Ancestries

## Men

### Valoren

The largest realm of men, Valoren rules over many fiefdoms and plains that would otherwise lay unprotected: rewarding fealty with vigorous protection and full representation within the Republic. While dozens of lands are included under the Valoren crown, Valoren proper is a bustling and advanced city: boasting the finest steam-powered technology, xenological diversity, and education in the entire mainland.

Valoren operates loosely as a Monarchy, but due to its inland location and lack of natural resources, turns to a council of representatives from its blanketed fiefdoms, towns, and outlying provinces. The larger the contribution to the crown, the more speaking time and influence the representative will have on important Valoren matters. While the final say is made by the current King, Vinciain XIII, this balance has led to a prosperous uptick in Valoren control on the region, leaving them the undisputed Ahrdan superpower. Other important council representatives include the leaders of various crafting and trade guilds, the High Magister of the Schools of Magic, and the High Justicar of the Orders of the Sons.

The true power of Valoren will always come from the Church and it's High Cardinal, utilizing the influence of the full pantheon of Gods and Goddesses to appeal to any that would be a benefit to the Republic. Because of this, the High Cardinal of the church advises the King, but does not currently sit on the council, largely due to the suspicion of the seat of High Cardinal following the heresy of the wizard Cyndix during the reign of King Vinciain I.

While the zealots and snobby richfolk of Valoren can paint a bad picture of its influence, there is no denying it is, and will remain a gem to which all of the realms will turn to in times of need.

### Ancestral Traits

* **The Gem of the East** - Valoren humans gain proficiency in an additional Skill, and expertise in a Skill you already have proficiency in.
* **Rich in Spirit** – Valoren humans receive advantage on any ability check to interact socially with other humanoids unless they are already hostile, or until you fail a social check with that humanoid.
* **... and Coin** – Valoren humans earn an extra 5gp a week from inheritance, dowry, employers, or estate.
* **Language**: Vhalar
* **Size**: Medium

### Khiiar

An island on the north sea, Khii is a solitary nation that removes itself from the affairs of the world. The nation erected the Dragon Wall shortly before their earliest recorded history, and studies of their ancient ancestors show that the affairs of Hūn within Khii invited the wrath of the dangerous hordes of Dragons and other magical beasts as they were drawn to his magical presence. Following this, the Dragon Wall has kept out many travelers, though exceptions are granted and trade is allowed.

Unlike Valoren, Khii is ruled by a single Emperor that is chosen by the ancestral gods following the passing of the previous Emperor. The many families of Khii send a single child who has yet to head a family to the tallest mountain of the region, the Sukhare. It is never said what occurs at its temple peak, but the single child that returns, returns an Emperor. The secrecy of this event is characteristic of all Khiiar society: value tradition and family above all else, for the good of the nation.

The snowy, mountainous region exports mainly fish and various herbs native to the land, and the harsh work and environment cut the Khiiar people into relatively humorless, straightforward individuals. Despite these characteristics, there are few warriors one would rather see arrive at their gates on the eve of a battle than a wandering Ronin, seeking purpose in battle before vanishing into the mist before the next sun can rise.

### Ancestral Traits

* **Cold and Calculating** – Khiiar humans have proficiency in Wisdom saving throws. Characters already proficient in Wisdom saving throws can treat a failed save as having succeeded. The Khiiar cannot use this ability again until they complete a long rest.
* **Resourceful** – Khiiar humans have advantage on checks for Medicine and Survival.
* **Highlander** – Khiiar humans with the Noble background can remove Position of Privilege to obtain a Horse at character creation. Assuming they have access to fresh water and wildlife, Khiiar humans can provide a comfortable living for themselves in the wilderness, and a modest living for 1d4 additional creatures each night.
* **Language**: Khiiar
* **Size**: Medium

### Tribes of the Shonak

The Shonak Mountains mark the edge of the great Faarhad Desert, but it is as much a as a sign for wanderers that the sea is near, as it is a warning that the treacherous mountains and the tribes within lurk and plot.  While the Dwarves and the Dragonkin of the area dwell deep in the mountains, the tribes of the Shonak wander and stalk independently of one another. Pirates of the dunes and wardens of the mountain passes, it is a gruff man that survives childhood to live the life of the tribesmen. Traditionally wandering in small groups of a dozen or so, these desertfolk tend to excel in raw barbarism, theft, and brutality that keeps them alive day after day.

The only ruler of these wastelands is strength and will. The tribes rarely go to war, but are never against raiding those who have grown weak or careless for their supplies and munitions. While not cowardly by any extent, it is still rare to see a tribesman charge into battle without need, or risk life for a comparatively low reward. Even in their ravenous fight for survival, the tribesmen still show remarkable care and respect for their own. It is not uncommon to see men of the Shonak burying or burning their own, as well as their enemies. While they do not have time for superstition, it is and always will be the respect for each other and their harsh home that bind and define their people.

It is a desperate man who finds himself in the company of a Tribesman of the Shonak, much less a man with something to lose.

