Playable Races

A list of playable races.

## Human

Name: Human (Men, etc)

Info: Humans are the most common of the world's people, and the most widely known. The most numerous of the races, and the most capable of conquest, the humans are known to all. In fact, the world's primary language is a Human tongue, that of Ilythria, which had conquered all the world under human rule. They are split into many different nations, cultures, and religions across the world, but they are all united by the power of human spirit, and the human will to fight and survive, no matter the odds. Although they are incredibly short-lived compared to the other races, they can obtain admirable wisdom in their short life spans, and can create things of beauty comparable to even the Faer. The will of humanity is its strongest weapon, for humanity is a flame. It will always rise again, no matter the odds put against it

Traits: +1 to all stats

Speed 30, size Medium (5-6 Feet)

Languages: Common and chosen Human culture

## Ektmoran

Name: Ektmoran (Cliff-Born, Horned Folk, etc)

Info: Ektmorans are a people born of the Ekt, a land of incredible heat, red cliffs, and sparce resources. By nature, they are resilient, and by their surroundings, they are fiercesome. Known for their Armanthrin light armor and warrior culture. In a land with so little to live off of, one must be strong to secure what they can. The Ektmorans live in clans settled in cliff-side adobe settlements, and each clan worships its founder, usually a famed warrior. In addition, they worship the nameless god of creation, who created the world via the spilling of blood in battle with a great enemy at the beginning of time. Although friendly and hospitable to outsiders, they display immense hostility amongst their clans. Divided, this red wasteland is of little significance. But if the Clans were to unite, they would be truly fiercesome.

Traits: +1 to Wisdom, +2 to Constitution

Children of the Red Cliffs: Ektmorans have proficiency in Athletics, and are resistant to heat/fire damage.

Natural Survivor: Automatically proficient in Survival, as their homeland is of a harsh climate, with little food or water.

Speed 30, size Medium (5-6 Feet)

Languages: Common and Ektmoran

## Dwarf

Name: Dwarf (Stonefolk, etc)

Info: Dwarves are, to most people, a dying race. They were at their greatest long ago; before the Ilythrians built their world-spanning empire, before the Vampires drowned the world in its own blood, before the Trinity unleashed its horde of monsters upon the world. The Dwarven Holds have stood for thousands upon thousands of years, although now the Dwarves only occupy one. The Hold of Odregar is the last bastion of the Dwarven race, and even still they are not free of struggle. From the west, Odregar is assailed by monsters and savages under the influence of the Trinity. From beneath, the Dwarves have to contend with Goblins, underground beasts, and marauding Dark Elven slavers. However, the Dwarves are not one to give in to a challenge. For ages they have struggled vainly against extinction, but now they have a true chance of building something to stand the test of time.

Traits: +2 to Con

Darkvision: Accustomed to life underground, 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.

Dwarven Resilience: You have advantage on saving throws against poison, and you have Resistance against poison damage.

Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

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.

Speed 25 (Not reduced by heavy armor), Size Medium (4-5 Feet)

Languages: Common and Dwarven

## Faer

Name: Persillaen Faer (Ruined Elves)

Info: Long ago when Persillae was cursed, not all left. Some remained, in a homeland that warped rapidly due to teh curse' blighting effects. Many perished or worse on teh surface, but osme hid underground, forming isolated communities that, depsite their constant suffering, survived. Over thousands of years, they remain, some still so old to remember the First Age, knowledge that dies underground with them. They are afflicted with countless ills and blights, blind, deaf, burning in the sun, unable to eat, allergic to magic, infertility, common ilness, all such things flow through their communes.

Traits: +2 to Wis, +1 to Int, -2 to Con, -2 to CHA

Darkvision: Perhaps the only plus of their extreme sensitivity to light is that they can see underground. 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. Additionally, prolonged exposure to sunlight means a permenant blinding.

