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Published by Tannis, 2021-01-31 17:49:01

Chapter 2: Races

This is a visual test

Chapter 2: Races Racial Traits
The description of each race includes racial traits that are
Avisit to any of the cities of the great nations of common to members of that race. The following entries
the world of Avatar is truly an adventure of its appear among the traits of most races.
own kind. Since the fabled colliding event, the
world of Avatar has been inhabited by more Ability Score Increase
than just your common human. With the joining
of two universes, intelligent beings of both have Every race increases one or more of a character's ability
been merged together into the same world. scores.
There is even the case where certain races were only
conceived into being after the colliding, and truly creatures Age
made of this new universe of Avatar.
The age entry notes the age when a member of the race is
Humans are, in fact, still the most common of all the races considered an adult, as well as the race's expected lifespan.
of the world. Among the common races include the stout This information can help you decide how old your character
halflings, the proud dwarves, the elegant elven races, and the is at the start of the game. You can choose any age for your
overthinking gnomes. Many of these races intermingle with character, which could provide an explanation for some of
each other, whereas some don't play well with others, such as your ability scores. For example, if you play a young or very
the seclusive, subterranean duergar or the ruthless hēi'àn old character, your age could explain a particularly low
elves. Strength or Constitution score, while advanced age could
account for a high Intelligence or Wisdom.
Some races are more exotic and less widespread than
others, such as the cursed hakuma, the ocean dwelling Alignment
vedalken and shuishēng elves, and the dragon related
kennaryn. Most races have tendencies towards alignments, described in
this entry. These are not binding for player characters, but
All these races, all these cultures are separate in nature, considering why your dwarf is chaotic, for example, in
but all reside within the same world. The coexistence of all defiance of lawful dwarf society can help you better define
these different peoples have made for many great wonders of your character.
the world, and many terrible atrocities.
Size
Choosing a Race
Characters of most races are Medium, a size category
Humans are the most common people of the Avatar world, including creatures that are roughly 4 to 8 feet tall. Members
but they live and work alongside dwarves, elves, halflings, of a few races are Small (between 2 and 4 feet tall), which
and countless other fantastic species. Your character belongs means that certain rules of the game affect them differently.
to one of these peoples. The most important of these rules is that Small characters
have trouble wielding heavy weapons.
Not every intelligent race of the multiverse is appropriate
for a player-controlled adventurer. Dwarves, elves, halflings, Speed
and humans are the most common races to produce the sort
of adventurers who make up typical parties. Hakuma, giant- Your speed determines how far you can move when traveling
kin, kennaryin, and other more exotic races are less common and fighting.
as adventurers. The hēi'àn, one of the races of elves, are also
uncommon. Languages

Your choice of race affects many different aspects of your By virtue of your race, your character can speak, read, and
character. It establishes fundamental qualities that exist write certain languages.
throughout your character's adventuring career. When
making this decision, keep in mind the kind of character you Spiritual Relations
want to play. For example, an imperion could be a good
choice for a fire bending marauder, a dwarf makes a powerful All races by one way or another, are connected to the Spirit
earth bending aegis, and a kalashtar can be a master air World. With this connection, the inhabitants of the Spirit
bending monk. World can either take a liking or disliking to a specific race.
This is explained in greater detail in the description of each
Your character race not only affects your ability scores and individual race.
traits, but also provides the cues for building your character's
story. Each race's description in this chapter includes Subraces
information to help you roleplay a character of that race,
including personality, physical appearance, features of Some races have subraces. Members of a subrace have the
society, and racial alignment tendencies. These details are traits of the parent race in addition to the traits specified for
suggestions to help you think about your character; their subrace. Relationships among subraces vary
adventures can deviate widely from the norm for their race. significantly from race to race. For example, forest gnomes
It's worthwhile to consider why your character is different, as and rock gnomes are of the same people, just with varying
a helpful way to think about your character's background and skills, but the hakuma have subraces depending on the class
personality. of their oni parent, making them distinctively different from
that of each other.

Humanshe origin of humanity was unknown. humans Variety in All Things
had no unifying creation myth. However, they Humans are the most adaptable and ambitious people among
were certainly an ancient race, having the common races. They have widely varying tastes, morals,
originated since before written records existed and customs among the various nations of the world. An
individual human might have a relatively short lifespan, but
Tand were frequently considered one of the one's customs and legacy can live for centuries and even
creator races, though they weren't known to forever. They live fully in the present, making them well
have actually created any species. More suited for the adventuring life, but also plan for the future,
confusing yet was that, while humans indeed were native to striving to leave a lasting legacy. Individually and as a group,
the material plane as a whole, they had been found on other humans are adaptable opportunists, and they stay alert to
planes such as the Spirit World, but with varying differences changing political and social dynamics.
between them.
Lasting Institutions
Some say that it was Raava that created the Human race, Where a single elf or dwarf might take on the responsibility of
and Vaatu scorns humanity in this way. At the same time this guarding a special location or powerful secret, humans found
theory makes little sense because Raava & Vaatu have never sacred orders and institutions for such purposes. A good
shown any interest or evidence in the creation of humanity example of this is the Earth Kingdom's Dai Li. A secret Earth
either way. Kingdom police that guards the people's society from
crumbling.
Even though humans are by definition the oldest of all
races to exist in the multiverse, humans are still considered Most human cities and societies are inclusive and
as one of the youngest of the common races. This is mainly accepting of most races. Human lands welcome large
due to humans having a considerably shorter life span than numbers of nonhumans compared to the proportion of
that of most other races of the Avatar universe. Perhaps it is humans who live in nonhuman kingdoms.
because of their shorter lives that they strive to achieve as
much as they can in the years they are given. Maybe this is a Exemplars of Ambition
natural trait to prove to the "elder" races that they are just as Humans who seek adventure are the most daring and
significant in the racial spectrum. ambitious members of a daring and ambitious race. They
seek to earn honor in the eyes of their fellows. Some strive
A Broad Spectrum for wealth, or maybe even power.
With their penchant for migration and adventure, humans are
more physically diverse than other common races. There is National Differences
no typical human. An individual can stand from 5 feet to a Though humans vary widely in both physical and mental
little over 6 feet tall and weigh from 125 to 250 pounds. traits, there is a common set of cultures. This leads to the
Human skin shades range from nearly black to very pale, and varying races of humans that span the great nations of the
hair colors from black to blond. Males might sport facial hair world.
that is sparse or thick. Humans reach adulthood in their late
teens and rarely live even a single century.

Human, Air Nation Skills. You gain proficiency in the History skill and one
other of your choice.
Humans of the Air Nation lean towards simple and isolated Martial Artists. Due to your rigorous lifestyles, you also
lives high in their mountain peak temples. Leading lives of gain proficiency in the Acrobatics skill.
serenity, peace, and kindness for all things and people of the Spiritual Relations. Humans of the Air Nation tend to be
world, lending help whenever and wherever they can. a more spiritual people and pursue ancient knowledge of
Humans of the Air Nation tend to have much more lithe body our world and the spirit world. You gain advantage on
types and are generally more physically athletic. charisma (persuasion) checks when dealing with spirits of
either Light or Dark Spirits. This choice depends on
Bending History which air temple or city you hail from.
Humans of the Air Nation are known to be air benders by Languages. You can speak, read, and write Common and
nature. It is not uncommon for someone of the Air Nation to one extra language of your choice. Humans typically learn
have a different affinity for bending. As for the traditions and the languages of other peoples they deal with, including
culture of the Air Nation, no individual would or ever will be obscure dialects.
shunned or seen as an outcast by the Air Nation from gaining
a different bending type. They would see that it was not their
path to become an air bender, but a different path was
determined for them.

Varying Lifestyles
Not all members of the Air Nation become air nomads. Some
reside within the local cities and villages that sit at the base
or near the various air temples. This means that not all
humans of the Air Nation must be a monk, but many tend to
follow the tenets of the air nomads.

Human Features
Ability Score Increases. Your Intelligence score is increased

by 1, and two other ability scores of your choice are
increased by 1.
Age. Humans reach adulthood in their late teens and live less
than a century.
Alignment. Humans of the Light Air temples tend towards
Lawful Good, whereas those of the Dark Air temples lead
towards Chaotic Good. Neither temples are looked down
upon by the other.
Size. Humans vary widely in height and build, from barely 5
feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.

Human, Earth Kingdom Human Features
Ability Score Increases. Your Strength score is
Humans of the Earth Kingdoms lead lives of labor, increased by 1, and two other ability scores of your choice
construction, and strength. Holding residence of the largest are increased by 1.
lands of the world, the humans of the Earth Kingdoms are Age. Humans reach adulthood in their late teens and live
said to be the molders and makers of land itself. less than a century.
Alignment. Humans of the Earth Kingdoms lead simple
The lives of these humans are more free of specific ideals. lives, where some serve in the Earth King's armies. This
Some follow strict lives of their ancient ancestors' culture, leads most to a Lawful Good or Lawful Neutral
where others follow their own life. Either way, they all live alignments.
under the rulership and protection of the Earth King of their Size. Humans vary widely in height and build, from barely
capital kingdom city, Ba Sing Se. 5 feet to well over 6 feet tall. Humans of the Earth
Kingdoms tend to be more muscular, but many vary in
Bending History size and stature just the same. Regardless of your position
Humans of the Earth Kingdoms tend towards the arts of in that range, your size is Medium.
earth bending, using it to the best of their abilities in their day Speed. Your base walking speed is 30 feet.
to day life. Using it to build buildings, deliver people across
vast distances, and of course, in the protection of the Earth Skills. You gain proficiency in the Athletics skill and one
Kingdoms and the Earth King himself. other of your choice.
Natural Builders. You gain proficiency in one artisans
Builders and Soldiers tool of your choice.
The natural lifestyles of the humans of the Earth Kingdom Spiritual Relations. Humans of the Earth Kingdoms are
tend to include building and traveling. Finding new lands to not terribly spiritual in nature or in culture, but also don't
settle and create new city provinces of the Earth Kingdom. hold any disrespect for the spirits of the spirit world or
Others become honorable soldiers of the Earth Kingdom their affairs. You have neither advantage nor disadvantage
armies, protecting already existing and newly found on charisma (persuasion) checks when dealing with
provinces of the Earth Kingdom. spirits of all kinds.
Languages. You can speak, read, and write Common and
one extra language of your choice. Humans typically learn
the languages of other peoples they deal with, including
obscure dialects.

Human, Dune Lands Skills. You gain proficiency in the Survival skill and one
other of your choice.
Humans of the Si Wong Desert, commonly known as the Arabic Traditions. Due to your rigorous lifestyles, you
Dune Lands, are resilient natives of one of the harshest of all also gain proficiency in the Khopesh weapon and the
lands. The Dune Lands are home to the eight sovereign sleight of hand skill.
kingdoms that make up the culture and belief of the sand Spiritual Relations. Humans of the Desert kingdoms
deity, Ubtao. These kingdoms are also homes for those who only hold any real respect for the Djinn, but don't get
have left their original nations. These lands bear a distinctly much recognition for their efforts. You gain neither
different culture than that of the other nations of the world. advantage nor disadvantage on charisma (persuasion)
checks when dealing with spirits of all kinds.
Bending History Languages. You can speak, read, and write Arabic
Humans of the Dune Lands have been known to use all Common and one extra language of your choice. Humans
forms of bending, to the rarest being that of water bending. of this nation tend to learn Oriental Common so they may
Many become powerful sand, earth, and air benders to best commune with those of the rest of the world.
be able to manipulate the dunes to their will when need be.
Many who follow the cultures of the Dune Lands have come
to believe that when one receives bending powers, they are
gifted to them by the fabled Djinn of the elemental plane.

Harsh Living Conditions
Living within the Dune Lands is no simple life. It is a life of
work, survival, and skill. Living within the kingdoms of the
Dune Lands are not any worse than that of the other nations.
However, the way of life in comparison is quite different and
many who leave and explore that of other nations might feel
completely alienated from such differing societies.

Human Features
Ability Score Increases. Your Constitution score is

increased by 1, and two other ability scores of your choice
are increased by 1.
Age. Humans reach adulthood in their late teens and live less
than a century.
Alignment. Those of the Desert Kingdoms lead hard lives.
They tend toward no particular alignment. The best and
the worst are found among them.
Size. Humans vary widely in height and build, from barely 5
feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.

Human, Fire Nation Human Features
Ability Score Increases. Your Charisma score is increased
Humans of the Fire Nature lead lives of status and honor.
Most lead in service to the Fire Lord, the main ruler of the by 1, and two other ability scores of your choice are
Fire Nation as a whole. Humans of the Fire Nation also lead increased by 1.
strict lives of training and preparation of battle against their Age. Humans reach adulthood in their late teens and live less
possible enemies. The Fire Nation is said to be the nation than a century.
with the most powerful military of all nations, but this does Alignment. Humans of the Fire Nation uphold honor above
not make them any more aggressive or peaceful than that of all else, leading them towards Lawful Good alignments.
the other nations of the world. There are those, however, who either don't hold honor in
such high esteem or have lost their honor through a
Bending History dishonorable act, leading them towards Chaotic Good or
Humans of the Fire Nation are more common to become Chaotic Evil alignments.
powerful Fire Benders. The fire nation reveres the red and Size. Humans vary widely in height and build, from barely 5
gold dragons of their world and the spirit world alike, both as feet to well over 6 feet tall. Regardless of your position in
icons of the essence of fire itself... that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Honor is Life Feat. You gain a feat of your choice from the list of feats.
Honor is a virtue valued amongst all peoples, but none more Imperial Training. Most Humans of the Fire Nation take
than the humans of the Fire Nation. Their culture is heavily time in extensive combat training practices. You also gain
influenced on the basis of personal honor and glory. The proficiency in the Intimidation skill.
combat ritual known as Agni Kai is a ritual duel in the Spiritual Relations. Humans of the Fire Nation are spiritual,
contesting of each other's honor. but to a very specific degree. Rather than revere spirits as a
whole, they see dragons as powerful spirits of their own
kind. You gain advantage on charisma (persuasion) checks
when dealing with Red, Blue, or Gold Dragons.
Languages. You can speak, read, and write Common and one
extra language of your choice. Humans typically learn the
languages of other peoples they deal with, including
obscure dialects.

Human, Water Tribe Skills. You gain proficiency in the Medicine skill and one
other of your choice.
Humans of the Water Tribe lead lives of survival and spiritual People of the Land. Due to your tribal lifestyles, you also
belief. Following the guidance of their Chiefs, their Elders, gain proficiency in the Survival and Animal Handling
and their fellow tribesman. Humans of the Water Tribe are skills.
formidable warriors and great spiritual people as a whole. Spiritual Relations. Humans of the Water Tribe are a
very spiritual people and do what they can to appeal to the
Bending History spirits. You gain advantage on charisma (persuasion)
Humans of the Water Tribe are more common to become checks when dealing with water elementals.
water benders. Following the guidance of the spirit of the Languages. You can speak, read, and write Common and
moon and the spirits of the spirit world, this leads them to one extra language of your choice. Humans typically learn
believe that this is why they have been blessed with bending the languages of other peoples they deal with, including
arts at all. However, there is a universal belief amongst all obscure dialects.
members of the Water Tribe: The outlawing of blood bending.
It is seen that the use of blood bending is the use of pure and
unconditional evil, mastering the ability of torture and
puppeting.

Tundra Natives
Hailing from both the north and south poles of the world,
these humans are used to the biting cold of the ice and arctic
sea. Living off of the land and firm in cultural belief, the
Water Nation is home to some of the most adaptable people
of the human race.

Human Features
Ability Score Increases. Your Wisdom score is increased by

1, and two other ability scores of your choice are increased
by 1.
Age. Humans reach adulthood in their late teens and live less
than a century.
Alignment. Humans of the Water Tribes do what is best for
their tribe and their people, leading them towards more
Lawful alignments. There are those, however, who leave
their tribe in search for a new way, making more have a
Chaotic alignment of some kind.
Size. Humans vary widely in height and build, from barely 5
feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.