### Ancestral Traits

* **Guts** – Once per day, when a Tribesman of the Shonak makes an ability check that lets you add your Strength or Wisdom, you can treat a d20 roll of 9 or lower as a 10.
* **Wanderer** - Tribesmen of the Shonak have advantage on Athletics and Intimidate checks.
* **Live Today, Die Tomorrow**- Tribesmen of the Shonak always strive to spend any excess gold in any way possible as soon as they can, viewing any gold total over 50xtheir level as excessive and lavish. Their willingness to spend allows all living expenses and rented spaces to be provided at one rank higher than purchased for the Shonak and their compatriots. Additionally, any roll to find a merchant can be modified up or down a number of placed equal to their proficiency bonus, and if any merchant is available in the area, at least one will always be able to be found.
* **Language**: Faarhad
* **Size**: Medium

### Brut

The nation of Bruttomesso is the largest trading partner to the nation of Valoren, without officially being recognized as a member of their union.  A southern coastal nation, it enjoys the warm tropical winds from the local archipelagos; as well as the largest access to sea trade routes independent of interaction with the seafaring Eldiri or the merchant guilds of Valoren.

While their royalty has been relatively scandal-free within the last few decades, this separation from Valoren stems from their first ruler, the Pirate King Giuseppe Bruttomesso. The Pirate King founded his nation on the principle of autonomy from the rising government of Valoren, and the act of defiance evolved over the years into a lawless nation that survived on the ideal of the Code of Thieves. This has left the nation independently free from surrounding wars and political turmoil, and protected it with the threat of losing the prime trading nation of the region. The Pirates of Bruttomesso embark on daring journeys to the far corners of the world bearing exotic fruits and rare gems, which adds to the already high demand of Brut steel and wine.

Brut humans are characterized by their suave and aloof demeanor, leading to enormous egos and appetites that often lead to moments of eccentricity; engaging in swashbuckling duels in the streets of their distillery districts over the favor of women, drinking barrels of wine and street-racing mules, or a sudden epiphany to take to the seas with the rest of their fellow tavern-goers on a boat bought with borrowed coin and hearts set on the riches of unknown islands.

Groups joined by Brut humans will enjoy a partner with a lust for treasure and adventure (and lots of wine), but may have to grow accustomed to joining in many street fights and trading this wealth for bail.

### Ancestral Traits

* **Stunning Heroics** – As a bonus action, Brut humans can grant advantage to any ability check they make. They can use this feature a number of times equal to their proficiency modifier, and regain spent uses after a long rest.
* **Cutthroat** - Brut humans gain +2 to melee attack rolls and Sleight of Hand checks if their target is unaware of them.
* **The Code of Thieves** – Any treasure horde obtained by a group containing any Brut humans will obtain either 1d10 more gold, a precious gem, or precious metal, which must be pocketed by or distributed among any Brut. Brut humans that raise alarm on other Brut humans for theft against non-Brut humans do so under threat of extrajudicial punishment.
* **Language**: Brut
* **Size**: Medium

### Vigneau

The western land of Vigneau is made up of rolling plains and is surrounded on all fronts but the west by snow peaked mountains. Vigneau has few natural resources, so its trade is limited to basic resources to their surrounding nations when needed. Vigneau survives by delegating their court Knights and Magicians fiefdoms of land, in which their serfs are both soldiers and farmers for them. This ensures they always have a strong military, as the fierce competitive spirit of the Vigneau lordship ensures they always want to stand a head above their compatriots. Landlocked, their main export comes in the form of their military might and powerful Vigni individuals who seek to lead warbands or train guardsmen from other nations.

Vigneau has long held the reputation of being home to wealthy lords and inquisitive sorcerers within the realms of men. Much of their culture was influenced by being the closest nation to the Elven Isles before the most recent drawn borders, and sharing a border with Valoren. The mixture of these people in the earliest records of human history show that they were nurtured and taught by the Eldiri following the Rift of the elves. It is said that this may have been a ploy by the Eldiri to create a powerful ally in case their mutual neighbors the Adhren began a second war, but much of those plans will be left unknown due to the actions of the first King of Vigneau, Pierre Hardouin. A ruthless and paranoid man, he was also a peerless wizard in his time, and rallied the peoples of his region against further influence from their neighbors. Though no battles were fought, this fierce bid for autonomy became a staple of Vigni politics for years, excluding them from the Elven nations and the Valoren Empire as well.

Despite what political climate they find themselves in, Vigni humans will always believe that solitude is best. While not above working with others, it is a rare Vigni that does not see themselves as the leader of the group, or an indispensable member of the team.