Wretched Survivalists: Require half the food as anyone else, can eat borderline anything, and have proficency in Survival

Ruins of Ages Past: Proficency in History

Cursed Dregs: You must choose two of the following ills. Blindness, Deafness, Inability to Speak, Inability to Eat, Allergies to Magic, Brittle Bones (Another -2 to Con), Permenant Illness (Uncurable sickness), Infertility, decaying skin (-2 to all hit dice rolls on leveling up), Rotting Mind (-2 to WIS and -2 to INT) Hemophelia (Don’r regain any hit points from resting)

Exiles from the Surface: Each hour of exposure to the sun is 1d4 damage you take. Your skin burns and peels rapidly, and exposure to sunlight is extremely painful

Speed 30, Size Medium (6-7 Feet)

Language: Faer

## Sarenfae

Name: Sarenfae (Sea Elves)

Info: The Sarenfae are a unique group of Elves, similar to Humans more than any other Elven people. Their lifespans are shorter, reaching only to 300 years as an average, and their culture is regarded as more "primitive" compared to other Elves, although the Sarenfaen care little about their opinions. The Sarenfaen simply live as they'd like to. Their culture is one of festivals, love, art, and admiration for the beautiful ocean around their islands. Arguably the best sailors in the world, they are known far and wide as traders and explorers. Unique among them, are figures called Tideturners, gifted with the control of water and waves. Many of the tales of the Sarenfae tell of explorers and Jarrazzos, which are duelist/vigilante folk heroes, with many tales of outwitting villains and besting them with fancy dueling techniques, all in the pursuit of justice. As other cultures tell tales of knights saving maidens, they tell tales of their Jarrazzos.

Traits: +2 Dexterity

Natural-born Swimmer: Sarenfae are all capable of swimming, and can swim at a speed of 20. They have a +2 to water-related rolls. (Rescuing people, swimming against current, trying to stay afloat, etc)

Seafarers: All Sarenfae know the basics of sailing and navigation on water. (Start with common trait: Sailor)

Festival People: A people of drink, festival, and performance, they are known for being able to put on a good show. Proficiency in Performance

Speed 30, Size Medium (5-6 Feet)

Language: Common and Sarenfaen

## Drafae

Name: Drafae (Dark Elves, Drow)

Info: The Drafae are a race of primarily underground-dwelling elves. They live forever if they are underground, but for those who ever see the light of the sun or the moon, that lifespan is cut down to 300-500, making them extensively out of touch with the world. The Drafae are a people divided, based on those who remain underground in the slave-holding Dominion, and those who have colonized the surface to form the Republic of Saranah, sacrificing their immortality. In the Dominion far underground, the Dark Elves worship the Goddess Civaheh, but in Saranah the Drafae praise the Moon as a deity. The Dominion does not acknowledge a relationship between themselves and the other Elves, believing themselves superior, while Saranah acknowledges that the leadership of the Dominion had lied to its populace about the nature of their very race. The Drafae are a people of tainted reputation, as the Dominion's hedonistic excess inspires disgust in other cultures, a reputation the Republic cannot escape, despite having nothing to do with it.

Traits: +2 Dex, +1 Char

Darkvision: Accustomed to life underground, 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. The sun's murder though, unless you have a hood.

innate spellcasting, which is when they use charisma as their spellcasting modifier rather than whatever is needed for their class

Speed 30, Size Medium (6-7 Feet)

Language: Common and Undertongue

## Aarakocra

Name: Aarakocra (Bird people, Eagles, Hawks, Sparrows, Songbirds, etc)

Info: The Aarakocra are a strange and foreign race to most others. Only the Ellekhen are similar in the fact that they are truly a collection of many different subraces, some living to 300 years, and others living only to two decades. The Skyruler Freehold, the only "official nation" they hold, is split into various Wings based on subraces. Each Wing has a King, and the Kings form the Crowned Council, which rules in the interests of the Freehold. Their flight allows them to dwell in places inaccessible to others, and for many years it kept them safe. The Freehold is located atop the tallest mountain in the world, surrounded by a chain of smaller floating islands. Far away from other nations culturally, yet aware of their activity via aerial surveillance, they prefer not to involve themselves in the politics of the world. After all, flying too low is just as dangerous as flying too high.