Elves lves are a people of otherworldly grace, Differing Perspectives
living in places of ethereal beauty, in the All races of elves live longer than most other races, but not all
midst of ancient forests or in silvery spires have the same lifespans as each other's kin. With the racial
glittering with faerie light, where soft music divide of the elven races, the lifespans of all elves have
differed in length. Some from living as long as 400 years, to
Edrifts through the air and gentle fragrances as ancient as 700 years.
waft on the breeze. Elves love nature and
spirit, art and artistry, music and poetry, at Exploration and Adventure
least most of them do in some way. Due to the age of the Elves take up adventuring out of wanderlust. Since they are
elven race as a whole, many racial divides have formed over so long-lived, they can enjoy centuries of exploration and
the centuries. Whether it be differing ideals, war, or just the discovery. They dislike the pace of human society, which is
fact of living a new life style, these divides have created regimented from day to day but constantly changing over
multiple diverse species of Elves. Over the centuries, there decades, so they find careers that let them travel freely and
have been nine so-called "Divides", resulting in nine species set their own pace. Elves also enjoy exercising their martial
of Elves all with varying cultures, affinities, and bending prowess or gaining greater bending power, and adventuring
histories. allows them to do so. Some might join with rebels fighting
against oppression, and others might become champions of
The Divide moral causes.
In the wake of the centuries, when the elven races divided,
they not only gained differing ideals, but also new hate. Some
Elven races have come to despise others, while some have
grown closer to others. This is made clear with the ongoing
conflict between the Tiānkōng & the Hēi'àn & the alliance of
the Yuèliàng & the Xuěling.

Otherworldly Beauty
With their unearthly grace and fine features, elves appear
hauntingly beautiful to humans and members of many other
races. All elven races vary in size and stature. Some ranging
from well under 5 feet tall to just over 6 feet tall. Some are
more slender than others of their kin, some weighing
anywhere between 100 and 145 pounds, to 200 and 260
pounds. Males and females are about the same height, and
males are only marginally heavier than females.

Mùjīnglíng Curse of the Yěmánjīng

The mùjīnglíng, or to most, the wood elves, are the most Although the mùjīnglíng overall are not openly
abundant of the elven races. The mùjīnglíng take claim of aggressive, other than when outsiders intrude on
large forests and jungles within all nations of the world. their sacred lands, there are those who have sought
These elves tend to keep to themselves, staying near the out the darker aspects of nature. Sworn against
forests, but many have been known to create profound their own kin, the yěmánjīng, also known as the
relationships with that of other kingdoms and races. As a savage elves, are mùjīnglíng that disrespect nature,
mùjīnglíng, you have keen senses and intuition, and your fleet corrupting plantlife and animals as they see fit.
feet carry you quickly and stealthily through your native
forests. Many mùjīnglíng are reclusive and distrusting of non- The yěmánjīng resemble other mùjīnglíng
elves and even other elves. physically, but they wear less civilized and
traditional clothing, turning towards the crudely
Mùjīnglíng skin tones tend to be a copperish hue, skinned pelts of animals and blighted plantlife
sometimes with traces of green. Their hair tends toward adornments. The yěmánjīng are highly aggressive
browns and black, but occasionally copper-colored or white. and often attack other creatures without warning
Their eyes are green, brown, or hazel. or explanation.

Bending History Many have speculated why the yěmánjīng have
The mùjīnglíng have been known to gain affinity in most come to be. The popular theory is that a group of
forms of bending except for the outlier of fire bending. Many mùjīnglíng druids were corrupted by the dark
develop the art of earth bending as a whole, to the extent and blood spirit, Malar the Bloodletter. Some say that
use of plant bending. Some have been known to become with his influence, he turned the yěmánjīng into
more attracted to the deeper parts of the earth, meaning the sadistic cannibals that practiced the dreaded art of
manipulation of metal and minerals. In either cases, blood bending.
mùjīnglíng tend to be more connected with nature and the
earth than most other elven races.

Kindred Spirits
The mùjīnglíng family ties transcend beyond even their own
blood. If a mùjīnglíng is in great peril or is in need of
assistance, another mùjīnglíng would never turn a blind eye
to their kin's suffering, even ready to die for one of their kin
even if they know not who they are. Unfortunately, this
cultural sentiment only reaches to that of other races very
few times, due to their instinctive distrust of others.

Hidden Woodland Realms Mùjīnglíng Features
The mùjīnglíng dwell in small forest villages and large jungle Ability Score Increases. Your Dexterity score increases by 2,
kingdoms hidden among the trees. Mùjīnglíng hunt game,
gather food, and grow vegetables, and their skill with plant and your Wisdom score by 1.
bending allows not to have to clear or plow land. This skill Age. The mùjīnglíng reach natural maturity in their late
also allows them to build their elegant cities within the trees
with great efficiency and ease. Their contact is usually teens, but are seen as adults amongst their people around
limited, though a few mùjīnglíng make a good living among the age of 30 years. Most Mùjīnglíng don't live past four
the other common races as sages and artisans of elegant centuries.
crafts. Alignment. The mùjīnglíng uphold honor and loyalty to each
other above all other ideals. Mùjīnglíng generally have an
Mùjīnglíng encountered outside their own lands are alignment of either Lawful or Chaotic Good.
commonly travelling nomads, artists, or druids on vision Size. mùjīnglíng stand at about the same height as most
quests from higher powers. Human nobles compete for the Humans, but tend to be more lithe in stature. Your size is
service of a mùjīnglíng instructor to educate their children of medium.
the world and spirits around them. Speed. Your base walking speed is 35 feet.
Darkvision. Accustomed to dark forests and the night sky,
Mùjīnglíng Names you have superior vision in dark and dim conditions. You
Mùjīnglíng are considered children until they declare can see in dim light within 60 feet of you as if it were bright
themselves adults, some time after their thirtieth birthday, light, and in darkness as if it were dim light. You can't
and before this period they are called by child names. discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against
On declaring adulthood, a mùjīnglíng must participate in a being charmed.
traditional ascension ritual. This ritual is to make their Keen Senses. You have proficiency in the Perception skill.
journey from childhood to adulthood carry great significance. Spiritual Relations. You have advantage with charisma
Upon the completion of the ceremony, a mùjīnglíng selects an (persuasion) when dealing with forest and jungle spirits.
adult name. Each mùjīnglíng's adult name is of some unique You also gain proficiency in the Nature skill.
significance to their culture. Sometimes they might take the Languages. You can speak, read, and write Oriental
names of powerful spirits of nature with added abbreviations Common and Mùjīnglíng Elvish.
and accents. Little distinction exists between male names
and female names; the groupings here reflect only general
tendencies.

In addition, as a unifying aspect of all elven races, every
mùjīnglíng bears a family name, typically a combination of
other mùjīnglíng words. Some mùjīnglíng traveling among
humans translate their family names into Oriental Common,
but others retain the elvish version.

Child Names:

Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris,
Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names:

Adran, Aelar, Aramil, Arannis, Aust, Berio, Berrian, Carric,
Enialis, Erdan, Erevan, Galinndan, Hadarai, Himo, Immeral,
Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion,
Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names:

Adrie, Althea, Anastrianna, Andraste, Antinua, Bethrynn,
Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth,
Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia

Family Names (Common Translation):

Briartwine, Gemblossom, Gemflower, Greenleaf, Greenwind,
Ironoak, Oakenheel, Riverlilly, Songscythe, Starflower,
Trueshot

Tàiyáng Strict Bending Culture

The tàiyáng, also known as the sun elves, are some of the The tàiyáng hold their tradition of natural born fire
most strict among the elven races. The tàiyáng value personal benders very close and sometimes with an iron fist.
honor above most ideals, and boast about their martial There have been many instances where certain
prowess. Those of the other elven races find them to be quite tàiyáng have developed bending types other than
condescending when it comes to physical prowess. Their fire bending. Most of the time, this doesn't hold
main competitors when it comes to combative skill is that of much ire or ridicule against them, but there are
the hēi'àn, constantly getting into fights and quarrels with no multiple occasions of sudden and mysterious
purpose other than to prove who is the better combatant. The disappearances.
tàiyáng reside on different islands within the Fire Nation,
building their grand kingdoms and cities. There is said to be a secret order of tàiyáng
firebenders who despise other tàiyáng when they
The tàiyáng as a whole are a part of the Fire Nation, but develop a different form of bending. It is also said
they still have their own cultural traditions other than that of that members of this order upon discovering this,
the nation. Many tàiyáng follow the similar customs of the will kidnap those individuals and either banish
Agni Kai, but instead of only bending, they include martial them or kill them. They believe that if they remove
combat with weaponry in their own adaptation of this the "bad chi" from the tàiyáng bloodlines, then
tradition. more and more tàiyáng would become fire
benders, as they see is the correct path.
Tàiyáng skin tones tend to be an ivory hue, sometimes with
traces of gold. Their hair tends toward the blonde spectrum, However, the entirety of the tàiyáng empire does
but occasionally gold-colored or white. Their eyes are not see this as the proper course of action. This is
generally brown or a very slight yellow tint. merely a radical group of bending descrimination.
The tàiyáng empire has been trying to weed out
Bending History this affliction to their society, but this group seems
The tàiyáng kingdom consider themselves proud members of to always be one step ahead of them and manage
the Fire Nation. Most tàiyáng gain the bending specialty & to stay hidden.
manipulation of fire. The tàiyáng are not widely known for
any other forms of bending, other than few individuals who
either receive little to no recognition or suddenly disappear
from society.

Warrior Bonds
The tàiyáng don't hold family ties as close as other races, but
when it comes to brothers in arms, there is no greater bond
to them. When a tàiyáng considers another a true friend, they
also consider them as bonded and would fight and die for
eachother.

Fortified Societies Child Names:
The tàiyáng people are known for constructing large
kingdoms and cities that can not only stand the conditions of Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris,
time, but also the rage of war. Tàiyáng cities are often built on Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
the various islands of the Fire Nation at points of great
tactical advantage if ever under siege. Generally tàiyáng cities Male Adult Naems:
will be constructed with multiple ascending rings, each
including a different part of the city. This is for the purpose of Adran, Aelar, Aramil, Arannis, Aust, Berio, Berrian, Carric,
when an enemy force takes a part of the city, then the next Enialis, Erdan, Erevan, Galinndan, Hadarai, Himo, Immeral,
tier of the city can be easily defended and barricaded from Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion,
the taken portion. Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

On the other hand, an enemy force would first have to get Female Adult Names:
onto the island before sieging the city itself. Every island that
the tàiyáng take residence on heavily fortify the coasts with Adrie, Althea, Anastrianna, Andraste, Antinua, Bethrynn,
walls that withstand warship weaponry and skirmishes, as Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth,
well as a number of catapult towers that stand on high Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
ground advantage points. If there so happens to be other Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
cities or villages that are not a part of the tàiyáng empire, they Vadania, Valanthe, Xanaphia
will still protect them as well, for they are natives of their
home as well. Family Names (Common Translation):

Tàiyáng Names TO BE ADDED
Tàiyáng are considered children until they declare themselves
adults, some time after their sixteenth birthday, and before Tàiyáng Features
this period they are called by child names. Ability Score Increases. Your Strength, Dexterity, &

On declaring adulthood, a tàiyáng must complete a trial by Charisma scores increase by 1.
combat ritual. This ritual is not unlike the Agni Kai, but Age. The tàiyáng reach natural maturity in their early teens
instead of defending your honor, you are proving that you are
worthy of having honor. Upon completing the ritual, a tàiyáng and are seen as adults as such. The average Tàiyáng could
is seen as an adult and as given the honor and respect that live a little past five centuries, but a moderate majority dies
they deserve. They also select an adult name. Each tàiyáng's far before that in honorable battle.
adult name is of some unique significance to their culture. Alignment. The tàiyáng value their honor and their loyalty to
Sometimes they might take the names of powerful spirits of the tàiyáng empire. This leads most tàiyáng to a Lawful
fire or draconic names with added abbreviations and accents. Neutral alignment, besides the few that leave the kingdom,
Little distinction exists between male names and female leading to a more Chaotic alignment.
names; the groupings here reflect only general tendencies. Size. The average tàiyáng stands between 6 to 7 feet tall and
tends to be slightly more muscular than that of the other
In addition, as a unifying aspect of all elven races, every elven races. Your size is medium.
tàiyáng bears a family name, typically a combination of other Speed. Your base walking speed is 30 feet.
tàiyáng words. Some tàiyáng traveling among humans Heat Accustomed. The majority of tàiyáng live within the
translate their family names into Oriental Common, but tàiyáng kingdoms within Fire Nation territory. They are
others retain the elvish version. accustomed to a warmer environment and thusly are
resistant to most forms of exhaustion caused by an
overheated environment.
Battle-tested. You have proficiency in the Acrobatics &
Athletics skill. You also gain proficiency in Shields and
Warblades.
Spiritual Decline. Tàiyáng don't hold the culture of spirits
with very much respect, losing most relations with them.
You have disadvantage on charisma (persuasion) checks
when dealing with spirits.
Languages. You can speak, read, and write Oriental
Common and Tàiyáng Elvish.

Yuèliàng Scorn for the Hēi'àn

The yuèliàng, well known as the moon elves, are the most As said before, the yuèliàng are generally a peaceful
spiritual of the elven races. The yuèliàng tend to lead more people overall, but they seem to have one
devout lives, learning about spirits and the spirit world as a exception for that of the hēi'àn. This type of
whole. The yuèliàng also have good relations with the disgust is exhibited due to the fact that the hēi'àn
mùjīnglíng and have regular contact with one another. Most empire are slavers of all and any peoples, and are
taking residence around coasts and seas of moving ice, they natural born blood benders.
find comfort under the guiding light of the moon on a clear
night. It is popularly perceived by the yuèliàng that they
are closer related to demons and dark spirits than
The yuèliàng people live amongst the people of the Water they are to elves as a whole. Not all yuèliàng see it
Tribes and some have powerful voices with elders and this way. Some yuèliàng have coupled with certain
leaders. There is one yuèliàng kingdom that is by definition hēi'àn who have escaped the iron grasp of their
separate from the Water Tribes, but are still closely allied own people, seeking out a new and better life.
with them. This kingdom is known as Ellmshara, and is the
center point of the yuèliàng people. With this form of hēi'àn discrimination, the
hēi'àn resistance, the group of hēi'àn who are
Yuèliàng skin tones tend to be a pale blue hue, sometimes opposing the hēi'àn empire, have been at odds
with traces of silver. Their hair tends toward the black with the yuèliàng. When the resistance sought out
spectrum, but occasionally silver-colored or white. Their eyes help from their spirit loving kin, they were denied.
generally vary in multiple shades of blue. When they sought out help once more, they began
to be attacked on sight, leading to a divide not only
Bending History between the yuèliàng and the hēi'àn empire, but
Most yuèliàng feel blessed by the greater spirits when they now also the hēi'àn resistance.
are given any form of bending, but most tend towards the
affinity of water bending. The yuèliàng, on the other hand,
appaul the use of blood bending above all other heinous acts,
seeing it as the worst form of sin.

Respectful and Strong
Those who say that the yuèliàng only have the capability of
mercy are gravely misinformed. It is true that most are
respectful and uphold mercy as a general idea, but this does
not mean that they won't fight & kill to protect others or
defend their ideals. It has been known for yuèliàng patrols
and soldiers to slay any hēi'àn on sight without mercy and
without question. Acts such as this have led to multiple
incidents that seemed to be overlooked.