### Ancestral Traits

* **Human Perfection** – Vigneau humans add +2 to their lowest attribute at character creation, and +1 to their highest.
* **Born Leader** - Vigneau humans have advantage on any check, when attempting to take charge or convince someone not hostile of their position or opinion.
* **Valuable Asset** – Questgivers and Bounty Hunters recognize the prowess of a Vigni human, and may pay the party an extra 1d12 gold for their services. This increases by 1d6 for each character level beyond the first. This may not apply to certain rewards (independent folk looking for favors, haughty elves, etc), so it may be best to remind them.
* **Language**: Vigni
* **Size**: Medium

### Mutan

The Mutar River has long been the lifegiving font from which the first humans can trace their lineage. But while the earliest ancestors of the Valoren and Khii people farmed their land into desert and wandered north, the southern peoples of the Mutar nurtured their land, and grew with the harsh desert until it molded them into the stoic and patient people they are today.

While many pocket cultures of the area go by certain names, the entire region is usually referred to as ‘the Mutar’, and it is in fact difficult to go wandering in the desert without finding a small irrigated village or an oasis that is made of hard working, diligent people in perfect harmony with their surroundings. The largest of these regions is made up of tribes around the delta of the Mutar river, and is home to the great Ziggurat of the Three Winds, as well as some of the finest irrigation and farming infrastructure in the realms of men. Despite being referred to as a kingdom, there are no leaders of the Mutar, as they all act according to an unspoken Accord of Honor to each other and to the gods: Brother helps brother, to any end. This can lead to extreme naivety, as less world-weary Mutan tend to believe outsiders are as honest as them.

While not as innovative as Valoren or artisanal as the elves, the Mutan have tried and tested artistry that sets them apart from the rest of the realms of men, and proves them deadly in battle. Typically trained from a young age to hunt prey that dwells in the sky, on land, and in the sea, they do this with deadly efficiency with a single sword they forge themselves at a young age. While it is typical they may branch out to other weapons and tools at an older age, the sword they are raised with is a reminder of patience, duty, and simplicity that they carry with them for their entire lives. A deeply spiritual and honorable people, the men of the Mutar a solemn and wise, and will never shy from doing what is right.

### Ancestral Traits

* **Tutored -** Mutan humans are proficient in History, Religion, and Nature.
* **Mutan Mastery** – Mutan humans never receive a penalty for throwing their curved sword or dagger at long range, and can do so as part of the action they use to draw the weapon. They always have proficiency with these items, if they did not already. They will receive an ancestral weapon one of these types at creation, and if it is lost then a new one must be created. This costs 10g and takes 7 days to complete with access to blacksmith's tools.
* **Glory to the Brave** – When two or more enemies are within 5ft of a Mutan and no other friendly hero, the Mutan adds 1 to their AC and attack rolls.
* **Language**: Mutan
* **Size**: Medium

## Elves

### Eldiri

The Elves of the Eldiri mainland, referred to simply as the Eldiri, were once the driving force of knowledge and the shapers of the societies of Ahrd before they fell into obscurity during the Rift of the Elves. While they were once a people rich in spirit and resources, since the war they have had difficulty returning to their former glory.

The blame of their endangerment can be laid entirely on their ambition. While it led to the obvious war with their kin in the past, their desire (even in victory) to continue to support and teach the ancestries of the world their ways led to a sharp decline in their numbers, a decline many scholars believe puts them well past the ability to save their ancestry. While some Eldiri find this regrettable, their current standing king Bor refuses to relent in their quest. He views the spreading of knowledge as the duty of their people, and the existing Eldiri have taken an oath to this ideal, and after his passing his people will continue to enact his will until a new, younger ancestry can carry this torch.

While many view Elves as a cold and calculating people, the reality is that their minds work very differently to those of other humanoid ancestries. They are infinite labyrinths of knowledge, and are often thinking logically and quickly for a response that is best suited for a situation, as well as the best way to express this to someone who does not perceive the world as they do: timeless and infinite. While the word ‘kind’ is rarely used to describe an Eldiri, it is only because the concept is foreign to them, and those with a knowledge of the history and motives of the Eldiri people can hardly accuse them of being anything but helpful and generous. While their homeland is nearly abandoned, the elves of Eldiri view themselves as what they offer the world – they do not need statues or grain to enrich the lives of their neighbors, when they can teach them the finest techniques for creating either.

Physically, the Eldiri have strayed less from the typical anatomy of an elf, which is a large contrast to their Adhren cousins. While still a head taller than the average man, they are very thin and sharp. Their eyes vary from jet black almonds, to a more human iris and pupil – though they typically shine like galaxies within. Their features beyond can change based on the region from which they hail, but it is not uncommon for the weather or the elf’s current mood to shift their hair color or skin tone to match the situation.

Though their time is nearing its end, there is rarely a opportunity that an Eldiri would stray from. Their numbers are dwindle, but through their vast intelligence and desire to imprint on the future of Ahrd, anywhere an Eldiri travels is better for it.