Traits: +2 Dex, +1 Wisdom, -1 Con

Standing Jump. At 1st level, you can make a long jump from a standing position instead of first moving 10 feet. You can make a high jump from a standing position and ignore the half distance penalty.

Glide. At 3rd level you have resistance to damage received as a result of falling. You may make a long jump and a high jump as a single action and double the distance of each to execute a glide. Any damage taken immediately ends the glide. Executing a glide may provoke an opportunity attack.

Fly. At 5th level you may cast the fly spell on yourself at will

Talons. The damage die for your unarmed strikes increases to a d4, and you deal slashing damage instead of bludgeoning with your unarmed strikes.

Claustrophobia. While in spaces smaller than 10 feet by 10 feet that have no obvious access to the sky, you must make Wisdom save DC 10 each in-game hour or become frightened until you leave the space or until you make a successful Wisdom save at the in-game hour interval. While frightened, you may not move towards any spaces that become more confined than the space you were in when you became frightened.

Eagle Eyes. Accustomed to having to spot prey from a distance, you have proficiency in the Perception skill.

Speed 25, Size Medium (5-7 Feet)

Language: Common and Aarakocra

## Faesei

Name: Faesei (Wood Elves)

Info: The Faesei are a group of elves living in the Woodland Realm. They live to 700-800 years, unless in their old age, they choose to begin the process of transformation. This process sees the elderly wood elf slowly begin changing shape into a tree, their mind taking on a more inactive state. Eventually, the elf would be completely indistinguishable from a tree. This whole process happens in the Grove around the Aerenwell. Every single tree in the Grove is a Faesei ancestor, and so the place is enormously holy to the wood elves, and they gather to attempt communication with their ancestors. The Grove is gaurded not only by the wood elves themselves, but some of the moer energetic wood elves who have transformed may rise out of the ground to protect themselves, as a sort of Ent. The Wood Elves are isolated, ignoring the world and its events, and shunning those of their race who leave the forest, save for important tasks. To leave the forest and be tempted by the outside world is foolish. Instead, one should focus most on achieving a spiritual connection to the natural world, in order to aid with one's future transformation and integration into the Grove. What could there be out in the world that there is not in the Forest? The Wood Elves have learned the hard way, nothing friendly lives outside the Forest.

Traits: +2 Dex

Darkvision: Accustomed to twilit forests and 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.

Forest Dwellers: Proficency in Nature skill.

Trance: Wood Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Allies of Nature: Proficiency in Animal Handling

Speed 35, Size Medium. (5-7 feet)

Language: Common and Faesein

## Ellekhen

Name: Ellekhen (LIzardmen)

Info: Born of the greatest Jungles and Swamps, the Ellekhen are misunderstood. Many fear the large reptilian predators, perhaps for their prowess in battle and incredible strength,th or for their scaled appearance. Regardless, the Ellekhen are as they are. They are keen traders and explorers, and do what they can to earn glory for their Clans, to add higher stacks to the pillars outside each Clan's Orkapi. An orkapi being the large ziggurat like structure used similar to an apartment. Ellekhen cities are full of various Orkapi, all owned by various family-based Clans. To bring glory to the Clan and to build ones pillars is a virtue in Ellekhen society. After each male undergoes the sacred rite of passage, their goal should be hunting glory. For women, the larger, stronger gender, they focus more on wrangling the massive domesticated beasts the Ellekhen use for cattle and labor, as well as battling off the creatures of the jungle. For every one they kill, another skull can decorate the Orkapi's walls.