Ellmshara, the Frozen Citadel Child Names:
Ellmshara is the primary kingdom of the yuèliàng people. A
massive, single city kingdom constructed of ice and pearls Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris,
sits in the center of an icy canyon. The canyon provides Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
defensible areas from three different fronts. Other than the
obvious defensive positions, Ellmshara doesn't have much in Male Adult Names:
the way of other defensive capabilities, priding themselves as
a peaceful society. Adran, Aelar, Aramil, Arannis, Aust, Berio, Berrian, Carric,
Enialis, Erdan, Erevan, Galinndan, Hadarai, Himo, Immeral,
Ellmshara often keeps open arms to those in need, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion,
providing shelter and supplies. This sentiment has often been Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
seen as hypocritical when it came to the needs of the hēi'àn
resistance. The leadership of Ellmshara had previously Female Adult Names:
ignored these accusations and denied them stating that they
were deceptive lies. Adrie, Althea, Anastrianna, Andraste, Antinua, Bethrynn,
Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth,
The leadership was found to be corrupted by the sinisters Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
forces that the Chosen had fought against in the previous Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
decades. Since then, the new leadership of Ellmshara has Vadania, Valanthe, Xanaphia
fully acknowledged these wrongs, and have taken an active
role in providing any and all who are in need, including the Family Names (Common Translation):
hēi'àn resistance.
TO BE ADDED
Yuèliàng Names
Yuèliàng are considered children until they declare Yuèliàng Features
themselves adults some time after their eighteenth birthday, Ability Score Increases. Your Wisdom score increases by 2,
and before this period they are called by child names.
and your Intelligence score by 1.
On the night of a full moon, all yuèliàng younglings who Age. The yuèliàng reach natural maturity in their mid-teens
have declared adulthood are gathered under the gaze of the
moon spirit. Upon completion of the ceremony, all yuèliàng and undergo moon ceremony to prove their adulthood.
younglings are believed to have received the moon spirit's Most yuèliàng live up to four centuries, but some
blessing, and are considered adults. They then select an adult miraculously live up to seven centuries.
name. Each yuèliàng's adult name is of some unique Alignment. The yuèliàng value the needs of their people and
significance to their culture. Sometimes they might take the respect of the spirits above most other ideals. This leads
names of powerful spirits of water or light with added them to both Lawful and Chaotic Good alignments.
abbreviations and accents. More distinction exists between Size. The yuèliàng stand at similar heights to humans,
male names and female names then that of other elven races. gaining a more lithe stature. Your size is medium.
Speed. Your base walking speed is 30 feet.
In addition, as a unifying aspect of all elven races, every Cold Accustomed. The majority of yuèliàng live in both the
yuèliàng bears a family name, typically a combination of other North and South pole, therefore are acclimated to colder
yuèliàng words. Some yuèliàng traveling among humans environments, but can still be affected by deep freezes that
translate their family names into Oriental Common, but would be deadly to most otherwise.
others retain the elvish version. Darkvision. Accustomed to the night sky, 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.
Spiritual Relations. The yuèliàng hold great respect for the
spirits of the spirit world. Your gain advantage on charisma
(persuasion) checks with most spirits of all kinds other
than that of the dark spirits.
Languages. You can speak, read, and write Common and
Yuèliàng Elvish.

Hēi'àn The Kennaryn Geniside

The hēi'àn, feared also as the dark elves, are the most The Hēi'àn Empire was responsible for the near
aggressive and hated of all elven kind. The hēi'àn take extinction of the kennaryn species, using them as
residence in decaying and twisted forests, but are widely slaves and blood sacrifices. The kennaryn have
populated within the depths of the Beneath. Cast out from since then been able to bring their people back
the elven people, the hēi'àn have built a grand empire within from the brink of destruction, with the help of
the darkness below. Worshiping the dark spirits of the spirit other races and hēi'àn renegades. The kennaryn
world, committing heinous acts against most races. There are people will have the most conflict with a hēi'àn
some that seek a new way of life, leaving the hēi'àn empire. than most anyone else. This is one of the bigger
These hēi'àn are widely known as renegades and are reasons why other elves and most other races
shunned or hunted by other hēi'àn loyal to the empire. despise the hēi'àn as a whole.

Hēi'àn skin tones are often a dark grey or rarely jet black It has been rumored that the Hēi'àn Empire still
hues. Their hair are almost exclusively white by nature. Their holds ire for the kennaryn people, and constantly
eyes are often red, purple, or lavender tinted eyes. Some hunts them down whenever it is of convenience to
hēi'àn eyes appear to be slightl;y luminescent. them.

Bending History It has also been known that certain hēi'àn and
The hēi'àn are widely known not only for their water bending, kennaryn have coupled with each other, producing
but their powerful blood bending abilities. Sacrificing others a new race of people. This species is detailed later
to satiate dark spirit and to fuel their blood bending rituals. in this chapter.
Most races would be right to hate and fear the hēi'àn. Many
hēi'àn, on the other hand, upon escaping the Beneath, leave
their blood bending arts behind and seek out a more peaceful
life among other races.

The Darkness of the Hēi'àn
The hēi'àn are universally reviled. To most, they are a race of
depraved blood benders and dark spirit worshippers dwelling
in the subterranean depths of the Beneath, emerging only on
the blackest nights to pillage and slaughter the surface
dwellers they despise. Hēi'àn grow up believing and being
taught that surface-dwelling races are inferior, worthless
except as slaves. Hēi'àn who develop a conscience or find it
necessary to cooperate with members of other races find it
hard to overcome that prejudice, especially when they are so
often on the receiving end of hatred.

Hēi'àn Society Hēi'àn Features
Hēi'àn society is depraved and preoccupied with the favor of Ability Score Increases. Your Strength score increases by 2,
dark spirits and Lolth, their spider-goddess, who sanctions
murder and the extermination of entire families as noble your Wisdom score by 1, and your Dexterity by 1.
houses vie for position. With Lolth having a personal Age. The hēi'àn reach natural maturity in their late teens and
vendetta against Corellon, her overall hatred of men have
spilt into hēi'àn society and belief. This has made hēi'àn must survive the trial known as the "Blood Pits" to be seen
society matriarchal by nature, where the women are superior and respected as adults. The average Hēi'àn doesn't live
to the men and lead in politics and religion. The men typically beyond seven centuries.
are soldiers or lords of various hēi'àn households. Alignment. The hēi'àn don't hold many values of honor other
than loyalty to their own Hēi'àn House. Most tend towards
Hēi'àn Names a Lawful or Chaotic Evil alignment. Some on the other
Hēi'àn are considered children until they declare themselves hand, leave the society to seek a better life, leading to more
adults some time after their twentieth birthday, and before Neutral or even Good alignments.
this period they are called by child names. Size. Hēi'àn can stand between 5 to 7 feet tall and are quite
muscular among the elven races. Your size is medium.
Upon declaring themselves adults, young male and female Speed. Your base walking speed is 35 feet.
hēi'àn undergo different rituals to become adults. Male hēi'àn Superior Darkvision. Accustomed to dark forests and deep
undergo a trial by combat. A group of young hēi'àn males with caves, you have superior vision in dark and dim conditions.
be pinned against each other. They all fight to the death and You can see in dim light within 120 feet of you as if it were
the final standing hēi'àn has earned the privilege of being an bright light, and in darkness as if it were dim light. You
adult and are often put into the service of female hēi'àn who can't discern color in darkness, only shades of gray.
has been declared an adult. Female hēi'àn undergo a Sunlight Sensitivity. You are accustomed to the darkness of
ritualistic blood ceremony, where they are thought to receive the Beneath. You have disadvantage against creatures that
the blessing of Lolth and have become adults and are gifted are standing in direct sunlight or bright light.
with a newly adulted male hēi'àn. War Ready. You have proficiency in Breastplates, Shields,
and Warblades.
Both male and female hēi'àn then select an adult name. Dark Spiritual Relations. You have advantage with
Each hēi'àn's adult name is of some unique significance to charisma (persuasion) when dealing with dark spirits, but
their culture. Males often have names related to ancient and you have disadvantage when dealing with most other
powerful warriors of their culture, whereas the females spirits.
receive names related to powerful dark spirits and other Languages. You can speak, read, and write Undercommon
significant female figures of their culture. and Hēi'àn Elvish.

In addition, as a unifying aspect of all elven races, every
hēi'àn bears a family name. Hēi'àn often bear names that are
related to the hēi'àn house they hail from. Hēi'àn who have
left the empire and the depths of the Beneath often take a
different family name, in an attempt to separate themselves
from their heritage.

Child Names:

Gwyz, Hurz, Imra, Jhul, Nul, Sol, Szo, Thirr, Uli, Vel, Xul, Zes,
Zil, Zres

Male Adult Names:

Berion, Bruherd, Filrak, Golyn, Gwyrini'th, Hadrogh,
Hurzroos, Iymmorlin, Jelimar, Kalankoth, Korak, K'yorl,
Molvayas, Naerth, Nazlar, Ornaryn, Rhylantar, Sornryn,
Spirraen, Tolorogh, Uhlsdar, Urlhrys, Vesvdax

Female Adult Names:

Alyza, Arduthrae, Baeriia, Banida, Elvanlene, Elvraema,
Ereldia, Faerue, Felyndiira, Halthara, Ilharess, Jhangara,
Jyslara, Maliara, Neerryna, Nilae, Nulda, Shyndreza, Sinjra,
T'risstree, Talice, Viconia, Vierjra, Xunae, Yasre, Yasdra

Family Names:

Arabval, Blaeraulur, Dhalmabar, Dym, Hond, Keteeryl,
Lueltiom, Melmtor, Myarn, Rrostarr, Torth, Yril'Lysaen,
Zaultar, Zaurahel

Shuishēng Aquatic Life

The shuishēng, commonly called the sea elves, are the most Although the shuishēng people lived in the seas,
seclusive of all elven kind. The shuishēng kingdom resides in isolated from those who live on land, this does not
the depths of the sea, away from most other societies. They mean they are without their troubles and quarrels.
preferred to remain hidden from the world as a whole, but
after the events that transpired surrounding the Chosen, they The shuishēng are constantly at war with the
were forced to take action to defend the world that they live ocean dwelling creatures called the sahuagin. The
in, revealing themselves for the greater good. Although they sahuagin are shark-like humanoids, some with four
wished to stay hidden, the shuishēng have found that the arms, who constantly attack shuishēng and other
"dry-landers" are more like them than not, and have happily marine life in service to evil elementals and dark
rejoined the world as their own neutral people. spirits.

Shuishēng skin tones are often a sea blue hue, sometimes Another ocean dwelling neighbor of the
with tints of green. Their hair comes in colors of black, white, shuishēng are the vedalken. The vedalken live in
and seaweed green. Shuishēng eyes vary in shades of blue, undersea domed cities. Though the shuishēng are
black, and a dark green tint. not in constant conflict with the vedalken
sovereignty, they are not allied either, and often
Bending History have minor conflicts on land and objects of value
The shuishēng are exclusively known for water bending. It found within the depths of the sea.
has never been known for a shuishēng to have an affinity to
that of any other kind of bending technique, though there
have been rumors of some earth and even air benders here
and there. Due to the conditions they live in, no shuishēng is
capable of fire bending, no matter the circumstances.

Sea Natives
The shuishēng fell in love with the wild beauty of the ocean in
the earliest days of the multiverse. When the elven divided
began, the sea elves navigated the deepest currents and
explored the waters across the depths of the ocean of all
continents. Today, they form hidden communities in the
ocean shallows, deep seas, and the great ocean of the
elemental plane.

Shuishēng Sea Kingdoms Shuishēng Features
Shuishēng build grand cities under the sea. Many shuishēng Ability Score Increases. Your Wisdom score increases by 3,
kingdoms reside in the shallows of larger islands, in the deep
depths of the farthest seas, and very few reside within your Constitution score by 1, but your Charisma score is
trenches that delve deep beneath the sea floor. The shuishēng decreased by 2.
people often have no need for defenses due to the likelihood Age. The shuishēng reach maturity in their pre-teens and are
of dry landers delving so deep is next to none. When they are considered adults in their culture by their mid-teens. Most
attacked by sahuagin, they often have proper weapon training Shuishēng live a little past two & a half centuries.
and marine life allies. Alignment. The shuishēng don't care for many of the ideals
of the "dry-landers" and typically stand at a Neutral
Some of the largest of the shuishēng kingdoms even have alignment. Some have been known to turn to the darkness
dragon turtles that have taken residence within shuishēng and the light, gaining Evil & Good alignments.
territory. This can lead to two outcomes: The dragon turtle Size. The average shuishēng stands at the same height as
destroys the shuishēng kingdom in favor of taking the land most humans and have a very similar stature. Your size is
for itself, or the dragon turtle will help protect the shuishēng medium.
if provided a lair near the main city and is given hunting Speed. Your base walking speed is 25 feet, and you have a
rights within their lands for survival. swimming speed of 45 feet. If you gain training or an ability
that also gives you a swimming speed, it is added to your
Shuishēng Names current base.
Shuishēng are considered children until they declare Darkvision. Accustomed to the dark depths of the sea, you
themselves adults some time after their tenth birthday, and have superior vision in dark and dim conditions. You can
before this period they are called by child names. 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
Upon declaring adulthood, the shuishēng automatically discern color in darkness, only shades of gray.
perceive a youngling as an adult. The shuishēng, unlike the Sunlight Sensitivity. You are accustomed to the depth of the
other elven races, have no specific ritual or ceremony for ocean. You have disadvantage against creatures that are
becoming an adult. Instead, they have the ideal that if a standing in direct sunlight or bright light.
youngling believes themself to be an adult, then that means Born to the Sea. You have advantage on all attacks & saves
that they are entrusted with the responsibilities of a while in the water.
shuishēng adult. This kind of idealism can lead to the idea Breath of the Sea. Due to the centuries they have spent in
that young shuishēng won't prematurely consider themsel;ves the sea, the shuishēng have lost the ability to breathe air
adults if they aren't ready to take responsibility for their and have traded it for breathing water. Though, over the
actions. centuries, certain dragon turtles of the deep seas have
given the knowledge to crafting mystical amulets that allow
Shuishēng then select an adult name. Each shuishēng's a shuishēng to breathe on land. The only catch is if the
adult name is not necessarily unique to their culture, in favor amulet is removed, any shuishēng on land will start to
of young shuishēng being able to choose whichever name suffocate if they don't reach the water. If your amulet is
they see fit to call themselves. Little distinction exists broken or lost, you can spend an hour to draw spiritual
between male names and female names; the groupings here energy into a new amulet.
reflect only general tendencies. Spiritual Relations. You have advantage with charisma
(persuasion) when dealing with water elementals.
Also unlike most of their elven kin, the shuishēng don't Languages. You can speak, read, and write Common and
bear family names. They generally bear their child name Shuishēng Elvish.
when a child, then replace it with their single adult name.

Child Names:

Casz, Ell, Eshar, Eyln, Huro, Jaehr, Lil, Limn, Llar, Neo, Ovah,
Po, Raes, Xam, Yun, Zzel

Male Adult Names:

Balmenor, Carsalor, Cramyar, Elasolor, Erdithas, Heiceran,
Heijon, Herren, Keadithas, Kearan, Kelven, Leotumal, Luhice,
Luris, Miragolor, Omasandoral, Perric, Qinfir, Qinnelis,
Thejor, Trahice, Varan, Waessandoral, Yelhice

Female Adult Names:

Addove, Adfina, Binala, Caistina, Daralei, Eilsys, Iarbanise,
Iarstina, Krisharice, Liahana, Loraralei, Miamys, Nerixina,
Qisys, Reygella, Torbella, Torrieth, Yeshana

Tiānkōng Relentless Seeking

The tiānkōng, alternatively known as both the sky elves & the The tiānkōng are knowledge seekers and will seek
high elves, are considered to be the most knowledgeable of out new knowledge almost at any cost, even risking
all the elven races. Residing far from other societies, the their lives to recover a lost relic or artifact of a long
Tiānkōng Empire takes residence in the mysterious levitating forgotten civilization. No Tiānkōng would ever steal
isles above the clouds. They were hidden and were thought to knowledge in this way from those who had
have gone extinct for many centuries until the events collected it first, unless they had stolen it for
surrounding the Chosen forced them to take quick and nefarious purposes.
decisive actions against the chaos. In doing so, they have both
revealed themselves and have opened themselves to all Unfortunately with this idealism, this has led
people to seek out the vast knowledge of the tiānkōng. many individual tiānkōng into precarious situations.
For example, some tiānkōng have gone against the
Tiānkōng are quite lithe even for elves. Over centuries of laws of their people and have communed with
evolution, the tiānkōng have bones with much less density creatures of other planes, such as the oni. Making
than that of other races. This makes them naturally lighter deals with them to gain forgotten or forbidden
and allows them to fly with their large feathered wings with knowledge. Whether or not the knowledge they
great efficiency. Tiānkōng also have much less pronounced gain is worth the price they pay is heavily
pointed ears. Their ears are still noticeably pointed, but much debatable.
less so than that of the rest of their elven kin.
There have been other situations where tiānkōng
Tiānkōng have the same array of skin tones as humans. have made dealings with hags and dark spirits,
Their hair has the same array as that of humans as well. gaining not only knowledge, but other mystical
Their eyes, on the other hand, are usually a shining white or powers as well. During the age of the Chosen, the
silvery grey tint. Sky Lord of the tiānkōng people at the time had
used dark powers gifted by beings of chaos to
Bending History usurp his father and frame his brother, so that he
The tiānkōng consider themselves to be masters of the air could gain the throne for himself.
bending arts, using it to create new isles to expand their
territory. Some tiānkōng have been seen to practice fire
bending techniques, but next to none have been known to
water or earth bend in any real way, though it is not unheard
of or impossible for tiānkōng to become water or earth
benders, although earth bending is the least likely.