### Ancestral Traits

* **Eldiri Grace**- Eldiri receive a bonus 5ft to their movement, and add their proficiency modifier to their Initiative rolls.
* **Quicksilver Reflexes** – As a reaction, Eldiri can add a +2 to their AC against a melee or ranged attack. This can be used a number of times equal to their proficiency bonus, and cannot use them again until they finish a long rest.
* **Ancient Knowledge**  - If an Intelligence saving throw or ability check is failed, the Eldiri can add half their level to the result (min 1). Once Ancient Knowledge causes a save or check to pass, it cannot be used again until the Eldiri finishes a long rest.
* **Language**: Eld, Adh
* **Size**: Medium

### Adhren

Following the Rift, the losing Adhren recoiled to the archipelagos of the southern Elven isles, and the inland woods near the human settlements. This land collectively became known as the Adhren Forest and the Adhren Isles. While not as formal and regimental as their Eldiri cousins, the Adhren are by far the most militant and aggressive of the Elven people, and possibly of all of the ancestries of Ahrd. While even Orcs and Trolls may raid villages for loot and glory, the Adhren attack out of spite. It is not a rare occurrence to find villages completely empty, save for the husks of the humans who once lived there.

The appearance of an Adhren is hard to mistake. While elves are typically pale, the skin tone of the Adhren vary wildly into earthy browns and oranges, and even deep reds or greens. They stand taller and bulkier than Eldiri, but still lean and streamlined. The more in tune with their natural surroundings, the more of the characteristics they begin to show: some of the demoncallers and spite whisperers even growing oaken horns and growing multiple eyes like an insect. Occasionally, elven runes or the spiral-language of the forest demons can be seen glowing on their skin in faint greens and blues just like their eyes. The manifestation of these traits is referred to by Valorean scholars as arboremorphosis. While they occasionally sport clothing, Adhren view it as unnecessary and a product of the industrialized world of men.

Despite these attributes, Adhren are seen outside of the forests and within human settlements. While impossible to know outside of their kingdom, it is said that as a nation they are weaker than they appear, and let on the aggressive act as a wounded fox might turn and fight when threatened. They lack even the distant behavior of the Eldiri, and range from savage outsiders that will be jailed for public indecency, to streetwise chameleons who integrate completely with their surroundings. Due to the fractured nature of their tribes, it is possible this is a technique for survival (as the Adhren commonly exhibit more animalistic traits than civilized ones), and they are learning to live among the thriving ancestries of Terra.

But is it an act? Or can the Adhren adapt to fit within society? Can creatures that harness spite as a raw force ever learn to let go of the past and bring their ancestry forward into a new age, or will they carry their anger with them into the grave?

### Ancestral Traits

* **The Rage of Spite** – As an action, Adhren elves can fly into a Spite-filled Rage once per day, doubling their Strength modifier. Because of their lack of clarity,  they also halve their Intelligence, Wisdom, and Charisma (rounding down) for the duration. This lasts until they have time to clear their minds (about 1 minute of rest/non-combat).
* **Never Forget, Never Forgive** – If an Adhren encounters an enemy for a second time (recurring villains, escaped adversaries, etc), or if encountering an enemy known to have caused an attack on them in the past (bounty hunters, military generals, etc), then the Adhren deals damage equal to their proficiency bonus to one adversary they attack each turn. This only applies to organizations or individuals, and never wildlife, ancestries, or other generalizations.
* **Inhuman** – Adhren have Darkvision for up to 60ft. In addition, you can choose at character creation the ability to Speak with Animals or Speak with Plants. You always count as having the spell active.
* **Language**: Eld, Adh
* **Size**: Medium
* **Designer’s note**: As one of the few truly hostile playable ancestries, it is a keen player that will be able to navigate the world of Ahrd with an Adhren (much like Drow, Goblins, or other monstrous races from the Forgotten Realms). They do not speak common, and while they would be received poorly by most people, they would likely receive them even less. Play within these lines and see if you can forge these spite-beasts into true heroes!

## Half-elves

### Valoren Elves

The rarity of elves is punctuated by the fact that when most Valoren mention that they have seen an elf before, it is more common that they are only half right. As the Eldiri travel the lands, it is more often than not that they spend most of their time in the regions of Valoren. This nation has been the most heavily influenced by elves, and by comparison, most elves believe their skills better taught in an area already so rich in culture. Though not at the fore of their mind, some elves over time take to propagating their ancestry, or starting a family to spread their knowledge at more levels than just the classrooms of the Merchant Guilds or the artisan halls of the Red District. These situations are rarities, though, and the leading source of Half-elves in Valoren is prostitution and the teaching of the arts of pleasure within the province.

These elves are rarely in this profession because of hard times or lack of skills, but rather that these arts are viewed differently in their home lands. While technically legal, the offspring they raise arrive much more quickly than pure elven children, and by extent, are much less developed and skew more closely to human children at birth. The problem compounds when more aloof elves cannot travel with their children and leave them in the care of fosters or orphanages, and occasionally to fend for themselves. Most of these parents view time differently than the mortal ancestries of men, and either spend decades from home or perish on their journey, and the faith they have in their children rarely translates to the skill to live as they did as Eldiri raised in the homeland. Because of this, Half-elves are oft viewed as a lower race.