Traits+2 STR, +1 Con, -1 Charisma

Natural Armor: Unarmored AC is 14+Dex modifier. Wearing armor can't reduce this. (DOES NOT COMBINE WITH OTHER AC SHIT)

Regeneration: Can regain 1d6+CON mod+level once per day

Jungle Creature: Resistance to Poison In Tune with Instincts: Proficient with Survival

Speed 30, Size Medium (8-9 Feet)

Language: Common and Xotl

## Guapan

Name: Guapan (Frogfolk)

Info: Perhaps the most humble of the races is the Guapan. Hunter-gatherers in their swampy island homeland, they have long shunned technological advancement simply because they find life more enjoyable the way they live it. The only time they experienced agriculture and advanced technology was during Ilythrian occupiation. And for them, it was not something they would wish to repeat, being enslaved to harvest cash crops alongside all the other poor souls the Ilythrians pinned under their boot. So, they live by blowdart and spear, as every frog before them has. If backbreaking labor on some farm or plantation is required for civilization, or the rise of the few above their unified whole, why should they bother? Life in the swamp is simple. And with any luck it'll stay that way. They live to 40.

Traits: +2 Dex, +1 Wis, -1 Str

Amphibious: Breathe in Air and Water.

Sticky Hands: Proficient in Athletics when climbing.

Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.

Speed 20, Size Small (3-4 Feet)

Language: Common and Buddlewung

## Ielfae

Name: Ielsei (Snow elves)

Info: The Ielsei regard themselves as the children of the Stars. In the frozen north of the continent of Annalay, they roam the endless snow and ice. On skis and sleds, their tribes move at unimaginable speeds, following the creatures of the region that they hunt for survival. No creature is better suited to cold than they, nor more familiar with the Stars above the North Pole. Navigating by starlight, they travel between the Icey North Pole, and their ancestral homeland of Anivar when the sea freezes over in winter. The Gods in their constellations above shall guide the Snow Elves. They have never led them wrong before. The Ielsei can live up to 1000 years, although the occasional mauling via polar bear or seperation in a blizzard prevents many from reaching that point.

Traits: +2 Dex, +1 Con

Polar Dwellers: Proficency in Survival, and they are less vulnerable to frigid temperatures, and are all resistant to frost damage

Winter Affinity: The Ielsei have innate frost magic, so every Ielsei, regardless of class, knows Ray of Frost.

Speed 30, size Medium (5-6 Feet)

Language: Common and Ielsein

## Halfling

Name: Halflings

Info: The small folk of the Northern Hinterlands are largely regarded as humble and well-versed in hospitality. Although they do not travel widely and are known to few, it's rather hard to dislike them. Not cut out for adventure, they usually prefer a quiet peaceful home and good company with friends, but will fight when pushed to it by monsters or larger folk. Although armed primarily with farming tools and the goats, ponies and Hinterland Sheepdogs they ride, their greatest weapon by far is bravery.

Traits: +2 Dex

Brave: Advantage on saving throws against being frightened.

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Speed 25, size Small (3 feet)

Language: Common

## Orc

Name: Orc  (Greenskin)

Info: The Kervarkite Orcs, which include the Orcs of Saran Jii, are the original Orcish race, uncorrupted by Void energies.  They arrived to this world as agents of Gremorgal, the Void God of Justice, and took it upon themselves to help Lumoris' mortal denizens free themselves of the influence of monsters and void beasts.  They are a strong, hardy peopel who are often most comfortable dwelling in mountains.  However, their civillization has split, into the traditional, judicial based society of Kervark, and the samurai-dominated islands of Saran Jii to the far south east.

Traits: +2 str, +1 con

Menacing: Proficency in Intimidation

Will of the Orcs: Resistance to Charm and Sleep

Orcish Combat Training: Proficiency with Battleaxe, Handaxe, Javelins and Light Armor.  (OR) If Saran-Jii, take other thing i'm gonna put in(edited)

Speed 30, Size Medium (7-8 Feet)

Languages: Although most fortress-cities speak Kervarkite, the Saran-Jii Orcs speak Qon.

## Goliath

Name: Goliath (Collossi))

Info: The Goliaths are a race of large, humanoid creatures commonly of pale skin and born with darker colored markings (usually blue or black). They dwell in the Burkten mountains of Kiyo and refer to themselves as Collossi, where they live an isolated existance, besought on both sides by the expansionist Lu Xang and the rampaging Centaur hordes. Although they would like to live a peaceful life, they often are unable to do this, and have taken up war in pursuit of peace. Long ago, they were vowed to a life of peace, without harming others, and they were happy. But, starting with the ivasion of beasts, they had to put aside this life to defend themselves, costing them everything that they once enjoyed, including unities. Now, the Clans of Goliaths are often forced to fight for scarce resources, or by manipulation of the Lu Xang. They live 80 years on average.