Flying Earth Motes Child Names:
Residing high above the clouds are giant, levitating mounds
of land known as earth motes. The tiānkōng make claim to a Afar, Ama, Anir, Ara, Awa, Bemn, Besihr, Halas, Jahn, Jeir,
good majority of earth motes to build their kingdoms and Kaln, Kato, Korris, Onno, Zel
cities. The largest of the tiānkōng earth motes and the capital
of the Tiānkōng Empire is the Isle of Spinward Rise. Male Adult Names:

The tiānkōng use their powerful air bending and Cordan, Corokas, Elroiver, Elronis, Elrotihr, Elrourian,
knowledge of the mystic arts to create new earth motes so Ererian, Fylalias, Galheros, Galinkris, Galmeral, Hordarai,
they can expand their territories. To defend their territories, Imiver, Jorlias, Landartis, Mardon, Paedarai, Paexis,
the tiānkōng are also the innovators and creators of airships, Quaemin, Relreth, Trindartis
large flying sky ships used both for far travel and sky combat.
With the combinations of flying cities, airships, and their Female Adult Names:
taming and training of winged lions, the tiānkōng are a very
formidable nation and are prepared to defend themselves. Aldiel, Alhanna, Anasvyre, Brizane, Cyllenna, Cylzora,
Drishyssa, Eilriele, Eilyeira, Faemeiv, Fanlenna, Gylkryrath,
Tiānkōng Names Hyllynna, Illarynna, Irezane, Korafyra, Mecena, Naidiel,
Tiānkōng are considered children until they declare Nainairra, Pifaera, Piriele, Qizora, Theitora, Veladiel
themselves adults, some time between their twentieth &
thirtieth birthday, and before this period they are called by Family Names (Common Translation):
child names.
Gustflyer, Silverwing, Skyweaver, Stargazer, Starwatcher,
On declaring adulthood, a tiānkōng must participate in a Windguider, Windrider, Zephrowalker
traditional ascension ritual. This ritual is to make their
journey from childhood to adulthood carry great significance. Tiānkōng Features
Upon the completion of the ceremony, a tiānkōng selects an Ability Score Increases. Your Intelligence score increases
adult name. Each tiānkōng's adult name is of some unique
significance to their culture. Sometimes they might take the by 3, your Dexterity score by 1, but your Constitution score
names of great philosophers or inventors with added is decreased by 2.
abbreviations and accents. Little distinction exists between Age. The tiānkōng reach maturity in their late teens and are
male names and female names; the groupings here reflect considered adults in their culture around 30 years of age or
only general tendencies. when they have shown a superior intellect for their age.
The average tiānkōng doesn't live past seven centuries.
In addition, as a unifying aspect of all elven races, every Alignment. The tiānkōng are knowledge seekers and uphold
mùjīnglíng bears a family name, typically a combination of learning above all else. They are also known to have great
other tiānkōng words. Some tiānkōng traveling among respect for that of other cultures and other ideals. This
humans translate their family names into Oriental Common, leads the tiānkōng to be Lawful Good, Lawful Neutral, and
but others retain the elvish version. Chaotic Good alignments.
Size. Tiānkōng stand between 6 to 7 feet tall and are more
lithe in stature. Your size is medium.
Speed. Your base walking speed is 30 feet, you also have
large, white feathered wings that give you a fly speed of 30
feet. Your wings are quite strong indeed, but they do not
allow you to fly for vast distances. Under the remote
circumstance that you gain the gravity bending affinity, the
abilities that give you a fly speed can be added to your
wings speed in the way that makes them stronger and
allows you to fly further.
Knowledge Seeking. You have proficiency in the Element &
History skills.
Sky Reaver. You gain proficiency in certain Spears and
Glaive like weapons.
Spiritual Relations. The tiānkōng don't care for the affairs of
the spirit world, but they don't disrespect the spirits either.
You gain neither advantage or disadvantage when dealing
with spirits.
Languages. You can speak, read, and write Common and
Tiānkōng Elvish.

Jīngshǔing Human's Best Friend

The jīngshǔing, also known as the steel elves are very regal Amongst all the elven races, none of them adore or
elves. The jīngshǔing people don't have their own kingdom or respect the race humans more. The jīngshǔing love
society due to the fact that there aren't that many to begin to commune and build powerful relationships with
with. The majority of all jīngshǔing live in the great metal humans. Many jīngshǔing artisans work close
kingdom of Zaofu. together with other human artisans and produce
beautiful art pieces. Even in the Iron Blossom tiandi
Even though the jīngshǔing don't have their own kingdom, house, jīngshǔing are happy to include humans
that doesn't mean they are without their own culture. The into the house in the hopes of providing a noble
jīngshǔing share most of the same universal customs of the purpose.
rest of their kin, including the worship of Corellon. The
jīngshǔing are also the founders of the Iron Blossom tiandi Many humans think the same way of the
house. jīngshǔing as they do of them. When a noble
entrusts an elf with the education of their children,
Jīngshǔing skin tones tend to be a fair white hue, some a large majority of the time, it will be a jīngshǔing
with a light silvery tint. Their hair tends toward white and that will educate them, seeing that the jīngshǔing
silver colors. Their eyes come in multiple shades of light grey will give them the best outlooks on life and how to
and silvery white tints. handle precarious situations when needed.

Bending History Unfortunately, this love can often blind a
The jīngshǔing are known to be formidable earth benders, jīngshǔing's judgement. Their overall kindness and
especially in the affinity of the metal bending arts. It is not curiosity had led their people to the brink of
uncommon for certain jīngshǔing to awaken abilities in all the destruction at the hands of an ancient tyrannical
other bending types as well, but metal bending is the most human empire. The empire didn't last long, but it
common among the jīngshǔing. had its lasting damage upon the jīngshǔing people.
Although this event had to do with humans, the
Artisans and Warriors jīngshǔing hold no racial ire against them, and
The jīngshǔing are known for both their combat skill and never will...
their elegant crafts and artwork. Many of the worlds greatest
art pieces, including statues, paintings, and other forms are
crafted from a jīngshǔing. In addition to this creative skill, the
jīngshǔing are the founders of their own tiandi noble house,
which has given them the chance to train in unique weaponry
and fighting techniques. They are also masterful and
respected architects of Zaofu.

Protectors of Zaofu Jīngshǔing Features
The jīngshǔing for a long time had no place to call home and Ability Score Increases. Your Strength score increases by 2,
didn't have enough power to create their own and have the
capability of defending it. When the last of the jīngshǔing had and your Intelligence score by 1.
came to the doorstep of the humans of Zaofu, they were Age. The jīngshǔing reach natural maturity in their mid
accepted with open arms. The jīngshǔing now have Zaofu to
call their home and will defend it to the best of their abilities. teens, but are seen as adults amongst their people around
the age of 20 years. Most jīngshǔing don't live past five
This was the cause and reasoning behind the founding of centuries.
the house of the Iron Blossom. A tiandi house created for the Alignment. The jīngshǔing uphold the ideals of peace and
sole purpose of defending Zaofu and protecting its protection of others. This leads most jīngshǔing down the
inhabitants. Zaofu hasn't been attacked in over 4,000 years, path of Lawful Good alignments. Very few take up Chaotic
and the peaceful people of Zaofu would wish to keep it that alignments, and none have ever been known to have an
way. Evil alignment.
Size. jīngshǔing stand at about the same height as most
When the chaotic forces threatened all of life itself, the Humans and tend to have similar statures. Your size is
jīngshǔing of Zaofu and the Iron Blossom house pledged medium.
their allegiance to the Chosen in the hopes of protecting not Speed. Your base walking speed is 30 feet.
only Zaofu, but also the world that they live in. Metal Resistance. As natural born metal benders, you are
better equipped to defend against it as well. When you are
Jīngshǔing Names damage by a metal bending technique you can roll a 1d20.
Jīngshǔing are considered children until they declare If you roll an 11 or higher, you take half damage from the
themselves adults, some time after their eighteenth birthday, attack. If you roll a 10 or below, you take damage as
and before this period they are called by child names. normal.
Unique Fey Ancestry. You have advantage on saving throws
On declaring adulthood, a jīngshǔing must participate in a against being charmed. You also have advantage on
traditional ascension ritual. This ritual is to make their charisma (persuasion) checks when dealing with most
journey from childhood to adulthood carry great significance. humans.
Upon the completion of the ceremony, a jīngshǔing selects an Metal Weapon Training. You have proficiency in the
adult name. Each jīngshǔing's adult name is of some unique Athletics skill. You also gain proficiency in the Katana and
significance to their culture. Sometimes they might take the Short Sword weapons.
names of powerful spirits of nature with added abbreviations Spiritual Relations. You have advantage with charisma
and accents. Little distinction exists between male names (persuasion) when dealing with elementals of earth. You
and female names; the groupings here reflect only general also gain proficiency in the Nature skill.
tendencies. Languages. You can speak, read, and write Oriental
Common, Jīngshǔing Elvish, and one language of your
In addition, as a unifying aspect of all elven races, every choice.
jīngshǔing bears a family name, typically a combination of
other jīngshǔing words. Some jīngshǔing traveling among
humans translate their family names into Oriental Common,
but others retain the elvish version.

Child Names:

Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris,
Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names:

Adran, Aelar, Aramil, Arannis, Aust, Berio, Berrian, Carric,
Enialis, Erdan, Erevan, Galinndan, Hadarai, Himo, Immeral,
Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion,
Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names:

Adrie, Althea, Anastrianna, Andraste, Antinua, Bethrynn,
Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth,
Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia

Family Names (Common Translation):

Amakiir, Amastacia, Galanodel, Holimion, Iiphelkiir, Liadon,
Meliamne, Nailo, Siannodel, Xiloscient

Shīnglíng Ancient Customs

The shīnglíng, coming to be known as the sand elves or The shīnglíng are known as master architects
desert elves, are the elven denizens of the Dune Lands. No amongst the Dune Lands. This is not only because
one knows why the shīnglíng have decided to live in such a of their elegant city of Illindira, but the designing
brutal and harsh environment, but it is what they call home. and construction of their great pyramids. These
The shīnglíng kingdom of Ilindira is one of the eight Dune pyramids are grand shīnglíng tombs for all of their
Star Kingdoms of Ubtao, and have adopted very similar people. The shīnglíng don't believe in the
customs as such. separation of burial rights between the poor and
weak and the rich and powerful. They believe in
Shīnglíng skin tones tend to be a copperish hue, single burial traditions for all their people. These
sometimes with traces of bronze. Their hair tends toward pyramids hold the tombs of generations of fallen
browns, black, and blondes. Their eyes are black, brown, or shīnglíng.
hazel.
There is an unfortunate caveat of these grand
Bending History tombs. Now that individuals and spirits have
The shīnglíng seems to have an even mixture of earth and fire learned to create undead, also known as the
benders. Gaining affinity in sand & combustion. It has never scourgeborne, these fabled pyramids now have the
been known for a shīnglíng to be a water bending, but this potential of becoming grand reservoirs for undead
doesn't mean that it isn't possible. Even so, some of the most hordes. The shīnglíng have realized this, and now
famous shīnglíng benders of their culture were water keep greater defenses within the pyramids, not
benders who together created the oasis falls that sit on the only for unwanted intruders, but also for the
edge of their kingdom. restless dead that may awake within its ctacomes.

The Teachings of Ubtao
The shīnglíng have deep connections with the other kingdom
members of the Dune Lands. This means that they are more
welcome in the Dune Lands as a whole than they are in the
other nations of the world. The shīnglíng also follow a
different overall belief system than that of their elven kin. The
shīnglíng have almost entirely abandoned the faith of
Corellon, and instead, now follow the teachings and customs
of Ubtao, God of the Deserts. This leads them to differing
customs and an overall alien culture to the other elven races.

Mirage Walkers Shīnglíng Features
The shīnglíng have discovered the ancient mystic arts of Ability Score Increases. Your Dexterity & Constitution
deception and trickery. This has led them to the use of mirage
like mysticism as a defense for their people and their scores increase by 1, and your Charisma score increases by
treasures. Patrols of shīnglíng have discovered the ability to 1.
create mirages to trick their enemies, such as the hobgoblin Age. The Shīnglíng reach maturity in their early teens and
hoards. They have also learned to use battle tactics that can are seen as adults by their early forties. Generally the
distort the battlefield, making the enemy either think there Shīnglíng live a little past three centuries.
are more shīnglíng than there actually are, or make them Alignment. The Shīnglíng don't value honor very high, but
appear as allies of them. This ultimately leads to the demise will fight to defend each other against a threat. This makes
of their enemies when they cross over into their territory. the Shīnglíng tend towards Chaotic Good Alignments.
Size. The average Shīnglíng stands between 6 to 7 feet tall,
Shīnglíng Names and are both lithe and muscular. Your size is medium.
Shīnglíng are considered children until they declare Speed. Your base walking speed is 30 feet.
themselves adults, some time after their thirteenth birthday, Mirage Walker. As a bonus action, you can make yourself
and before this period they are called by child names. appear as a mirage. This effect lasts for 1 minute or until
you end it as a bonus action. While under this effect, all
On declaring adulthood, a shīnglíng must participate in a enemies that can see you must make a wisdom saving
traditional ascension ritual. This ritual is to make their throw against a Save DC of 12 + your Dexterity Modifier. If
journey from childhood to adulthood carry great significance. they fail the save, they cannot target you for the duration of
The ceremony often involves leaving the shīnglíng youngling the mirage. If they pass, they can still see you and can't be
in desert wastes for three days and three nights. Upon the affected by this feature for the next 24 hours. You can use
rising of the sun on the fourth day, the shīnglíng youngling, if this ability two times before completing a Long Rest
they proved to have survived the harsh conditions, are then Heat Accustomed. Due to the harsh environment of the
considered respected adults among the shīnglíng people. Desert Wastes, you are accustomed to a warmer
Upon returning to their people, the shīnglíng then selects an environment and thustly are resistant to most forms of
adult name. Each shīnglíng's adult name is of some unique exhaustion caused by an overheated environment.
significance to their culture. Sometimes they might take the Dune Riders. You gain proficiency in the Khopesh and the
names of powerful spirits of sand with added abbreviations War Glaive. You also gain proficiency in the Aspis shield.
and accents. Little distinction exists between male names Spiritual Relations. The Shīnglíng are not very connected to
and female names; the groupings here reflect only general the spirits as a whole, but don't have any malice with them
tendencies. either. You gain neither advantage or disadvantage when
dealing with spirits.
Unlike that of other elven races, a shīnglíng family name is Languages. You can speak, read, and write Arabic Common
shared between siblings and bloodlines, much like humans. A and Shīnglíng Elvish.
shīnglíng's last name is not decided by them, but gifted upon
them. It is also often customary for there to be an extra added
portion to the last name as well. For example, if a shīnglíng's
last name is "Shaikh", depending on the family name, it
might appear as either "Al-Shaikh" or "El-Shaikh".

Child Names:

Borna, Busha, Doh, Eiko, Fier, Galga, Haj, Ilma, Iopa,
Juhnma, Kar, Miza, Qur, Veln, Waiz, Xur, Yujh

Male Adult Names:

Aadam, Aarif, Abdul, Abdur, Akram, Arshad, Baahir, Faheem,
Faisal, Hakeem, Jawaad, Maa'iz, Maisara, Munjid, Muzammil,
Naseer, Raaid, Saamir, Salaah, Saleem, Saqr, Shafeeq,
Siraaj, Thaaqib, Ubaida, Wajdi, Ya'qoob, Zain

Female Adult Names:

Faseeha, Fikra, Hamda, Himma, Hiwaaya, Hujja, Intisaar,
Khairiya, Mawzoona, Mu'mina, Musheera, Najeema, Nu'ma,
Nuzha, Randa, Sahla, Sajiyya, Sumayya, Tahiyya, Tareefa,
Thaamira, Tulaiha, Waheeda, Yaasmeen, Zahraaa, Zubaida

Family Names:

Abdo, Amber, Amir, Asad, Chattas, Jabbour, Javed, Laham,
Mitri, Moradi, Mostafa, Naqvi, Neman, Reza, Sattar, Shafi,
Shaikh, Sylla, Taha, Uddin

Xuěling Giant Hunters

The xuěling, also known as the snow elves or glacier elves, The xuěling are well known and well respected
are the most stalwart of all elves. The tàiyáng & hēi'àn may combatants, but the one thing that brings a xuěling
think that they are the most physically inclined, but to the the most honor and glory within their clan, is the
xuěling, they are but novices in the combative arts. Living in hunting of giants. This type of hunting can include
their own clans in the icy tundras and glaciers of the north multiple forms of game, form the pillaging frost
and south, they truly are the living example that elves can be giants to the remorhaz, giant subterrainean ice
just as intimidating as giants. worms.