While not persecuted directly, orphanages rarely are able to sell children to families, and once they come of age are able to sell them to other willing buyers. Commonly, seaside shipping or privateer groups pay well for children so naturally gifted in magic (which is common within half-elves with an elven mother),  and children with elven fathers are sought out by the priesthood for various reasons, though they are often never seen again. Some emerge as clergymen within the churches of Leah the Maiden, their halfblood heritage viewed as a sign from the goddess: her humanity being envied by the gods, and causing the birth of the legendary Scholar.

Though downtrodden and often without hope, they are bound as a people – viewing themselves as a new, fledging race crawling it’s way through the world in search of something to call their own. It is through their blood that the elven race will live on, and over time, may even become so deeply ingrained in the human ancestry that it will change them forever.

### Ancestral Traits

* **Elfblood** – Depending on the source of their elven heritage, Valoren elves receive a different bonus (chosen at character creation).
	+ Matriarch - A single Druid or Wizard cantrip, and a single lvl1 spell from the same class spell list. They can cast this spell using the spellcasting modifier of the chosen class. The level 1 spell cannot be cast again until they take a short rest.
	+ Patriarch - Immune to sleep effects, and advantage on saves to resist Charm, Poison, and Disease
* **Street Rats** – Even if they manage to recover, their life on the streets has defined them. Valoren elves are proficient in Sleight of Hand and one set of tools, and can Use Object as a bonus action.
* **Haggler** – A life of poverty has led to a unique business savvy, able to spot great deals or finding unique items that their owner may have neglected. Once per day, Valoren elves can choose a single item they find for sale and reduce the gold cost of it by d10 x prof. For sellers that are not merchants, this may require some situational roleplay, or a convincing persuasion check.
* **Language**: Vhalar
* **Size**: Medium

### Khiiar Elves

The Khiiar people tend to get along with the elves in a subtle way, as they both rest heavily on tradition, knowledge, and the peace and quiet of living life in the moment. Many elves originally came to Khii to study dragons, the only living creatures more ancient and rare than them, and many remained here for the simplicity of the lifestyle and the willingness to learn of its people. But elves act in their nature, and as with the orphans of Valoren, the Khiiar elves see many of their parents leave and never return.

As opposed to the elves of Valoren, Khiiar elves are viewed less as a commodity and more as outcasts. While the men and women who lie with elves – even in the sanctity of marriage – are viewed as outliers who spit in the face of the Khiiar ancestors, their children are seen as mere products of their parent’s choice to betray their heritage. While they are not at fault, they are still an unwanted symptom that must be worked (and punished, if necessary) to be molded into productive members of society.

While not used specifically for their elfblood, there are few members of the state that would ignore these qualities when assigning orphaned Khiiar elves to work, preferring them for tasks of precision and grace to milling the fields. Some become fishermen or boatsmen, others are appointed to join the hunting guilds or the temples of the Oni.

In some ways, the Khiiar elves are more human than the pureblooded denizens of the island. While they are taught to strictly adhere to the traditions of Khii, they belong to no house, no clan, and have no people. It is rare to see a Khiiar elf choose this lifestyle, and like the Ronin of the island, often find the first ship willing to take them from the lands when they come of age. But sometimes the cold lifestyle cuts too deep into who they have become, and the warmth of the outside lands is too foreign for them to adapt. In any case, the blood of the elves runs cold in these northmen, and there are few who would choose another at their side when tempers are running hot.

### Ancestral Traits

* **Elfblood** – Depending on the source of their elven heritage, Valoren elves receive a different bonus (chosen at character creation).
	+ Matriarch - A single Druid or Wizard cantrip, and a single lvl1 spell from the same class spell list. They can cast this spell using the spellcasting modifier of the chosen class. The level 1 spell cannot be cast again until they take a short rest.
	+ Patriarch - Immune to sleep effects, and advantage on saves to resist Charm, Poison, and Disease.
* **Stonefaced** – A Khiiar elf will never show tells of being intimidated, persuaded, frightened, or otherwise manipulated using a social skill. They may still act accordingly (or forced to, in situations of fear), but an adversary will not be able to read their actions. They receive advantage to resist these skills (bot not affects caused by abilities or attacks) or in opposed checks they do not initiate.
* **Keen Sight** – Khiiar Elves double the distance they can see in low light, smoke, or blinding light, as well as double the short range of any ranged weapon they use. They also gain advantage on any Investigation or Perception checks they make.
* **Language**: Khii
* **Size**: Medium

## Dwarves

While the elves have warred among themselves, and the realms of men squabble over their abundant land and resources, the Dwarven Kingdoms are unified. It is said that the Church of Valoren was modeled in its earliest days after the mountain realms of Dwarfkind, as their religion binds them together in an unshakeable bond. But while some religions pray for harvest, or pledge loyalty to a god before battle, the Dwarves’ is that of fire. With a fervor that matches that of the largest volcanic peaks of the Shonak Mountains themselves, the Dwarves have embraced the fiery fury of the depths where they build their kingdoms.

