Species of Urz

The **species of Urz** are the multi-varied peoples of the world that exist in the Material Plane of Urz.

## Notable Changes

In the world of Urz, the abilities of creatures are not determined or augmented by their species. **Instead, all species and lineage lose their Ability Score Increase traits and** **ALL characters gain +2 to one ability score and +1 to another ability score of the player’s choice at character creation.**

## Common Species

### Dwarves

Commonly known as dwarf, the people called dweogar are a proud folk. To most of their kind, the moniker dwarf is actually a racial slur as it seems to stem from the human and elven perception that their kind is naturally shorter than them. These folk are sometimes called the hill dwarves or mountain dwarves and are found all throughout E’yané, in mountains and through its rolling hills in clan holds, fortresses, or immense subterranean cities. Besides the dweogar, there are their cousins of the highest peaks and the lowest valleys. The available subraces for this setting are presented below.

#### Dwarf lineage

##### **Deep Dwarves**

***Gray Dwarves (Deurgar).*** Deep dwarves are identical to gray dwarves detailed in *Mordenkainen Presents - Monsters of the Multiverse.*

##### **Hill Dwarves**

***Hill Dwarves.*** Hill dwarves are identical to those detailed in Chapter 2 of the *Player's Handbook*.

#### Loam Dwarf

The semargar, also known as loam dwarves or mud dwarves, are a race of dweogar that populate hill and forest regions all across the continent of E’yané. The semargar are most known for their harvesting of wheat and barley, for their lumber mills and for their spirits, beers, and ales. Semargar have a deep connection to the earth and things that grow. According to dweogar tradition, it was the earliest of the semargar that began the practice of agriculture. Loam dwarf society tends to be very quiet. They greatly value peace and joy. Their passions lie in farming and brewing and even the stoutest of dwarves knows the potency of loam mead. Semargar enjoy the simplest of pleasures and the best of company. They are a jovial and tranquil people.

Physically, a loam dwarf is no different from a regular dwarf. Their skin tends to be darker in coloration, from deep browns to dark tan colors. Of all of dwarvenkind, loam dwarves are less likely to adventure, but like all dwarves, the desire for noteriety does flow through their veins. Some semargar will travel and adventure simply because they enjoy the company of their party and others will do so to earn enough wealth to purchase a tavern or farm of their very own.

***Heartloam.*** You can cast the *lesser restoration* spell once using this trait. Casting the spell with this trait has an additional material component of one handful of mud. You regain the ability to do so when you finish a long rest.

***Natural Vigor.*** Whenever you would regain hit points, you regain an additional number of hit points equal to your Constitution modifier.

##### **Mountain Dwarf**

***Mountain Dwarves.*** Mountain dwarves are identical to those detailed in Chapter 2 of the *Player's Handbook* and they gain the following trait:

***Martial Aptitude.*** When you hit with a martial melee weapon, you roll an additional 1d4 and add it to the damage.

#### Summit Dwarf

Angar, commonly referred to as summit dwarves by non-angar, are a folk who live high up in the coldest of mountains. It is said that the angar were the first of the dweogar peoples to come up from the depths of the earth during the beginnings of the world. Tradition holds that they are the children of Angum, the god of craftsmanship and hard work, himself and that they live in the cold regions because of their search for the finest metals that Urz had to offer.

Summit dwarves are a very serious lot when compared to other dwarves. They hardly do anything without a plan and rarely give in to frivolity or pointless confrontation. That is not to say that a summit dwarf does not enjoy ale as much as the next dwarf, but they feel work is far more important and will overwork themselves with little concern if they feel the work still needs doing. Physically, an angar is no different from a regular dweogar. Their skin is often fairer and bright blonde or shock white hair is not uncommon. Summit dwarves journey into the world for the same reasons as hill dwarves and loam dwarves, but will also adventure in search of new metals and enchantments to use to craft fine weapons and armors.

***Dwarven Armor Expertise.*** While you are wearing armor, you gain a +1 bonus to AC.

### Elves

All elves originate from Tolanar, the Great Forest. The forest is said to have retreated to the Feywild during the War of Sword and Serpent, which the *silshae* call the *Shae’zhas*. Some individual elves live in gate cities across the continent which are directly tied to vast regions of the Shae’zhas.

Elves are the children of Varhuine, father of elvenkind. They were born of the le’shae, a race of god-like fey that were the first and truest Children of the god Varhuine. After the War of the Sword and Serpent ended, the elves parted ways and created several vast nations, including Authalla, Runaz, and modern day Varhuine. These nations helped build up the civilizations of humans and the other common races. Only the nation of Varhuine still persists to this day, but the Runaz region of Leviat province still hosts a number of elvish towns and even a city or two.