The xuěling are the opposite of all elves when it comes to To complete a hunt such as this to to bring great
the physical body. The xuěling are not lithe like other elves. honor to your clan and glory to yourself. Those who
The xuěling are extremely muscular and can stand up to a complete these hunts not only recieve great glory,
little over eight feet tall. Intimidating and towerign elven but also recieve their own glaciar lodge and a
figures, these are not the elves you want to be on the bad side personal blessing from the xuěling jarl.
of.
There a fabled xuěling legend. It tells the story of
Xuěling skin tones tend to be a fair white hue, some with a a great xuěling warrior who not only hunted a titan
light icy blue tint. Their hair tends toward white and blonde class remorhaz, but also tamed the frigid beast and
colors. Their eyes come in multiple shades of light and deep rode it across the mighty tundras, claiming all the
icy blue tints. glory that a xuěling could ever recieve. No one
knows if the legends are true, for none have found
Bending History any evidence of the rider's existance nor there
The xuěling are known for their water and earth bending arts, tomb if they had one...
especially the arts of ice bending. None have ever been
known to be fire benders, but this does not mean that it is
impossible. Though the xuěling can bend, they prefer to hone
their skills with weapons as a sentiment of pride and honor.

Glacial Clans
The xuěling have very strong clan relationships with each
other. Those of the same clan as another would easily fight
and die for eachother under any circumstances. On the other
hand, those of other clans if they are at war, will most likely
attack each other on sight without warning. These clan like
concepts are very similar to dwarven customs, but carrying
elvish traditions within the mic.

North and South Male Adult Names:
The are four grand xuěling clans: Two in the north and two in
the south. Each pair of clans are allied with one another and Beiwarin, Dorvalur, Elakas, Ertoris, Fenkas, Ianzumin,
the appropriate capitals of the Water Tribes. The northan Ilivalur, Keatoris, Kelhice, Mirafaren, Morlamin, Palen,
clans and the southern clans are not exactly allies, but they Roren, Sarbalar, Thefir, Wranren, Yinmaris, Zinven
aren't exactly enemies either.
Female Adult Names:
Rather than building grand and elegant cities, the xuěling
build large wooden and iron lodges in glaciars and on large Gilbanise, Holasatra, Iarleth, Inalynn, Jorora, Liaphyra,
open tundras. These lodges are fully equiped to support the Loragella, Miadove, Orira, Preslana, Presyra, Shaxina,
entirety of their clans and to house their fully tamed and Sylgwyn, Trislee, Valtris, Venralei, Wynqirelle, Zylrel,Ulastina
warbred polar bear dogs.
Family Names:
Xuěling Names
Xuěling are considered children until they declare themselves Canas, Dlakfur, Duram, Jaktheus, Klodius, Mibrog, Mosius,
adults, some time after their sixteenth birthday, and before Sobwor, Sratius, Tafvag, Volnar,Cadsius
this period they are called by child names.
Xuěling Features
On declaring adulthood, a xuěling must complete a right of Ability Score Increases. Your Constitution score increases
passage style hunt. A young xuěling has a hunt determined by
the jarl themselves, and are sent alone to hunt the creature. by 2, and your Strength score by 2.
Upon completion of the hunt, the xuěling has earned their Age. The xuěling reach maturity around their mid-teens and
honor and their adulthood. A xuěling then selects an adult
name. Each xuěling's adult name is of some unique must prove themselves as warriors of the clan to be seen
significance to their culture. Sometimes they might take the and respected as adults. Most xuěling don't live past three
names of powerful warriors of their clan before them. Little centuries.
distinction exists between male names and female names; Alignment. The xuěling uphold honor among their clan as a
the groupings here reflect only general tendencies. way of life, and would die before they broke it. This leads
them down more Lawful alignments, while depending on
In addition, as a unifying aspect of all elven races, every their clan they might be Good or Evil by nature and code.
xuěling bears a family name, typically a combination of other Size. The xuěling stand at a towering height of 7 to 8 feet tall
xuěling words. Most xuěling, traveling alone or with other and are very muscular in stature. Your size is medium.
races, don't translate their family name to any other langauge Speed. Your base walking speed is 30 feet.
in an effort to not impose dishonor to their ancestors. Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
Child Names: push, drag, or lift.
Glacier Born. You have resistance to cold damage. You’re
Arinog, Belsor, Brusthos, Femalog, Giom, Ibor, Jukthor, Keog, also acclimated to high altitude, including elevations above
Loltius, Mesrion, Onus, Remir, Vodius, Wivag, Zefvar 20,000 feet.
Battle-tested. You gain proficiency in Mauls, Great Blades,
and Great Axes. You also gain proficiency in Hide armor.
Spiritual Relations. The xuěling a spiritually inclined people,
paying homage to great spirits for successful hunts. You
have advantage on persuasion (charisma) checks when
dealing with elementals of water and ice.
Languages. You can speak, read, and write Oriental
Common and Xuěling Elvish.

Ànyǐng The Obsidian Pact

The ànyǐng, better known as the shadow elves, are the most It is unclear on how the ànyǐng survived the Dark
mysterious of all elven kind. Originally a group of mùjīnglíng Lands of the Spirit World in the way that they did.
that found a way into the spirit world, were lost to the Why didn't the dark spirits kill them all? How did
darkness of the Dark Lands. They were thought to have they adapt both mentilly and physically? How was
perished to the dark spirits, but instead they changed and their chi affected by this adaptation? These are all
thrived, becoming the ànyǐng. They are only now known to questions whose answers are completely
exist because of the aftermath of the events surrounding the unbeknownst to those of the material plane.
Chosen, and reigniting the portals between the realms, they
are now able to reamerge back into the material world. Some say that an entity of great power was
involved, but not just any entity. It is theorized and
Ànyǐng skin tones seem to only very in shades of a light rumored amongst those who have observed
grey and pale white hue. Their hair tends toward blacks and individual ànyǐng in their sleep. The same string of
whites, but occasionally a silvery color. Their eyes are words seems to be said over and over again when
generally a jet black or pale grey tint. the ànyǐng are a deep sleep: "Praise be the
Obsidian King". No one knows what this means or
Bending History who this entity is that they speak of. The only thing
The ànyǐng have not been around in the material plane for a that is thought now is that the ànyǐng made a
long enough time for others to determine which forms of special pact with this unknown entity to save their
bending among them are more likely to awaken. It has been people from gruesome fates.
shown that members of the ànyǐng have bended all
techniques of bending. Since then, the ànyǐng have been looked upon
with various different perspectives of confusion,
Mysterious Intentions curiosity, fear, and pity.
It is unclear on why the ànyǐng have decided to make their
presence known. Some think they are trying to get back to
the place they used to call home, while others think that they
are preparing for something. It isn't that there is any evidence
that the ànyǐng are indeed preparing for something to occur, it
just seems to be a strange feeling that individuals across
many races seem to have that revolves around the sudden
return of the ànyǐng.

The City of Darkness Child Names:
It is unknown what exactly the living conditions for the ànyǐng
are like within the Dark Lands, but it is known to most that Gwyz, Hurz, Imra, Jhul, Nul, Sol, Szo, Thirr, Uli, Vel, Xul, Zes,
the ànyǐng do in fact have a considerably large kingdom Zil, Zres
within. They refer it as just "The City of Darkness". A
dreadful place constructed from black pearls and nightstone, Male Adult Names:
this city stands on a large peak that overlooks the obscurial
wastes. Berion, Bruherd, Filrak, Golyn, Gwyrini'th, Hadrogh,
Hurzroos, Iymmorlin, Jelimar, Kalankoth, Korak, K'yorl,
With the portals between the realms reopened, travellers Molvayas, Naerth, Nazlar, Ornaryn, Rhylantar, Sornryn,
can make their way to the darklands of the spirit world and Spirraen, Tolorogh, Uhlsdar, Urlhrys, Vesvdax
journey to the city. In the city, most outsiders would be looked
upon with distrusting and unsettling gazes from the locals. Female Adult Names:
Outsiders can make trade within the city, but generally what
is valuable in the material plane is not so in the City of Alyza, Arduthrae, Baeriia, Banida, Elvanlene, Elvraema,
Darkness. Ereldia, Faerue, Felyndiira, Halthara, Ilharess, Jhangara,
Jyslara, Maliara, Neerryna, Nilae, Nulda, Shyndreza, Sinjra,
Ànyǐng Names T'risstree, Talice, Viconia, Vierjra, Xunae, Yasre, Yasdra
It is unknown when the ànyǐng are considered children, let
alone adults. Many believe since they are of mùjīnglíng Ànyǐng Features
descent, they share the same sort of aging process. However, Ability Score Increases. Your Intelligence, Wisdom,
it is also thought that the ànyǐng live considerably longer than
that of their elven kin, but this has not been proved. Charisma, & Dexterity scores are increased by 1.
Age. The ànyǐng seem to reach maturity in their early teens,
With the assumption of their similarity, ànyǐng are thought
to select an adult name upon reaching their determined but it is unclear when they are considered adults among
adulthood. As observed by others, these names seem to share other ànyǐng. It is unknown how long the ànyǐng, but some
remarkable similarity to that of hēi'àn names. Though they suspect that they can live past eight centuries.
don't appear to share the same elven aspect of a family or Alignment. The ànyǐng have been twisted by the Dark Lands
house name. Much like the shuishēng, they seem to only of the Spirit World, and thusly have the general alignment
answer to one name, no more, no less. of Chaotic Neutral. Some have been known to lean towards
Good and Evil alignments as well.
There have been other situations observed among the Size. Ànyǐng seem to stand around the same height as
ànyǐng involving both their childhood names and their humans and have similar statures. Your size is medium.
adulthood names. It seems that some ànyǐng organize their Speed. Your base walking speed is 35 feet.
childhood name as their first name and their adulthood name Dark Resistance. You have a natural resistance to Dark
as their last name. For example, if an ànyǐng's childhood Spirit damage.
name was "Sol", and their adulthood name was "Uhlsdar", Dark Stalkers. You gain proficiency in the Chinese Whip,
then their full name would be "Sol Uhlsdar". Sai, Flails, and Chain Swords.
Dark Spiritual Relations. The ànyǐng appear to have a better
time when dealing with Dark Spirits, but a worse time
when dealing with Light Spirits. You have advantage on
charisma (persuasion) checks when dealing with dark
spirits, but have disadvantage when dealing with light
spirits.
Languages. You can speak, read, and write Common and
Shadovar.

Small Folkany races have been given the title of People of the Plains
small folk. To the Giant Ordning, most The Halflings and Gnomes have been miss-identified by other
other races are small folk, but in this races many times over, thinking one is of one race, while the
case, the small folk include the races other is of the other. The Halflings and Gnomes are not
related in any way, but they do as a people, have a fairly
Mthat are smaller in height, but no less strong relationship with each other, both deciding to take
powerful than that of all other races of residence within the open plains of the Earth Kingdoms.
the world. From the Dwarves of the
surface and Beneath, to the Halflings and Gnomes of the Warmongers
plains, all come with their own cultures and personalities. Separate from dwarves, haflings, and gnomes alike, the
korobokuru are a dwarf-like race that live within the Fire
The Mountain Wars Nation. They are a constant enemy of the Hobgoblin hoards
Over the ages, the Dwarves of the mountains once had a long and have a large empire that resides within and is allied with
and gritty civil among the main capital kingdoms. This led to the Fire Nation.
the "Fracture", leading an entire kingdom to descend into the
Beneath. After a few centuries, that lost kingdom returned as
a new race of people known as the Duergar. The Dwarves of
the Earth Kingdoms and the Duergar of the Beneath have
been at war ever since.

Dwarf Short and Stout
Bold and hardy, dwarves are known as skilled warriors,
"Brothers of the mines rejoice! Swing, swing, swing with me! miners, and workers of stone and metal. Though they stand
Raise your pick and raise your voice! Sing, sing, sing with me! well under 5 feet tall, dwarves are so broad and compact that
Down and down into the deep, who knows what will find they can weigh as much as a human standing nearly two feet
beneath! Diamonds, Rubies, Golden ore, hidden in the taller. Their courage and endurance are also easily a match
mountain's core! Born underground, suckled from a teat of for any of the larger folk.
stone! Raised in the dark, the safety of our mountain home!
Skin made of iron, steel in our bones! To dig and dig makes Dwarven skin ranges from deep brown to a paler hue
us free, come on brothers sing with me! I am a Dwarf!" tinged with red, but the most common shades are light brown
or deep tan, like certain tones of earth. Their hair, worn long
----Excerpt from an old dwarven mining song but in simple styles, is usually black, grey, or brown, though
Kingdoms rich in ancient grandeur, halls carved into the paler dwarves often have red hair. Male dwarves value their
roots of mountains, the echoing of picks and hammers in beards highly and groom them carefully.
deep mines and blazing forges, a commitment to clan and
tradition, and a burning hatred for goblinoids, these common Long Memory, Long Grudges
threads unite all dwarves. Dwarves can live to be more than 400 years olf, so the oldest
living dwarves often remember a very different world. For
Bending History example, some of the dwarves of the kingdoms of Thendarul
The dwarves are masters of earth bending, using it to their and Meldihr are old enough to remember the Mountain Wars,
advantage to mine for precious metals and to move large a set of battles that drove an ancient dwarven clan to the
amounts of stone to create their mountain keeps. Some have depths of the Beneath, becoming the duergar soon after.
been known to gain affinities for water bending, but it seems
to be quite rare. Dwarves are solid and enduring like the mountains they
love, weathering the passage of centuries with stoic
endurance and little change. They respect the traditions of
their clans, tracing their ancestry back to the founding of
their most ancient strongholds in the youth of the world, and
don't abandon those traditions lightly. Part of those traditions
is devotion to Moradin, the Allfather of the dwarves, who
upholds the dwarven ideals of industrious labor, skill in
battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their
word and decisive in action, sometimes to the point of
stubbornness. Many dwarves have a strong sense of justice,
and they are slow to forget wrongs they have suffered. A
wrong done to one dwarf is a wrong done to the dwarf's
entire clan, so what begins as one dwarf's hunt for vengeance
can become a full-blown clan feud.

Clans and Kingdoms Slow to Trust
Dwarven kingdoms stretch deep beneath the mountains
where the dwarves mine gems and precious metals and forge Dwarves get along passably well with most other
items of wonder. They love the beauty and artistry of precious races. "The difference between an acquaintance
metals and fine jewelry, and in some dwarves this love festers and a friend is about a hundred years," is a dwarf
into avarice. Whatever wealth they can't find in their saying that might be hyperbole, but certainly points
mountains, they gain through trade. They dislike boats, so to how difficult it can be for a member of a short-
enterprising humans and halflings frequently handle trade in lived race like humans to earn a dwarf's trust.
dwarven goods along water routes. Trustworthy members of
other races are welcome in dwarf settlements, though some Elves. "It's not wise to depend on the elves. Not
areas are off limits even to them. telling what an elf will do next; when the hammer
meets the goblin's head, they're as apt to start
The chief unit of dwarven society is the clan, and dwarves studying them as to pull out a sword. Those steel
highly value social standing. Even dwarves who live far from elves, on the other hand, there's an elf that you can
their own kingdoms cherish their clan identities and trust with your life, both on the battlefield and
affiliations, recognize related dwarves. not."

