use this flying speed if you're
Human wearing medium or heavy armor.
Superior Darkvision. You can see in dim light within 120
Humans are the most prolific and prosperous of the races, feet of you as if it were bright light, and in darkness as if it
and are often regarded by the other races as being were dim light. Your glowing red eyes make your darkvision
astonishingly adaptable and ambitious. Empire builders and unusual: everything you see in darkness is in a shade of red.
wildly innovate, humans are apex predators, pioneers, Sunlight Sensitivity. You have disadvantage on attack rolls
scoundrels, prey, and dreamers. and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to
Humans, in general, are unable to see though the perceive is in direct sunlight.
Amnesium, an arcane veil of magic that hides and disguises Frightful Gaze. As a bonus action, your eyes become a
the strange and mysterious beings who walk among them. piercing red void brimming with dread. One creature of your
The few humans who can see through the Amnesium may choice within 30 feet of you that can see you must succeed on
have garnered this ability through an exotic lineage in their a Wisdom saving throw or become frightened of you until the
bloodline, through some otherworldly influence, exposure to end of your next turn. The DC of the save equals 8 + your
an unknown cosmic force, or through meddlings with proficiency bonus + your Charisma modifier. You can use this
eldritch and arcane arts. trait a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
This race uses Human traits and stats (Source: PHB). Talons. You have talons that you can use to make unarmed
strikes. When you hit with them, the strike deals 1d6 + your
Mothman Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
As mysterious as they are disquieting, mothmen are a sparse Languages.
You can speak, read, and write one Mundane
race of large, humanoid people with massive scaly wings and language of your choice, Undercommon, and one other
bright-red glowing eyes. They often stand between 6 to 7 feet language of your choice.
tall with a 10-foot wing span; their heads resting too close to
their furry grey torsos.
CHAPTER 4. CHARACTER OPTIONS
48
Myconid
Myconid Flavor and Background text
Myconid Traits
A myconid character has the following racial traits.
Ability Score Increase.
Your Wisdom score increases by 2,
and your Constitution score increases by 1.
Age. The average myconid reachs maturity at 3 years old and
can live to be 50 years old, however, some rare individuals
have been known to live to be 100 years old.
Size.
Myconids come in a variety of sizes and shapes, but
usually range in height from 2 to 6 feet tall. Your size is Small
or Medium (your choice).
Speed.
Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120
feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
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.
Fungi/Plant.
For mechanical purposes, your creature type is
Plant.
Languages.
You can read and write Undercommon, and one
other language of your choice.
Fungal Speech. You cannot speak, but you can make sounds
from specialized growths on your body allowing you to
provide the verbal component of spells.
Psychic Rapport. You can communicate telepathically to any
creature within 60 feet of you. A creature understands you
only if you share a language. Your communication doesn't
give a creature the ability to respond to you telepathically.
Cantrip. You know the mind sliver cantrip. Intelligence,
Wisdom, or Charisma is your spellcasting ability for this spell
when you cast it with this trait (choose when you select this
race).
Pacifying Spores.
As an action, you can eject a cloud of
spores intended to suppress strong emotions in a group of
people. Each humanoid in a 20-foot-radius sphere centered
on yourself must make a Charisma saving throw; a creature
can choose to fail this saving throw if it wishes. If a creature
fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed
or frightened. When this effect ends, any suppressed effect
resumes, provided that its duration has not expired in the
meantime.
Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by a spell
or if it witnesses any of its friends being harmed. When the
effect ends, the creature becomes hostile again, unless the
GM rules otherwise.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Hold Breath. You can hold your breath for up to 1 hour at a
time. Myconids require oxygen to live, but are able to survive
in low oxygen environments longer than other creatures.
CHAPTER 4. CHARACTER OPTIONS
49
Nephilim (Aasimar) Nymph Subrace
At the GM's discretion, players have access to the nymph
Children of angels, nephilim bear within their souls the light subraces described below.
of the heavens. With this light they journey throughout the
world as strident foes of evil; righting wrongs and trying to Aurae
bring some semblance of law and good to a chaotic and
unforgiving world. Free-willed and confident, Aurae are living spirits of
whirlwinds, gusts, breezes, and gales. Though Aurae are
Each nephilim is born with a purpose: to serve as a usually gentle and pleasant, their tempers can turn
champion of all that is good, receiving visions and guidance tempestuous as the most violent of stormy winds.
from their celestial progenitors through dreams and visions.
As an aurae, you have the following traits.
While many aasimar willingly take up the responsibilities Fleet of Foot. Your base walking speed increases to 35 feet.
bestowed upon them, some have wandered from their path, Unending Breath. You can hold your breath indefinitely
choosing instead to ignore the dreams of their bloodline and while you’re not incapacitated.
take up less than angelic pursuits. Mingle with the Wind. You know the gust cantrip. Starting
at 3rd level, you can cast the feather fall spell with this trait,
Nephilim tend to embrace the lighter aspects of this world, without requiring a material component. Starting at 5th level,
becoming nurses, philanthropists, first-responders, and you can also cast the fly spell with this trait, without requiring
everyday saints. a material component. Once you cast feather fall or fly with
this trait, you can't cast that spell with it again until you finish
This race uses Aasimar traits and stats (Source: PHB). a long rest. You can also cast either of those spells using any
spell slots you have of the appropriate level.
Nymph
Intelligence, Wisdom, or Charisma is your spellcasting
Divine servants that inhabit unspoiled corners of the world, ability for these spells when you cast them with this trait
nymphs protect places of natural power and infuse their (choose when you select this race).
surroundings with the magic of the earth. Some are
benevolent and aid those who live off the land, while others
embody violent aspects of nature. In either case, nymphs
generally avoid other sapient creatures, preferring to mind
the cycles of nature, the daily interplay of wild animals, or
other cosmic forces. Occasionally, though, groups of the
same kind of nymphs congregate in a place of natural power
or beauty. In times of special need, deities tied to facets of
nature might employ nymphs as messengers, guardians, or
scouts.
Nymph Traits
A nymph character has the following racial traits.
Ability Score Increase.
Increase one ability score by 2, and
increase a different one by 1, or increase three different
scores by 1.
Age.
Nymphs reach adulthood in their late teens. They do not
age physically and can live to be over 1000 years old.
Size.
Nymphs come in a variety of sizes but are generally
built similar to humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Creature Type.
Your creature type is Humanoid.
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 darkness, only shades of gray.
Languages.
You can speak, read, and write one Mundane
language of your choice and Primordial.
CHAPTER 4. CHARACTER OPTIONS
50