Traits: +2 str, +1 con

Natural Athlete: Proficency in Athletics

Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.

Speed 30, Size Medium (7-8 Feet)

Languages: They speak Collossi and Common

## Half-Elf

Name: Half-Elf (Halfblood, shortear, etc)

Info: The Half-Elves are born of the union between humans and Faer, and as such are found commonly in Lyndilas, Allegon, and the Free Cities, where Lyndilas's lands touch neighbouring human ones. They are outcasts in these societies, as the Elves view them as lesser, although not as lowly as humans, and the humans, being Canonists, view them as the products of lust and adultery. Although not especially hated, it is hardly the best existence. As such, many Half-Elves take to wandering the world in search of some place better, feeling constricted in whatever life they lived before, either being outcast or hidden.

Traits: +2 Chr, +1 to any other 2 ability scores

Descendant of the High Elves: You have advantage on Saving Throws against being Charmed, and sleep Skill

Versatility: You gain proficiency in two skills of your choice.

Speed 30, Size Medium (5-6 Feet)

Languages: They speak Common, Faer, and one extra

## Zafae

Name: Zafae (Dune Elves)

Info: The reclusive Zafae have long lived in the deserts of Lashaar. Once, their color-draped caravans travelled openly, in the days of the Old Lashaari. Their camps were filled with ribbons and banners of bright color, accompanied by spirits, giant beetles, and desert creatures. Yet, the arrival of the Ilythrians changed everything. The Zafae commonly resisted Imperial rule, and the sand magics they were known to wield proved hard for the Ilythrians to find and take control of, for as they rounded up all the mages, more would appear in the Zafae population, leading to continual rebellion with magic. So, Ilythria took upon itself the task of wiping them out. During the Fourth Era, the Zafae were nearly driven extinct, and their suffering led to change. The spirits took action, and eventually, their blood that soaked the sands gave rise to angry rebelion among the Lashaari. Now, the Lashaari and Zafae are brothers, protecting one another. In the stories, the Zafae taught the Lashaari how to commune with desert spirits, and the Lashaari promised them aid. The Lashaari failed their elven brothers in the age of the Empire, but now, they make up for it. Thanks to Lashaari protection, the Zafae are more common, and are enthusiastically protected from raiders. However, even despite this new prosperity, the Zafae are still reclusive, barely leaving the deepest parts of the desert, interracting with the Lashaari nomads nigh-exclusively.

Traits: +1 DEX, 1 WIS

Eagle Eyed: Dune elves have notorious vision, being able to see for miles. They have proficiency in Perception, and advantage on all sight-related perception rolls. Additionally, their vision is not obscured by sand or dust.

Wisdom of the Wastes: Immunity to heat stroke, ability to sense sandstorms, tell directions of wind and directions in general, and has a deep and secret knowledge on how to find water sources, and can find the way to any water source.

Brother-Bond: For a Dune Elf, a connection with the animals they work with is sacred. They can communicate telepathically with Separaku Beetles, and some other animals

Speed 30, Size Medium (6-7 Feet)

Language: Zafaen, Lashaari, Common

## Goblins

Name: Goblins

Speed 25, Size Small/Medium (3-5 feet)

Language: (The Goblin language known depends on the region they're from, multiple goblin languages exist), Common

## Kapulchans

Name: Kapulchans

Info:

Traits: +2 CHA, +1 DEX

Keen Smell: Due to your animal-esque nature you have a knack for sniffing things out. Gain proficiency in Perception and Investigation, you have advantage on checks for these two that rely on your sense of smell.

Darkvision: You have Darkvision out to a distance of 30 ft.

Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Speed 25, Size Small (3-4 Feet)

Language: Kapulchan, Common