Moore

*"It doesn't seem like Ara can throw enough ill fate at these people, yet they still endure and move forward."*

**- *Fernando Barboza*, *Denizens of a Desolate Vel.***

The Mooresare a humanoid race from Vel and currently reside in the Moorewood, in which they get their name. Members of the Moore race are generally thought to be clairvoyant and unlucky. They have proven to be skilled diviners, performers, bards and gambits.

## Statistics

* ***Ability Scores***
* ***Age***Moores live under a century like most humans. They are considered venerable at the age of 70.
* ***Speed***Your base speed is 30 feet.
* ***Size*** Medium
* ***Languages*** You can speak, read, and write Velli and a language of your choice.
* **Deft Daggerwork:** Moore's are masters of concealing daggers on themselves. They get a +4 as opposed to +2 when using Sleight of Hand to conceal a dagger.
	+ Additionally, they are always considered trained in the quickdraw feat when drawing a concealed weapon.
* **Foresight Protection:** Once per day, At the beginning of an encounter you may choose an ally (not a familiar or companion.) As long as you stand within 10 ft. (two squares) of this companion, they roll randomly on the Moorish Blessing table and gain the benefits. If you or the companion stray too far, either of you become flat-footed or prone or are knocked below zero hitpoints the effect wears off.
	+ It is assumed that the Moore is doing some sort of ritual such as splashing water on their forehead, handing them a charm, or something of the like. You may do this during the first turn as a free action as long as you are adjacent to said ally.
* **Moorish Misfortune:** Once per day after rolling a d20 in combat you may choose a target(enemy or not) that goes after you and have them take your result. They still get to roll and you inturn take there roll as if it was your own to complete the action you originally attempted (this places you after them in the turn order.)
* **Seers of Truth:** Moores get a plus one to resist spells and spell-like abilities.
* **Vast Knowledges:** Folkore and stories told around the campfire lend to the Moores knowing many different things. They gain a +2 to Knowledge (arcana) and Knowledge (Nature).

## Moorewood

The Moorewood serves as a middle ground for many provinces. It was nicknamed Gilosa's graveyard for some time as most of the bloodshed from his war took place in the Moorewood. It was once a grand forest with flourishing trees but since the armies of vanquish attacked the trees have begun to die and a lot of the fauna have left. Despite this the Moores carried on and managed to make life manageable in the place they have called home since their ancestors migrated here.

## Physiology

The Moore's are no different than other human races and display a variety of builds. Their descendants had a somewhat darker complexion though as generations go on other humans from differing backgrounds have joined the Moores causing them to have a variety of skin tones, hair colors and eye color. A pale Moore could easily blend in with a Lordathian.

## History

The Moores are the descendants of the Vadoma who migrated north to the Moorewood after the Faratae destroyed their kingdom. Since they have been banding together in small groups across the forest in caravans, acting as safe havens for travelers and often times places to trade.

They have never heavily impacted Vellese history as a Moore integrates into whatever society they wish and within a few generations, their children will probably cease to identify as a Moore. It is notable that they have managed to continue surviving in the Moorewood despite many wars. They are easily one of the smallest populations of people in Vel.

## Culture

The Moores have a somewhat bleak outlook on life but keep on surviving and tend to never give up. This shows in their caravans as they can seem depressed while doing chores and the like, but will always pick up spirits around the fire at night. Education varies on a caravan basis and most dont have a true school but an elder who will teach the children, usually via stories and tales.

The Moore's may seem bleak but will always extend a hand to a lost traveler or someone in need. Sometimes this can be a thorn in their side as it can lead to thievery or something more malicious-- but it isn't in their nature to turn away someone who needs aid.

## Religion

The Moore's lack a real religion and often borrow many myths and stories from various religions. The Cosmonious, New Dawn, Saeriser-- all of them have their place in storytelling and should all be studied. The Moore's believe in some sort of spiritual presence, and in many cases, this presence is simply just the concept of "luck" or lack thereof. Moorish people find it hard to believe that any of the gods are looking over them given the circumstances of not only their people but Vel as a whole. That being said they do not deny any divine existence and keep there divine beliefs vague.

## Military

The Moores lack a military as they aren't a unified kingdom in any way besides caravans having reputations among each other. The closest thing they have are guards looking over the campsites and usually a diviner or two. This isn't to say Moore's are not skilled as they often practice a lot of unique fighting styles that are passed down from generation-to-generation.

The "Fortune's Friend" is an example of a talent passed down from generation-to-generation. Warriors who bend luck around them and rely on their own luck instead of skill to win in combat scenarios often wander with Moore caravans.