Dwarves in other lands are typically artisans, especially Halflings. "Sure, they're pleasant folk. But show
weaponsmith, armorers, and jewelers. Some become me a halfling hero. An empire, a triumphant army.
mercenaries or bodyguards, highly sought after for their Even a treasure for the ages made by halfling
courage and loyalty. hands. Nothing. How can you take them
seriously?"
Gods, Gold, and Clan
Dwarves who take up the adventuring life might be motivated Humans. "You take the time to get to know a
by a desire for treasure, for a specific purpose, or even out of human, and by then the humans on their deathbed.
an altruistic desire to help others. Other dwarves are driven If you're lucky, they’ve got kin, a child or grandchild
by the command or inspiration of a deity, a direct calling or perhaps, maybe who's got hands and heart as good
simply a desire to bring glory to Mradin. Clan and ancestry as their elders. That's when you can make a human
are also important motivators. A dwarf might seek to restore friend. And watch them go! They set their minds
a clan's lost honor, avenge an ancient clan after having been and hearts on something, they'll get it, whether it's
exiled. Or a dwarf might search for the axe wielded by a a dragon's hoard or an empire's throne. You have to
mighty ancestor, lost on the field of battle centuries ago. admire that kind of dedication, even if it gets them
in trouble more often than not."

Korobokuru. "Not exactly a dwarf, but not unlike
one either. To call them kin might not be the most
accurate of terms. Sure, they share the same values
of honor as a dwarf does, but don't reside in the
hearts of mountains, rather the open plains. You
cannot deny their fiery passion and hatred for the
hobgoblins, that is something that unites the two
of us."

Dwarf Names Spiritual Relations. Dwarves pay little mind to spirits of the
A dwarf's name is granted by a clan elder, in accordance with spirit world, and sometimes disrespect their lands when
tradition. Every proper dwarven name has been used and mining for materials. You have disadvantage on charisma
reused down through the generations. A dwarf's name (persuasion) checks when dealing with spirits of all kinds.
belongs to the clan, not to the individual. A dwarf who
misuses or brings shame to a clan name is stripped of the Languages. You can speak, read, and write Common and
name and forbidden by law to use any dwarven name in its Dwarvish. Dwarvish is full of hard consonants and guttural
place. sounds, and those characteristics spill over into whatever
other language a dwarf might speak.
Male Names:
Subrace. There are three main subraces of dwarves that
Adrik, Alberich, Baern, Barendd, Brotter, Bruenor, Dain, populate the world: hill dwarves, mountain dwarves, and
Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, cold-iron dwarves. Choose one of these subraces.
Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn,
Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Hill Dwarf
Vondal
As a hill dwarf, you have keen senses, heightened reflexes,
Female Names: and remarkable resilience. The dwarves of Thendarul are hill
dwarves
Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Ability Score Increases. Your Dexterity score increases by 1.
Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Dwarven Toughness. Your hit point maximum increases by
Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera,
Torgga, Vistra 5, and it increases by 5 every time you gain a level.

Clan Names: Mountain Dwarf

Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbears, As a mountain dwarf, you're strong and hardy, accustomed to
Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, a difficult life in rugged terrain. You're probably on the tall
Strakein, Torunn, Ungart side (for a dwarf), and tend toward lighter coloration. Your
are the kind of dwarf known for powerful earth bending. The
Dwarven Features dwarves of Meldihr are mountain dwarves.
Ability Score Increases. Your Constitution score increases Ability Score Increases. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light
by 2.
Age. Dwarves mature at the same rate as humans, but and medium armor.

they're considered young until they reach the age of 50. On Cold-Iron Dwarf
average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the As a cold-iron dwarf, you have deeper intuition, are hardy in
benefits of a well-ordered society. They tend toward good the face of battle, and are a traverser of the northern
as well, with a strong sense of fair play and a belief that blizzards. Your clan hails from the north or south poles of the
everyone deserves to share in the benefits of a just order. world. You're the kind of dwarf known for powerful water and
Size. Dwarves stand between 4 and 5 feet tall and average ice bending. The dwarves of Kolodihr are cold-iron dwarves.
about 150 pounds. Your size is Medium. Ability Score Increases. Your Wisdom score increases by 1.
Speed. Your base walking speed is 25 feet. Your speed is not Frigid Resistance. You hail from one of the tundra and
reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have glacier kingdom regions, gaining resistance to cold
superior vision in dark and dim conditions. You can see in damage. You have also become acclimated to colder
dim light within 60 feet of you as if it were bright light, and environments.
in darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws
against poison, and you have resistance against poison
damage.
Tool Proficiency. You gain proficiency with the artisan's tools
of your choice: smith's tools, brewer's supplies, or mason's
tools.
Stonecunning. Whenever you make an Intelligence (History)
check related to the origin of stonework, you are
considered proficient in the History skill and add double
your proficiency bonus to the check, instead of your normal
proficiency bonus.

Duergar Subterranean Adaptations

"Consider that after the Mountain Wars, the duergar were Duergar were in some ways even better adapted to
nothing more than homeless outcasts. Now today their underground living than other dwarves. While other
fortresses are some of the most impregnable strong points in dwarves lacked the capacity to see completely in
the Beneath. Perhaps the question might not be if they will the deepest darkness, this was not a problem for
conquer the realm below, but when." duergar. Duergar were also immune to many
different forms of deceptions and trickery
----Arcturis, The Racial Codex, Vol. IV produced through mysticism.
The duergar are cousins of the dwarves of the surface. The
duergar dwell deep within the Beneath where the main Duergar were also a sneaky, crafty people, unlike
Duergar Empire is located. Duergar were, as a whole, their honor-bound cousins, and often excelled at
generally cruel and malevolent creatures that carved out setting up ambushes or moving out of sight.
precious metals and gems that can only be found in the Conversely, many were also good at detecting
Beneath. They have also been known to tame or at least hidden objects. This came at a cost, however, and
subdue the giant purple worms of the Beneath, using them duergar, like the hēi'àn elves, had a special
for mining purposes. vulnerability to sunlight.

Like other dwarves, duergar were typically stocky figures, Darkened Bitterness
though beyond this there were many differences. Both male Duergar were at heart a grim and bitter race, pessimistic of
and female duergar were typically bald, with females also their future and deeply cynical regarding the motives of
lacking the capacity to grow facial hair. Many were also others. In a dark inversion of the strong family bonds typical
thinner than their dwarven brethren. Most obvious, however, of their dwarven kin, duergar viewed their kin and clan as
was their dull gray skin and hair, often matched with an adversaries set on holding them back, an expectation that
equally stolid expression. Though some, when much younger, became a self-fulfilling prophecy since every duergar came to
have a fiery red tint to all hair on their bodies. believe this from early childhood. As a result, duergar were a
dark and cruel race, who showed no mercy to their foes and
Because many duergar found on the surface world were who took great pleasure in inflicting pain on others.
criminal exiles, a surface dweller who encountered one of the
gray dwarves was likely to notice facial and arm tattoos that
marked the duergar as a traitor to his or her people.

Bending History
Much like dwarves, the duergar are considered to be great
earth benders above all else. Instead of gaining affinity in
water bending arts like their dwarven kin, the duergar
awaken the fire bending arts within their vengeful chi.
Perhaps this is due to the fact that duergar as a whole hold
onto their personal hatred for their kin and that of other
races on the surface. When a duergar develops fire bending,
they are often considered "Royal Duergar" within their
culture.

Because of their pessimism, duergar rarely adventured of Art and Leisure
their own free will and were instead most commonly exiles As the worshipers of Laduguer, the duergar had a long
cast out of their society. These adventurers, most commonly tradition of crafting that went back to their days upon the
concerned with personal gratification, were frequently aegis surface. Like other dwarves, duergar were fine craftsmen
fighters and marauders, leaning on their training against the with an eye for detail, though they were often pragmatic
threats of the Beneath. Templars were fairly common as well, enough to eschew the ostentatious decorations of their kin,
serving the duergar god Laduguer, in order to gain power and which they felt were not only wasteful, but which could
influence within society. Because of their cruel nature, potentially give away their presence when treading the
experienced duergar adventurers often became assassins or Beneath. Additionally, duergar art, unlike that of their
bounty hunters, though the veneration of runes in duergar brethren, was notable for its veneration of blood and cruelty,
culture also led many to study the mystic arts. with scenes of warfare marking much of their art.

A Cruel Culture Most of all, duergar were concerned with practicality,
Duergar were, as a whole, generally cruel and malevolent peddling military saddles, poisons, and an extraordinarily
creatures, but as in most evil races this was as much a effective form of armor lubricant. Like dwarves, duergar
cultural affectation as a psychological trait. A few duergar preferred weapons that could serve as tools on the fly, such
turned away from the worship of the wicked god Ladugar, as hammers or picks.
who ruled over the duergar and found salvation through
returning to the faith of Moradin. Other duergar found escape For pets, duergar often enjoyed the company of creatures
from their society through petty crime, tattooed and cast out from the Beneath, such as bats, cave fishers, or spiders. For
from their cities beneath the surface and driven into the arms beasts of burden, duergar used large lizards and other large
of other races. Their grim disposition, however, made them subterranean beasts.
unlikely to form many lasting friendships.
Racial Relations
Duergar primarily spoke Duergan, a dialect of Dwarven Duergar were a coarse and distrustful race who felt that
descended from the dialect of the mountain dwarves and other races were out to get them, whether they were from the
heavily influenced by hēi'àn words found in Undercommon. Beneath or the surface world. In spite of this, duergar were
Duergar themselves were commonly fluent in usually willing to trade with outside races, particularly from
Undercommon, the language of the Beneath. Other common the surface world, for the sake of profit and the relations
second languages for duergar were those of their enemies, between duergar and their sometime-enemies, sometime-
such as Dwarvish, Yoajing, and any of the Elvish languages. friends the hēi'àn elves and deep gnomes were especially
Others might learn Terran in order to conduct trade with complicated. However, the duergar had absolutely no love in
earth elementals, while others learned Common to trade with their heart for their closest of kin. Since then, the duergar
the surface world. Duergar would often ferment fire lichen had waged war time and time again against all dwarves,
into their alcoholic beverages, to create a hot and spicy drink. demonstrating a deep-seated loathing.

Duergar Names Languages. You can speak, read, and write Undercommon
A duergar's name is granted by a clan elder, in accordance and Duergan. Duergan is full of hard consonants and
with tradition. Every proper duergar name has been used and guttural sounds, very similar to the Dwarvish language.
reused down through the generations. A duergar's name
belongs to the clan, not to the individual. A duergar who Subrace. There are three main subraces of duergar that
misuses or brings shame to a clan name is stripped of the populate the beneath: chasm duergar, night duergar, and
name and forbidden by law to use any duergar name in its fire-forged duergar. Choose one of these subraces.
place.
Chasm Duergar
Male Names:
As a chasm duergar, you have a bolstered heart, a stalwart
Ador, Agil, Akiromba, Anur, Baror, Bavon, Daril, Digion, defense, and remarkable resilience. The duergar of the lower
Dindalmora, Durol, Galvan, Haladk, Korak, Mathor, levels of the city of Dhinbohr are chasm duergar.
Rukromthuni, Sorgdaad, Thamezagi, Thondor, Tiiemak Ability Score Increases. Your Constitution score increases

Female Names: by 1.
Duergar Weapon Training. You have proficiency with
Aimil, Aivol, Alglil, Anora, Aril, Arira, Bakla, Balvana, Batha,
Burona, Darina, Davlia, Davona, Dolga, Dorgina, Galgiel, Hammers, Axes, & Shields.
Givina, Glorgona, Madion, Melvora, Merial, Merthura,
Methana, Ravol, Tholora, Thorna Night Duergar

Clan Names: As a night duergar, you're quick and sneaky, light on your feet,
and have deadly accuracy. You are accustomed to the
Axebreakers, Blackbones, Craghold, Deep-Crag, Gnarlbeards, treacherous living conditions outside of Dhinbohr. Most
Hammerdashers, Mountainhewers, Silverbeards, Spire- duergar who live outside of the city of Dhinbohr are night
Forge, Stormpeak duergar.
Ability Score Increases. Your Dexterity score increases by 2.
Duergar Features Duergar Stalker Training. You have proficiency with

Ability Score Increases. Your Strength Score Increases by crossbows and light armor.
2.
Fire-Forged Duergar
Age. Duergar mature at the same rate as dwarves, but they're
considered young until they reach the age of 30. On As a fire-forged duergar, you have deeper intuition, are hardy
average, they live about 400 years. in the face of battle, and are a traverser of the molten fields of
the beneath. You are considered to have the capability of
Alignment. Most Duergar are loyal to the empire, leading ascending to the ranks of the royal duergar and develop fire
towards a Lawful Evil alignment. There are those who bending. The duergar who live within the upper levels of the
leave the empire, seeking out a better life. These Duergar city of Dhinbohr are fire-forged duergar
are generally Chaotic Good. Ability Score Increases. Your Charisma score increases by

Size. Duergar stand between 4 and 5 feet tall and average 1.
about 150 pounds. Your size is Medium. Volcanic Resistance. You hail from the volcanic thermal

Speed. Your base walking speed is 30 feet. spires of the duergar city of Dhinbohr. You have gained a
Superior Darkvision. Accustomed to life underground in the resistance to fire and are acclimated to warm
environments.
Beneath, you have superior vision in dark and dim
conditions. You can see in dim light within 120 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of
gray.
Sunlight Sensitivity. You are accustomed to the darkness of
the Beneath. You have disadvantage against creatures that
are standing in direct sunlight or bright light.
Tool Proficiency. You gain proficiency with the artisan's tools
of your choice: smith's tools, Jeweler's Tools, or
Cartographer's Tools.
Duergar Resilience. You have advantage on saving throws
against being charmed or paralyzed.
Spiritual Relations. Duergar pay little mind to spirits of the
spirit world, and sometimes disrespect their lands when
mining for materials. You have disadvantage on charisma
(persuasion) checks when dealing with spirits of all kinds.

Halfling Small and Practical
The diminutive halfling survives in a world full of larger
The comforts of home are the goals of most halflings' lives: a creatures by avoiding notice or, barring that, avoiding offense.
place to settle in peace and quiet, far from marauding Standing about 3 feet tall, they appear relatively harmless and
monsters and clashing armies; a blazing fire and a generous so have managed to survive for centuries in the shadow of
meal; fine drink and fine conversation. Though some empires and on the edges of wars and political strife. They
halflings live out their days in remote agricultural are inclined to be stout, weighing between 40 and 45 pounds.
communities, others form nomadic bands and travel
constantly, lured by the open road and the wide horizon to Halflings' skin ranges from tan to pale with a ruddy cast,
discover the wonders of new lands and peoples. But even and their hair is usually brown or sandy brown and wavy.
these wanderers love peace, food, hearth, and home, though They have brown or hazel eyes. Halfling men often sport long
home might be a wagon jostling along a dirt road or a raft sideburns, but beards are rare among them and mustaches
floating downriver. even more so. They like to wear simple, comfortable, and
practical clothes, favoring bright colors.
The halflings are an ancient people; according to their
myths, they are among the oldest in the world. Once stewards Halfling practically extends beyond their clothing. They're
of all the land, the halflings retreated when darkness came to concerned with basic need and simple pleasures and have
power, and they built a civilization at the roof of the world. little use for ostentation. Even the wealthiest of halflings keep
Over the ages they have forgotten much of their learning, but their treasures locked in a cellar rather than on display for all
they remain a spiritual people, and their connections to the to see. They have a knack for finding the most
natural world are the strongest of any civilized race in the straightforward solution to a problem, and have little
region. These connections make it hard for them to establish patience for dithering.
productive relationships with other races. For example,
halflings place little emphasis on the individual; each halfling
is merely part of the overall race, which itself is part of a
much larger organism of the world. This view makes it nearly
impossible for halflings to deceive or betray one another.

Bending History
Halflings have been known to gain affinity in most forms of
bending. The rarest among the Halfling races is that of the
fire bending techniques. Most use their bending techniques
to help provide for their village or city, bettering the life of
their community.

Kind and Curious Affable and Positive
Halflings are an affable and cheerful people. They cherish the
bonds of family and friendship as well as the comforts of Halflings try to get along with everyone else and
hearth and home, harboring few dreams of gold or glory. are loath to make a sweeping generalization,
Even adventurers among them usually venture into the world especially negative ones.
for reasons of community, friendship, wanderlust, or
curiosity. They love discovering new things, even simple Dwarves. "Dwarves make loyal friends, and you
things, such as an exotic food or an unfamiliar style of can count on them to keep their word. But would it
clothing. hurt them to smile once and awhile?"