The main focus of the Dwarven religious body is the worship of Agni, the Golem. It is said that the magma that builds up from the depths of the caverns of the Shonak Mountains is a gift from him, and meant to separate the dwarves from their deity. Their underground kingdoms depict massive monuments to his image and his deeds, and indeed the artifice they revere quickly passed from stone and iron edifice, to brands and scarification on their tough skin. Usually starting as a family crest or name, many dwarves receive their first brand as a coming of age ritual by their parents, clergy, or warband. This then begins to expand from this focal point, using heated tools or blades to scar, depict, and decorate their bodies, often given highlight with piercings of iron, gold, or dragonbone. It is not uncommon for dwarves to have every inch of their bodies covered in such artwork, as they are typically created in celebration of a particular deed or event in the dwarf’s life: and those that venture out from the Shonak have some of the more lengthy stories.

While many dwarves are born and die in their mountain homes, some are overcome with wanderlust. These dwarves want to teach their crafts, fight monsters of legend, or bring their faith to the faithless. While stubborn and usually surly, the dwarves are naturally more relatable than the elves or other allies of men. They enjoy a bad joke, catching their breath after a near death experience, and a stiff drink alongside friends. While religious by nature, they typically view other religions less as blasphemy, and more as misguided children. It is hard for dwarves to imagine many others other than their own ancestry as devout members of the Creed of Agni, but love weaving tales and garnering respect for their ancient ancestor.

Living beneath the mountains has created a hardy folk who have little issue with injury, and at times welcome it. While hardly a god of war, the tales of each dwarf is shown on their arms, armor, and their very hides. Conflict, even those that are minor or inconsequential, is typically longed for and the inner fire of the dwarves can truly glow. While moody and devout, it is hard to deny the edge in combat that is granted by these stout warriors and fervent priests, and all of the perks that come with them.

### Ancestral Traits

* **Zealot** – Once per day, a Dwarf can call upon the power of their ancestry to grant resistance to Slashing, Piercing, and Bludgeoning damage for 1 minute. In addition, when Zealot is active, Dwarfs can utilize their Golemroar.
	+ Golemroar - Once per use of Zealot, a dwarf can roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
* **Mountainfolk** –Dwarves double the result of any dice they roll when using Hit Dice, and add their proficiency bonus to any of their health restored by a Paladin of Agni's Lay on Hands or a Priest of the Deep's cleric spells,
* **Body Modification** – The extensive jewelry and customized tattooing and scarification on the skins of Dwarven people depict a rich history, a tapestry of the deeds of the dwarf carved into their own skin. You gain proficiency in Piercer's Kit or Scarification Tools. Every level a dwarf gains after their first, they can choose a +1 to any skill based on their deeds throughout their journey. If you have difficulty choosing a skill, or are starting at a level above 1, you may want to ask your party or DM to recount their tales of the dwarfs deeds and use them as inspiration!
* **Language**: Shonakkar
* **Size**: Medium

## Half-men

Many ancestries of Terra have influenced the course of history. Be it the Dragons of olde - shaping the earth itself, Elfkind – conquering magic and developing the science and architecture of the ancient world, or Men – developing government, organization, and colonization: the world would not be the same without them. Some, however, prefer a simpler life.

While not actively engaging in the destruction of these ancestries like Orcs or Trolls, Half-men prefer to keep to themselves. Native originally (and mostly) to a small, green pocket within Valoren’s outer territories called Elun, the Half-men export enough to make a living, but don’t care much for a spot on the Valoren Council. After long farming seasons, most Half-men prefer a life of relaxation, food, and sleep – and their safe location within the empire (and their low demand as soldiers) allows them to laze about without repercussions. Occasionally, however, some Half-men get a bit ambitious.

Due to their small size and innocent nature, most Half-men that leave their homes in search of adventure find it difficult to be invited into raiding parties, dungeoneering excursions, or the Valorean military. This is also the reason that they make such cunning thieves and scouts. Their  survival instincts are almost supernatural, and they use this to great effect in their chosen field. While you may see a Half-man washing glasses at a pub or tying rope on a dock, it is very likely you don’t see his friend pulling your coin from your pocket.