Halflings are easily moved to pity and hate to see any living Elves. "They're so beautiful! Their faces, their
thing suffer. They are generous, happily sharing what they music, their grace and all. It's like they stepped out
have even in lean times. of a wonderful dream. But there's no telling what's
going on behind their smiling faces. Surely more
Blend into the Crowd than they ever let on."
Halflings are adept at fitting into a community of humans,
dwarves, and most elves, making themselves valuable and Gnomes. "Gnomes are like those really smart and
welcome. The combination of their inherent stealth and their ambitious neighbors you have that always want you
unassuming nature helps halflings to avoid unwanted to help them with their next experiment. In their
attention. case, they generally end in an explosive mess. But
that is no worry, for they are quite kind. Just never
Halflings work readily with others, and they are loyal to let one build a oil powered doohickey in your
their friends, whether halfling or otherwise. They can display dining room, or you'll be cleaning up the mess for
remarkable ferocity when their friends, families, or days."
communities are threatened.
Humans. "Humans are a lot like us, really. At least
Pastoral Pleasantries some of them are. Step out of the palaces and
Most halflings live in small, peaceful communities with large keeps, go talk to the farmers and herders and you'll
farms and well-kept groves. They rarely build kingdoms of find good, solid folk. Not that there's anything
their own or even hold much land beyond their quiet shires. wrong with the barons and soldiers, you have to
Though there are the few exceptions of larger halfling cities admire their conviction. And by protecting their
that are beneficial members of the Earth Nation. They own lands, they protect us as well."
typically don't recognize any sort of halfling nobility or royalty,
instead looking to family elders to guide them. Families Exploring Opportunities
preserve their traditional ways despite the rise and fall of Halflings usually set out on the adventurer's path to defend
empires. their communities, support their friends, or explore a wide
and wonder-filled world. For them, adventuring is less a
Many halflings live among other races, where the halflings' career than an opportunity or sometimes a necessity.
hard work and loyal outlook offer them abundant rewards Halfling Names
and creature comforts. Some halfling communities travel as a A halfling has a given name, a family name, and possibly a
way of life, driving wagons or guiding boats from place to nickname. Family names are often nicknames that stuck so
place and maintaining no permanent home. tenaciously they have been passed down through the
generations.

Male Names:

Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret,
Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe,
Wellby

Female Names: Subrace. The three main kinds of halfling, lightfoot, stout,
and spiritwise, are more like closely related families than
Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, true subraces. Choose one of these subraces.
Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena,
Trym, Vani, Verna Lightfoot Halfling

Family Names: As a lightfoot halfling, you can easily hide from notice, even
using other people as cover. You're inclined to be affable and
Bushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, get along well with others. Lightfoot halflings have spread the
Leagallow, Tealeaf, Throngage, Tosscobble, Underbough farthest and thus are the most common variety.

Halfling Features Lightfoots are more prone to wanderlust than other
halflings, and often dwell alongside other races or take up a
Ability Score Increases. Your Dexterity score increases by 2. nomadic life.
Age. A halfling reaches adulthood at the age of 20 and Ability Score Increases. Your Intelligence score increases

generally lives into the middle of his or her second century. by 1.
Alignment. Halflings tend towards lawfulness. Naturally Stealthy. You can attempt to hide even when you

Uncomfortable with change, they tend to rely on intangible are only obscured by a creature that is at least one size
constants, such as racial identity, family, and community larger than you.
ties.
Size. Halflings average about 3 feet tall and weigh about 40 Stout Halfling
pounds. Your size is small.
Speed. Your base walking speed is 25 feet. As a stout halfling, you're hardier than average and have
Lucky. When you roll a 1 on an attack roll, ability check, or some resistance to poison. Some say that stouts have
saving throw, you can reroll the die. You must use the new dwarven blood. These halflings are more common in the
result, even if it is a 1. southern regions of the Earth Kingdom.
Brave. You have advantage on saving throws against being Ability Score Increases. Your Constitution score increases
frightened.
Halfling Nimble. You can move through the space of any by 1.
creature that is of a size larger than yours. Stout Resilience. You have advantage on saving throws
Spiritual Relations. The Halflings tend to have great
relations with the spirit world, and the spirits that reside against poison, and you have resistance to poison damage.
within it. You gain advantage on charisma (persuasion)
checks when dealing with any kind of spirit besides the Spiritwise Halfling
dark spirits.
Languages. You can speak, read, and write Oriental Spiritwise halflings are the rarest of all halfling varieties.
Common and Halfling. The Halfling language isn't secret, These halflings often travel the world, seeking out knowledge
but halflings are loath to share it with others. They write and communion with spirits from the Spirit World. Some
very little, so they don't have a rich body of literature. Their bands of spirit wise halflings create a small community
oral tradition, however, is very strong. Almost all halflings together at the center point where spiritual energy is the
speak Oriental Common to converse with people in whose most present.
lands they dwell or through wich they travel. Ability Score Increases. Your Wisdom score increases by 1.
Spirit Sense. You have a chance to be able to sense nearby,

hidden spiritual creatures. This ability plays somewhat off
of your passive perception stat, but in the sense that you
can, from time to time, peer into the Spirit World from the
material. This is quite useful in detecting something
malevolent or friendly.

Gnome Always Appreciative

A constant hum of busy activity pervades the warrens and It's rare for a gnome to be hostile or malicious
neighborhoods where gnomes form their close-knit unless he or she has suffered a grievous injury.
communities. Louder sounds punctuate the hum: a crunch of Gnomes know that most races don't share their
grinding gears here, a minor explosion there, a yelp of sense of humor, but they enjoy anyone's company
surprise or triumph, and especially bursts of laughter. just as they enjoy everything else they set out to do
Gnomes take delight in life, enjoying every moment of
invention, exploration, investigation, creation, and play. Delighted Dedication
As far as gnomes are concerned, being alive is a wonderful
Gnomes are small humanoids known for their eccentric thing, and they squeeze every ounce of enjoyment out of their
sense of humor, inquisitiveness, and engineering prowess. three to five centuries of life. Humans might wonder about
Having had few overt influences on the world's history but getting bored over the course of such a long life, and elves
many small and unseen ones, gnomes are often overlooked take plenty of time to savor the beauties of the world in their
by the powers that be, despite their craftiness and affinity for long years, but gnomes seem to worry that even with all that
invention. time, they can't get in enough of the things they want to do
and see.
Bending History
Most gnomes seem to become either air benders or earth Gnomes speak as if they can't get the thoughts out of their
benders. This is quite strange seeing that they are as opposite heads fast enough. Even as they offer ideas and opinions on a
as it can get, but at the same time, this makes them a very range of subjects, they still manage to listen carefully to
unique enigma within the world. With their awakened skill in others, adding the appropriate exclamations of surprise and
both forms, it makes it easier for them to craft amazing appreciation along the way.
constructs. Using metal bending to shape pieces with utmost
efficiency, or using gravity bending to keep invention afloat Though gnomes love jokes of all kinds, particularly puns
when you don't have an extra pair of hands. and pranks, they're just as dedicated to the more serious
tasks they undertake. Many gnomes are skilled engineers,
Vibrant Expression alchemists, tinkers, and inventors. They're willing to make
A gnome's energy and enthusiasm for living shines through mistakes and laugh at themselves in the process of perfecting
every inch of his or her tiny body. Gnomes average slightly what they do, taking bold (sometimes foolhardy) risks and
over 3 feet tall and weigh 40 to 45 pounds. Their tan or dreaming large.
brown faces are usually adorned with broad smiles (beneath
their prodigious noses), and their bright eyes shine with
excitement. Ther fair hair has a tendency to stick out in every
direction, as if expressing the gnome's insatiable interest in
everything around.

A gnome's personality is writ large in his or her
appearance. A male gnome's beard, in contrast to his wild
hair, is kept carefully trimmed but often styled into curious
forks or neat points. A gnome's clothing, though usually made
in modest earth tones, is elaborately decorated with
embroidery, embossing, or gleaming jewels.

Bright Burrows Seeing the World
Gnomes make their homes in hilly, wooded lands. The Curious and impulsive, gnomes might take up adventuring as
majority of them live underground but get more fresh air than a way to see the world or for the love of exploring. As lovers
dwarves or duergar do, enjoying the natural, living world on of gems and other fine items, some gnomes take to
the surface whenever they can. Their homes are well hidden adventuring as a quick, if dangerous, path to wealth.
by clever constructions. Welcome visitors are quickly ushered Regardless of what spurs them to adventure, gnomes who
into the bright, warm burrows. Those who are not welcome adopt this way of life eke as much enjoyment out of it as they
are unlikely to find the burrows in the first place. do out of any other activity they undertake, sometimes to the
great annoyance of their adventuring companions.
Gnomes who settle in human lands are commonly
gemcutters, engineers, sages, or tinkers. Some human Gnome Features
families retain gnome tutors, ensuring that their pupils enjoy Ability Score Increases. Your Intelligence score increases
a mix of serious learning and delighted enjoyment. A gnome
might tutor several generations of a single human family over by 2.
the course of his or her long life. Age. Gnomes mature at the same rate as humans, and most

There are, however, exceptions to these living conditions. are expected to settle into adult life around the age of 40.
For example, the gnome city of Hujiang is an Earth Kingdom They can live to 350 years on average, but it's not too
city mainly populated by gnomes. The city both has uncommon for them to reach 500 years of age.
structures above and under the ground. Alignment. Gnomes are generally Good. Those who tend
towards Law are engineers, researchers, scholars,
Gnome Names investigators, or inventors. Those who tend towards Chaos
Gnomes love names, and most have half a dozen or so. A are often minstrels, tricksters, wanderers, or fanciful
gnome's mother, father, clan elder, aunts, and uncles each jewelers. Gnomes are light-hearted, and even the tricksters
give the gnome a name, and various nicknames from just amongst them favor harmless pranks over vicious
about everyone else might or might not stick over time. schemes.
Gnome names are typically variants on the names of Size. Gnomes are between 3 and 4 feet tall and weigh
ancestors or distant relatives, though some are purely new around 40 pounds. Your size is Small.
inventions. When dealing with humans and others who are Speed. Your base walking speed is 25 feet.
"stuffy" about names, a gnome learns to use no more than Gnome Cunning. You gain proficiency in the element &
three names: a personal name, a clan name, and a nickname, history skills. Due to a gnomes knack for invention, you
choosing the one in each category that's the most fun to say. also gain proficiency in four of any artisan's tools.
Tinker. Using Your tools, you can spend 1 hour and 10 gp
Male Names: worth of materials to construct a Tiny clockwork device
(AC 5, 1 hp). The device ceases to function after 24 hours
Alston, Alvyn, Boddynock, Brocc, Dimble, Eldon, Erky, (unless you spend 1 hour repairing it to keep the device
Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Orryn, functioning), or when you use your action to dismantle it; at
Roondar, Seebo, Sindri, Warryn, Wrenn, Zook that time, you can reclaim the materials used to create it.
You can have up to three such devices active at a time.
Female Names: Spiritual Relations. Gnomes care very little for the spirits
and the spirit world, but they love to make gizmos and
Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellywick, doodads that resemble them at times. You neither have
Lilli, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, advantage nor disadvantage on charisma (persuasion)
Shamil, Tana, Zanna checks when dealing with spirits.
Languages. You can speak, read, and write Common and
Clan Names: Gnomish.

Beren, Daergel, Folkor, Garrick, Nackle, Mernig, Ningel,
Raulnor, Scheppen, Timbers, Turen

Nicknames:

Aleslosh, Ashhearth, Badger, Cloak, Doublestock, Flichbatter,
Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck

Subraces. Three subraces of gnomes are found across the Gnomish Devices
lands of the world: forest gnomes, rock gnomes, and deep This is a list of devices that any gnome can construct from
gnomes. Choose one of these subraces. their tinker racial trait.

Forest Gnome Calculator. This device makes doing sums easy.
Clockwork Toy. This toy is a clockwork animal, monster,
As a forest gnome, you have a natural knack for trickery and or person, such as a frog, mouse, bird, dragon, or soldier.
inherent quickness and stealth. In the world, forest gnomes When placed on the ground, the toy moves 5 feet across
are rare and secretive. They gather in hidden communities in the ground on each of your turns in a random direction. It
dense forests and jungles, using nature around them to makes noises as appropriate to the creature it represents.
conceal themselves from threats or to mask their escape Music Box. When opened, this music box plays a single
should they be detected. Forest gnomes tend to be friendly song at a moderate volume. The box stops playing when it
with other good-spirited woodland folk, and they regard the reaches the song's end or when it is closed.
mùjīnglíng elves and other nature spirits as their most Timekeeper. This pocket watch keeps accurate time.
important allies. These gnomes also befriend small forest Weather Sensor. When used as an action, this device
animals and rely on them for information about threats that predicts weather conditions in a 1-mile radius over the
might prowl their lands. next 4 hours, showing one symbol (clouds, sun/moon,
Ability Score Increases. Your Dexterity score increases by 1. rain, or snow) for each hour.
Natural Trickster. You gain proficiency in the Stealth skill.
At your DM's discretion, you may make other objects with
You also have advantage on charisma (Deception) checks. effects similar in power to these, but they must not surpass
Speak with Small Beasts. Through sound and gestures, you the device limitations if you do not have the innovative trait.

may communicate simple ideas with Small or smaller Advanced Gnomish Devices
beasts. This is a list of devices that only rock gnomes, who gain the
special racial trait innovative, can construct.
Rock Gnome
Alarm. This device senses when a creature moves to
As a rock gnome, you have a natural inventiveness and within 30 feet of it without speaking aloud a password
hardiness beyond that of other gnomes. Most gnomes across chosen when you create it. One round after a creature
the world are rock gnomes. moves into range, the alarm makes a shrill ringing that
Ability Score Increases. Your Constitution score increases lasts for 1 minute and can be heard from up to 300 feet
away.
by 1. Clockwork Bird. You can construct a small, autonomous
Artificer's Lore. Whenever you make an Intelligence bird construct. You may only have five of these clockwork
birds at any one time, including any clockwork soldiers
(History) check related to a mystical item, alchemical you already have.
objects, or technological devices, you can add twice your Clockwork Soldier> You have learned how to craft a
proficiency bonus, instead of any proficiency bonus you small, autonomous fighting machine. With 4 hours of
normally apply. work and 50gp worth in materials, and one precious
Innovative. You gain access to the construct items under the gemstone of any kind, you can craft a small construct. You
advanced devices list. may only have five of these clockwork soldiers at any one
time, including any clockwork birds you already have. If
Deep Gnome the construct is defeated in battle, but not completely
destroyed, it will only cost you 1gp to repair it (minimum).
The deep gnomes, or svirfneblin, live in small communities Fire Starter. The device produces a miniature flame,
scattered across the Beneath. Unlike the duergar or hēi'àn which you can use to light a candle, torch, or campfire.
elves, deep gnomes are as good as their surface cousins. Using the device requires your action.
However, their humor and enthusiasm are dampened by their Lifter. This device can be used as a block and tackle,
oppressive environment, and their inventive expertise is allowing its user to hoist five times the weight the user
directed mostly toward stonework. can normally lift.
Ability Score Increases. Your Strength score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 At your DM's discretion, you may make other objects with
effects similar in power to these.
feet.
Stone Camouflage. You have advantage on Dexterity

(stealth) checks to hide in rocky terrain.
Stonecunning. Whenever you make an Intelligence (History)

check related to the origin of stonework, you are
considered proficient in the History skill and add double
your proficiency bonus to the check, instead of your normal
proficiency bonus.

Clockwork Soldier

Tiny Construct, unaligned
Armor Class 10 + your Intelligence modifier
Hit Points 5 + your total level
Speed 20 feet.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 4 (-3) 4 (-3) 4 (-3)

Condition Immunities poisoned/poison
Senses passive Perception 16, darkvision 30ft.
Languages None
Challenge 1 (200 XP)

Voice Recorder. The Clockwork Soldier can record
up to a minute's worth in voice reconstruction.

Actions

Tiny Lance. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit (1d4 + 3) Piercing

Clockwork Bird

Tiny Construct, unaligned
Armor Class 8 + your Intelligence modifier
Hit Points 2 + your total level
Speed 40 feet. (fly)

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 2 (-4) 2 (-4) 2 (-4) 2 (-4)

Condition Immunities poisoned/poison
Senses passive Perception 20, darkvision 60ft.
Languages None
Challenge 0 (0 XP)

Voice Recorder. The Clockwork Bird can record up
to 10 minutes worth in voice reconstruction.