### Ancestral Traits

* **Subspecies** - The half-men of Elun are typically categorized into one of two sub-species, Halflings or Gnomes, chosen at character creation.
	+ **Halflings** - The more common mainland Half-men have no magical ancestry, utilizing their small stature and unassuming nature as an advantage against larger enemies. Halflings can move through any space of a creature larger than them.
		- **Shuffle** - When moving in this way, a halfling can pass a Deception check (DC 8+the creatures CR) to avoid any attacks of opportunity against that creature for the remainder of their turn. A halfling can use this feature a number of times equal to their proficiency bonus and regain all spent uses after a long rest.
	+ **Gnome** - Tracing their ancestry to the norther islands of Elun, gnomes are Half-men that have a degree of fey blood in their family. Gnomes have advantage on saving throws against magical effects that cause damage.
		- **Spellturning** - When a gnome succeeds on a spell saving throw that targets only them, they can ignore all of the effects and cause them on the caster instead (the caster can save as normal). If you receive advantage on your spell saving throw from your gnomish trait and both dice results succeed the save, the caster counts as having failed the save. Once a gnome uses this ability, they cannot turn a spell until they finish a long rest.
* **Dangerously Clever** -  Even if not criminal by nature, planning any illegal activity is easy for someone used to going to extremes to survive (and fitting into small spaces) in the human world. A Half-man can automatically succeed a check related to the planning of these events once per day, and can re-roll a single dice per test when carrying these actions out. Note that this does not apply to random acts of thievery. If the planning has multiple levels of success, the Half-man will still roll normally, treating any failure as the lowest level of success.
* **I’m Innocent!** – If spotted by someone when preforming an illegal action, or if accused of a similar action (regardless of fault), a Half-man can take a Persuasion check to pass the blame to someone within 10 feet. If that person is discovered to not be at fault, it is likely the assailant will be even more upset at the Half-man. Any further checks in the future against the same target will fail.
* **Language**: Elish
* **Size**: Small

## Half-orcs

While the half-elves of the world are viewed as mistakes or oddities within their communities, half-orcs are viewed as abominations. While still smaller than conventional orcs, they are still massive and burly in size, and have short tusks in place of their lower incisors. It is a fool who openly antagonizes a half-orc in a pub or on the streets, as they rarely know the life that a half-orc lives before they turn up in the Valoren Red District.

Most half-orcs are not conceived consensually, so even less of those conceived live to be born. Typically, a half-orc child will be kept within a wandering orc-tribe if their numbers are low and they need fighters, or they foresee a harsh season void of meat. Regardless of the reason, the typically uneducated orc is unaware that a half-human child takes a full year to reach adolescence, unlike the 4-6 weeks of a pureblood orc. Typically, this enrages the clan, and often leads to the early murder of these children and their mother. Relatively few of these half-bloods live to adulthood, and in all cases it involves a heavy amount of abuse.

Some of these half-orcs are used as meals or beasts of burden, the strong ones typically are used as front-line shock troops for orc raids, and the smaller, more human-like half-orcs are taken by the tribes Necromancer clans. Some are trained in their arts, and others are used for reagents.

The method of escape for a half-orc is largely varied: sometimes it is during a particularly chaotic raid, or if a caravan is hunted down, sometimes the half-human children are spared. Regardless of the situation, the adversity they face outside of their clan is nothing compared to the life that has led to that point, and humans are never prepared for their brutally poignant orcish response.

### Ancestral Traits

* **Brutal Efficiency**- If a half-orc rolls the highest possible result on a damage dice, they can choose to add another dice of the same type to the damage roll. This ability then cannot be used until the start of the Half-orcs next turn. If multiple damage dice roll their highest result, choose one of the dice to trigger Brutal Efficiency.
* **Problem Solver** – Half-orcs have advantage when using Intimidation, and can use Intimidation in place of Sleight of Hand to steal an object (though this can never be stealthy) or Animal Handling to subdue an animal.
* **Frightening Glare**– As a reaction, any Half-orc that is hit by an attack and can see the attacker can roll an Intimidation check. If the result is higher than the damage they received, the target is Frightened. The target can repeat a Wisdom save (DC 8+Prof+Cha) at the end of its turn, or any time it suffers damage, to remove the effect. Once a creature is frightened using this feature, it cannot be used again until the Half-orc completes a Short or Long Rest.
* **Fanged** - A Half-orc can attack with their Fangs as a Bonus Action. If using a shield or have a similar effect that grants you a bonus for holding a weapon within your off-hand, you lose the bonus until the end of your next turn (though it does not stop you from holding an item in this hand). A target that you are grappling is automatically hit by Fangs. The damage increases to D6 at 6th level, D8 at 11th level, and D10 at 16th level.
	+ **Fangs** - Simple weapon. Melee. Damage: D4. Damage Type: Piercing. Range: Melee.
* **Language**: Orcish
* **Size**: Medium

## Dragonkin

It is not known how the so called ‘Dragonkin’ are created, only that they clearly descended from the Dragons of olde. Most Dragonkin do not recall the earliest days of their youth, but investigation in areas they arrive from typically reveals a clutch of hatched, leathery eggs and the charred remains of their first meals. No excursions that have returned have noted actual, ancient Dragons at the birthsites, which may be telling enough of their involvement in the process. Though all Dragonkin vary slightly in appearance, they share common traits: large, humanoid bodies void of wings, covered in scales thick enough to prevent harm and horns sharp enough to fight back. Their bodies radiate heat, and it is a rare situation in which fire can harm these beasts.

Once they come of age, they have a natural propensity for learning, especially the language and customs of those around them. While they do not always take part in these customs, their ability to absorb the information and process it from a young age leads many dragonkin that lead their way to civilized areas to be revered as gifts from the gods.

Typically, these Dragonkin also learn to utilize their affinity towards heat to forge arms and armor for themselves, though usually it  works to enhance their natural abilities as warriors and not to protect their bodies. Though they are more than capable of tearing a man in twain, it is more common to see Dragonkin on quests of knowledge and purpose.