Actions

Bolt Beak (Arrow). Range Weapon Attack: +6 to hit,
range 30ft., one target. Hit (1d4 + 4) Piercing

Blood Feud

Though the korobokuru were generally distrusting
of most other races across the world, they held no
hatred for any other more than what they held for
the hobgoblins. In the ancient ages, the hobgoblins
were enslave, torture, and slaughter the korobokuru
people. For this reason, the korobokuru have
become an aggressive people, so as to be able to
free themselves from the iron clutches of the
hobgoblins.

Now the korobokuru wage a seemingly endless
war against hobgoblin kind. They have sworn to
avenge their dishonored ancestors to a point that
might eventually lead to the extinction of either
the hobgoblins or possibly even the korobokuru.

Korobokuru Bending History
Unlike the dwarves but similar to the duergar, korobokuru
The korobokuru are dwarf-like humanoids that are in would have the fire bending arts awaken within their chi.
constant war with the hobgoblin hoards of the Dune Lands. Some of the clans reside within the Fire Nation while others
There are multiple clans of korobokuru led by each a stand alone, and facing the hobgoblins on their native turf.
different warlord. Korobokuru hold honor for their clan and The korobokuru are not known for any other forms of
their people in the utmost esteem. Some say that the war bending, but it does come around on occasion.
between the korobokuru & hobgoblins will only end when
one or the other is completely extinguished. Primal Heritage
Members of the other races, especially the dwarves, had a
Korobokoru usually reached about 4 feet in height, with pretty poor opinion of the tribes of the korobokuru, assuming
hands and legs longer in proportion to their bodies. They they were wild, rude, and boastful. Typically, this stereotype,
were usually bowlegged and had big blue, green, or brown while sometimes true, was mostly wrong. Korubokuru did not
colored eyes. Their ears and noses were small, with large like it when someone said bad things about their society.
round nostrils. Most often, they had thick blond or light Soon after this stereotype was either disproved or merely
brown hair and males also grew small beards. It was worth forgotten, most of the original korobokuru clans and tribes
noting that female korobokuru could also grow small had banded together to create a Korobokuru Empire. This
whiskers below their chins. empire resides mainly within and is allied with the Fire
Nation.
Many korobokuru looked kept and ready for a fight. When
they weren't wearing armor, they generally wore intricate but
simple clothing. They rarely wore jewelry, but sometimes
wore small amulets and some females decorated their hair
with flowers.

Warbred Society Korobokuru Names
The majority of korobokuru are members of the Korobokuru A korobokuru's name is given to them at birth by the head of
Empire, and as such are born and raised for war, even when their house. Every proper korobokuru name has been used
there may not be one. Korobokoru could be found across all and reused down through the generations. In addition, a
island masses of the Fire Nation. They lived in large and korobokuru's last name is the name of the house that they
defendable fortresses like cities, where they kept their cattle, belong to.
agricultural plantations, trained their warriors, and had their
overall lives. Each city was independent in its internal Male Names:
governing, but was under the rulership and protection of the
korobokuru emperor. Aguto, Anaki, Dow Yin, Heihaichi, Jujumi, Matsuhara,
Mitsurugi, Nogutumi, Osioh, Rigato, Senshen, Takashino,
Each individual city was often managed by a korobokuru Tetsuhiro, Yen Lu, Yinshen, Zugeiro
warlord and two personal advisors. One advisor was for
military matters, while the other was political and societal Female Names:
matters, such as the well being of the city's citizens. The
warlord was chosen by the korobokuru emperor, and the Bichanaki, Hansokumoke, Hosuri, Inaoki, Kachuniru,
advisors were elected by the korobokuru elders. Kachuniru, Kamimoto, Makura, Mitsumi, Naomi, Resuka,
Taiku, Takeu, Tora, Utena, Yatsuki
These three leaders declared laws, judged people, and
punished the guilty. However, the death penalty was often not Clan Names:
applied in korobokuru society, unless by the decree of the
emperor himslef. Punishments usually involved pain, both Blazingbash, Fireblazer, Inferogon, Irontooth, Karkaz,
physical and psychological. These included beating, maiming, Moltenforge, Shieldbreaker, Stormcrackler, Ugati
and exile.

Path to Acheron
Although both the korobokuru and hobgoblins loathe each
other too much to ever admit it, but they both believe in the
same afterlife. The korobokuru believe that when they die,
preferably in honorable battle, their spirits will move to the
Eternal Battlefield of Acheron, one of the lower planes of the
multiverse that is filled with constant warfare.

However, the one aspect that both the korobokuru and the
hobgoblins will agree on, is that their racial feud will
transcend even the material world, and their battle only goes
on in Acheron.

Korobokuru often did not have priests or a unified faith.
The faith that a korobokuru would follow is up to the
individual family houses. As such, religious services were
performed by the heads of their households. However, some
members of korobokuru society were said to have mystical
powers granted to them from a higher force. These
korobokuru were referred to as "tusu" and often filled the
role of shamans among the korobokuru people. The tusu
were almost exclusively female, aside from rare occasions
here and there.

Korobokuru Features Tusu Features
Ability Score Increases. Your Charisma Score Increases by As an added option for the korobokuru race, you can choose
to instead by a tusu. The only restriction is that to be a tusu,
2, and your Dexterity score increases by 1. you must be a female korobokuru. As a tusu, you gain the
Age. Korobokuru mature at the same rate as dwarves, but following additions and changes.

they're considered young until they reach the age of 20. On Ability Score Increases. Your Charisma Score Increases by
average, they live about 300 years. 3, and your Intelligence score increases by 1. However, your
Alignment. Most korobokuru are loyal to their clan alone, Strength is decreased by 2
gaining Lawful alignments. Depending on the clan, their
alignments can vary from Good to Evil, all as long as they Age. Tusu mature at the same rate as dwarves, but they're
are against the hobgoblin hoards. considered young until they reach the age of 20. On
Size. Korobokuru stand between 4 and 5 feet tall and average, they live about 300 years.
average about 130 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet. Alignment. Most tusu are loyal to their clan alone, gaining
Korobokuru Proficiencies. You gain proficiency with the Lawful alignments. Depending on the clan, their
Warblade, Wakisashi, and the Katana. You also gain alignments can vary from Good to Evil, all as long as they
proficiency with light armor. are against the hobgoblin hoards.
Goblin Hunters. You cannot suffer disadvantage on attack
rolls against goblinoids. You also have advantage on Size. Tusu stand between 4 and 5 feet tall and average about
attacks and saves against goblinoids. 130 pounds. Your size is Medium.
Spiritual Relations. The korobokuru have more respect for
spirits of fire, believing that they give them strength in their Speed. Your base walking speed is 35 feet.
times of need. You have advantage on charisma Tusu Proficiencies. you gain proficiency in the kamas and
(persuasion) checks when dealing with spirits of fire.
Languages. You can speak, read, and write Common and ornate spear. You also gain proficiency with light armor.
Korobokuru. Goblin Hunters. You cannot suffer disadvantage on attack

rolls against goblinoids. You also have advantage on
attacks and saves against goblinoids.
Social Power. You are proficient in the Persuasion skill, and
you have advantage on all skill checks that rely on
charisma.
Spiritual Relations. The tusu have more respect for spirits
of fire, believing that they give them strength in their times
of need. You have advantage on charisma (persuasion)
checks when dealing with spirits of fire.
Languages. You can speak, read, and write Common,
Korobokuru, and one exotic language of your choice.

Elemental Kinhe title of elemental kin is a term given Djinn Bloodlines
exclusively to the descendents of elemental Another common union between elemental beings are those
creatures. The world is filled with creatures of mortals and the ancient djinn, or better known as genies,
that bear the elements of nature itself, they of the elemental planes of Emtari. Most genies don't take the
time to raise their elemental offspring, and generally leave
Tthemselves bearing offspring with that of other, them with their mortal parent to raise alone, though there
lesser races. Unfortunately, not all of these have been instances where a genie has left their home in the
races look upon their offspring with kindness, spirit world, and have made a place for themselves on the
some casting them far away from themselves, while others material world, so that they may be with their offspring
will keep them close to teach them about the world that they through most points of their lives. Either way, the genasi, the
now have become a part of. term for the offspring of a genie, are never left without
elemental gifts passed onto them from their Genie parent.
Descendancy of Giants
There is a conglomeration of giant races. This is refered to Children of Dragons
the Giant Ordning. The giants of this ordning roam the world Considered one of the greatest of all creatures to exist on
as beings of their own power and strength. These giants are both the material and spirit world, dragons are ancient
as much a part of nature as any other creature is, and as masters of the bending arts. Being able to take human forms,
such, are divided by their elements, but connected are still some have mingled with other races, creating a new species
connected through the ordning. Over many centuries, there of draconic humanoids over the centuries. The kennaryn
have been instances where certain giants have been able to stand as the living proof that being the descendants of
take smaller forms, so they may mingle with the small folk of dragons come with their extrodinary benefits, and their
the world. In these instances, many have mated with such terrible consequences.
smaller beings, having half-giant offspring. Even furthermore,
those half-giants had their own descendants, creating
completely new chains of races. These races have their own
cultures, sometimes reflecting their giant ancestors, and have
been integrated into the societies of the world.

Eruran Deadbeat Heritage

The eruran are a race of large folk that generally live in the The relationship between the eruran and hill giants
Earth Kingdoms around hilly areas and at the foot of is one lacking any real involvement. Hill giants care
mountains. Known as the descendants of the hill giants, the very little or not at all for their eruran descendants.
eruran are known for their exceptional strength, but when it Many hill giants would sooner see an eruran as a
comes to their intelligence, they receive their lesser thinking source of sustenance before stopping to consider
power from their ancestors, and are often insulted. Those them as even an acquaintance.
who dare agitate an eruran in this way, generally won't be
able to agitate anyone else ever again. This has put the majority of all eruran at a natural
disposition against the hill giants. Many eruran
Among the giant kin races, the eruran often had pale or hunt hill giants either out of pure ire and spite or
tanned skin, not unlike that of humans. Their hair often came just for the thrill of the hunt.
in the same variations as that of humans as well. Their eye
colors varied between multiple shades of brown and black The irony of the eruran is that they have become
tints. excellent giant hunters, and some even take novice
hunters of other races under their wing, and teach
Out of all of their kin, the eruran were often the most them the ways of hunting the giant folk.
naturally muscular. Building one's strength and physical
capabilities was often the goal of most eruran, rather than Intellectually Discriminated
educating themselves on the world and people. Due to their heritage with the hill giants, most eruran are
often insulted for their mental gaps. This is not inherently
Bending History their fault, but most don't attempt to aspire to compensate for
The eruran, much like their goliath kin, have a natural affinity these gaps with proper education, sticking to their instincts
for earth bending and are not known for the use of any other and natural wit.
forms. They are incapable of becoming air benders by nature
of their being. Some have been known to become proficient There those few who attempt to self educate or get tutored,
metal benders and plant benders, but most eruran would sometimes by a kind enough or patient enough elf. In these
more likely uproot a tree before they used it to their cases, some eruran prove other individuals wrong through
advantage through bending. their proper education. Unfortunately, no matter how hard
most would try, no eruran may ever receive the recognition
Natural Nomads that they wish to have and potentially deserve.
The eruran as a whole have no society of their own, much
like their giant ancestors. But rather than roaming the hilly
regions of the Earth Kingdom and pillaging villages and
towns, they live off the land much like common human
farwanders and nomads. Hunting for food frequently and
multiple times in the same day, often gorging themselves
needlessly. Villages across the lands have often found the
need during festivals, to ban eruran from participating in
eating events and contents, for they always seem to win and
then continue to eat what wasn't part of the competitions. Not
all eruran are gluttons like this, and even so, never seem to
get any fatter from it. Living off the land the way the eruran
do, often keep them in peak physical conditions.

Family Bonds Eruran Features
Even though the eruran have no culture to call their own, Ability Score Increases. Your Strength score increases by 3,
they do have a strong sense of family and loved ones. The
general eruran family often includes a mated couple and their and your Constitution score increases by 3, but your
children. These small family bands often travel from place to Intelligence score is decreased by 3.
place frequently, often spending very little time in the same Age. Eruran have lifespans comparable to humans. They
place for long periods of time. On some occasions, a family enter adulthood in their late teens and usually live less
will include a relative, such as an older or younger sibling of than a century.
the parents. These family bands are often stronger in spirit Alignment. There is no real eruran society, except from the
and in numbers. occasional clan here and there. Most Eruran keep to
themselves and tend towards Chaotic alignments of either
Eruran Names Evil or Neutral. Very few have been seen to have Good
Names given to the eruran are often simple and short. Most alignments.
have found no use for family names or nicknames, rather Size. Eruran are between 7 and 8 feet tall and weigh
keeping their single name to be the one thing that can never between 300 and 400 pounds. Your size is Medium.
truly be taken from them. Many have theorised that the Speed. Your base walking speed is 30 feet.
eruran have such short and simple names for one of two Iron Gut. Eruran can receive nutrients from most any kind of
reasons: They have no need for grandeur or vanity in their substance, even resorting to consuming earth itself for
names and make them cut right to the chase, or they don't sustenance. You also gain a resistance to poison damage.
want to have to remember or come up with such complex Imposing Figure. You are proficient in the charisma
names that they would soon forget their current train of (intimidation) skill.
thought before they even finished saying their name. Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
Male Names push, drag, or lift.
Hill Walkers. You gain proficiency in the Nature & Survival
Ak, An, Boh, Cae, Del, Doh, Fer, Gah, Hish, Horo, Imo, Ja, Jor, skills.
Kel, Kyl, Lan, Lem, Maka, Mel, Nel, Poh, Qu, Soh, Tor, Unm, Spiritual Relations. Eruran are not very respectful of the
Vah, Ven, Wehn, Ze spirits or the spirit world, going wherever they please. You
have disadvantage on charisma (persuasion) checks when
Female Names dealing with spirits of all kinds.
Languages. You can speak, read, and write Common and the
Aka, Ana, Cel, Fara, Hura, Imora, Jora, Kelna, Lura, Mara, Hill Giant language.
Mehla, Mia, Nella, Nia, Oma, Pella, Pihn, Pura, Sel, Tora, Val,
Vena, Vorhna, Weinu

Spiritual Heritage

The relationship between the goliaths and the
stone giants is profound and deepening. Though
stone giants don't often make regular contact with
goliaths or their tribes, some have been known to
participate in spiritual ceremonies with each other
from time to time.

Goliaths and stone giants have a natural respect
for eachother and wouldn't openly attack one
another under many circumstances.

Goliath Bending History

At the highest mountain peaks, far above the slopes where Being the descendants of the stone giants, the goliath race
trees grow and where the air is thin and the frigid winds have a natural affinity towards the earth bending arts. Some
howl, dwell the reclusive goliaths. Goliaths wander a bleak have been known to receive the abilities of fire and even
realm of rock, wind, and cold. Their bodies look as if they are water bending, but this is exceptionally rare.
carved from mountain stone and give them great physical
power. Their spirits take after the wandering wind, making Driven Competitors
them nomads who wander from peak to peak. Their hearts Every day brings a new challenge to a goliath. Food, water,
are infused with the cold regard of their frigid realm, leaving and shelter are rare in the uppermost mountain reaches. A
each goliath with the responsibility to earn a place in the tribe single mistake can bring doom to an entire tribe, while an
or die trying. individual's heroic effort can ensure the entire group's
survival.

Goliaths thusly place a premium on self-sufficiency and
individual skill. They have a compulsion to keep score,
counting their deeds and tallying their accomplishments to
compare to others. Goliaths love to win, but they see defeat
as a prod to improve their skills.

This dedication to competition has a dark side. Goliaths
are ferocious competitors, but above all else they are driven
to outdo their past efforts. If a goliath slays a dragon, he or
she might seek out larger, more powerful wyrm to battle. Few
goliath adventurers reach old age, as most die attempting to
surpass their past accomplishments.

Fair Play
For goliaths, competition exists only when it is supported by a
level playing field. Competition measures talent, dedication,
and effort. Those factors determine survival in their home
territory, not reliance on items, many, or other elements that
can tip the balance one way or the other. Goliaths happily rely
on such benefits, but they are careful to remember that such
an advantage can always be lost. A goliath who relies too
much on them can grow complacent, a recipe for disaster in
the mountains.

This trait manifests most strongly when goliaths interact
with other folk. The relationship between peasants and
nobles puzzle goliaths. If a king lacks the intelligence or
leadership to lead, then clearly the most talented person in
the kingdom should take his place. Goliaths rarely keep such
opinions to themselves, and mock folk who rely on society's
structures or rules to maintain power.


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