### Shonakkar Dragonkin

The most common of Dragonkin hail from the Shonak mountains, and the Dwarves believe that it is their holy ground that attracts the dragons and causes the dragonkin to be birthed into their presence. They are viewed as gifts from the stars, and the Shonakkar thrive in this environment. They are given free rein to absorb the dwarven culture, as well as given the ability to use their forges and learn their craft in seclusion. Because of their ability to absorb knowledge and their natural growth rate, Shonakkar typically only stay in their mountain homes for a year or two, sometimes prolonging their stay to wait for younger Dragonkin to arrive and take their place.

Once outside, these Dragonkin work in contrast to the elves of the human realms: they seek out populated places in search of the secrets of Terra. It is common to see a Dragonkin and an Elf accompanying each other, as they complement each other’s purpose and seek to better the world at large. Though rare, it is not unheard of to see a Shonakkar stride into the heart of Valoren in search of their engineering guilds and shipyards, eager to take part in another academic adventure.

#### Ancestral Traits

* **Scaled Monstrosity** -  Barely humanoid, Shonakkar Dragonkin fight and arm themselves differently than the majority of races that inhabit Terra. This operates as such:
	+ Shonakkar’s scales offer them 16 AC. They typically do not wear armor, but when they do, only a shield can add to this AC. If their worn armor has a different AC, you can choose which to use when you don the armor.
	+ Equipped weapons, shields, and armor pieces without an AC value are weightless.
* **Unlikely Scholars** – Dragonkin are proficient in one additional language of your choice, and your choice of Arcana, Religion, or History. They can read at double speed and can always recall events from the past day perfectly.
* **Fire Breath** – Dragonkin can breathe fire in a 15ft cone. Any creature within the cone has to take a Dex save. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
* **Tooth and Horn** - Tooth and Horn can be used as weapons that you are always proficient in, do d6 piercing damage and use your Strength modifier to attack with. You do not need a free hand to use this weapon. You can replace any number of your normal attacks with these attacks. Additionally, you can attack with this weapon as a bonus action as if you were fighting with two weapons, provided your normal attack actions were made with one-handed weapons or other Tooth and Horn attacks. If you make this bonus action and you have a shield in one of your hands, you lose all effects of the shield until the start of your next turn.
* **Language**: Shonakkar, Draconic
* **Size**: Medium

### Khiiar Serpentkin

In contrast to their Shonakkar cousins, the Serpentkin of Khii are less academically inclined, and tend to lean more to the social and political side of societies. Some Khiiar scholars wonder if this has to do with the varying parentage of the Dragonkin, and infer that their differences lie outside of just their obvious features.

Though typically ambivalent of the consequences of their actions, if a Serpentkin catches a taste of the power they can wield not just physically, but politically as well, the results could be disastrous. The Order of the Beasthunters warns against the repercussions of Dragons in their lands once again, but the typically innocent nature of the Serpentkin causes doubt among the Khiiar people.

As an alternative, the spiritual organizations of Khii suggest that any Serpentkin that feel such urges cleanse their minds and spirits within their orders: the most common being the Monastery of the Stars within the central plains of the island, and the Priesthood of the Mountains. Though only a handful of Serpentkin are born each spring, nearly half of their number end up joining these orders, some taking pilgrimages to spread their creed to far off lands.

* **Serpentine Body** - More lithe and quick than their Shonakkar kin, the Khiiar Serpentkin fight and arm themselves differently than the majority of races that inhabit Terra. This operates as such:
	+ Serpentkin scales grant you resistance to poison damage, and advantage on saves against being poisoned. They add +1 to their AC and have advantage on stealth checks when they are unarmored. They typically do not wear armor, but when they do, you to add +1 to the max Dex bonus of your armor and medium armor never gives you disadvantage on stealth checks.
	+ Serpentkin receive advantage on all grapple checks and can choose at character creation to have a climb or swim speed equal to their speed.
* **Calm Minds** – Khiiar Serpentkin Are able to meditate on their lives, considering their strengths and shortcomings, and how to better themselves. Serpentkin can choose to "hold" choices they make when leveling up until a later point. At any time they can spend one minute to make these choices at any time.
* **Poison Breath** - Serpentkin can breathe poison in a 5 by 30 ft. line. Any creature within the line has to take a Con save. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
* **Razor Sharp Teeth** - Razor Sharp Teeth can be used as weapons that you are always proficient in, do d6 slashing damage and use your Dexterity modifier to attack with. You do not need a free hand to use this weapon. You can replace any number of your normal attacks with these attacks. Additionally, you can attack with this weapon as a bonus action as if you were fighting with two weapons, provided your normal attack actions were made with one-handed weapons or other Razor Sharp Teeth attacks. If you make this bonus action and you have a shield in one of your hands, you lose all effects of the shield until the start of your next turn.
* **Language**: Khii, Draconic
* **Size**: Large