Eladrin are the oldest of the lineage of elves and are the closest to their fey roots. They form the core or roots of typical Elvish society on Urz, that of the Enclave. These highly mobile villages act as the community of elves that move about their territories and sometimes pass from the Material Plane into the Shae'zhas through leylines or gate cities. The astral elves, high elves, sea elves, spirit elves, wild elves, and wood elves are considered lineage of the elf, but are more just minor fluctuations in an elf that are present due to lineage and also upbringing.

There are three lineage of elf that are more segmented from typical Elvish society. The drow, known as *dokkalshae*, are elves who have followed the path of Mekema, the Dreamweaver, and reside in the Foul Deep away from their cousins forming their own kind of Enclave. They have large masses of their group enter a special trance that creates a Dreamland in the Dreaming World, where they live and prosper while their physical bodies maintain a restful state, sustained by their dreams. Then there are the s*hadar-kai*, who are linked to the Senate of Ravens and began as elves that traveled into the Plane of Shadow to hunt dragons during the War of Sword and Serpent and just ended up staying there. As a people, they are considered tainted by death far beyond just the worship of it (as some Elf Enclaves are known to do). In some instances, they're reviled by Elves, but in others they are seen for what they are: peoples born in a bad situation forming Enclaves in the Dread Realms or the wilds of Shadow themselves. Finally, there are the *stashae* or Moon Elves who are direct descendants of Thorn Stacianodel, an elf that lived in a Dread Realm, was blessed by the light of the Astral Sea, and came to serve the realm as the Champion of the Archfey named Stacia. They hold that Stacia is a power on par with Varhuine in position in the Court of Seasons. It is also known that some Moon Elves also live on the actual moon, which is also named Stacia.

#### **Elf Castes**

##### Autumn Elves

Bralashae, also known as autumn elves, are a caste of elves born from the le’shae Sota Aumnisma. They follow the teachings of their matriarch and are as fast as the autumn winds themselves. More than other elves, bralashae are focused on the ways of nature. They are the only offspring of the le’shae who don’t solely worship the matron of their people and the god of elves. Autumn elves are known for their love of the natural world, flora and fauna alike and their staunch defense of it from selfish communities who would level what is for their own purposes.

Autumn elves are typically tranquil lot. They rarely become agitated and do not show the typical arrogance or snobbery of their cousins. Above all things, an autumn elf will become hostile if someone acts wastefully at the expense of other living things, be it tree or person. Bralashae are not physically dissimilar from normal elves. Their hair and eye colors tend to be darker than that of a high elf, with dark browns and greens being most common. The autumn elves are a nomadic folk who are very rarely found stationed in settlements. The most common type of adventurer from the bralashae folk are individuals who wish to vanquish defilers and vile creatures who cause destruction to the natural world.

##### Spring Elves

Tulashae, also known as spring elves and, less commonly, book elves, are the direct elvish offspring of the *le’shae* Kevat Berature. They are masters of magic and keepers of ancient lore. Their colleges of magic and learning are among – if not – the most prestigious institutes in E’yané. Spring elves are direct, harsh, always give their true opinion about something, and commonly have problems lying. It is quite common that a dwarf relates better to a tulashae than to other elves, because much like the dwarves, spring elves have a rigid code of law, in which truth above all else is highly cherished. As with other castes of elves, spring elves worship the matriarch of their people. Kevat Berature, le’shae of the Spring Rebirth, is the matriarch of the tulashae and she represents the sphere of earth in the Witte Wieven and is considered the an Archfey of life and renewel. Spring elves will often travel outside of their homelands to seek out new knowledge as it is a great honor to have lore you acquired added to the great libraries.

##### Summer Elves

Kesa Asbuital, the le’shae of summer, is the matriarch of the summer elves, or courshae in the elvish tongue. These nomadic people travel all across the face of Urz, simply for the sake of the journey. They are well-known for their relation with a Vetalis-born breed of horse, the xanthae or ranahin. Summer elves are often the quiet type, as they travel constantly and prefer the silence of the road. They will show a certain amount of disdain for their cousins, the winter elves, but rarely show hatred outside of that. They get along well with those they respect and their respect is earned by actions, not words. They are not at all xenophobic and will accept members of all races without prejudging them in any way. The courshae are a race of wanderers and often travel through other people’s provinces, usually with wares to trade for the goods they need to continue their journey.

Courshae are born to adventure. They have a racial wanderlust that is rarely sated. As they hold freedom to be the most important thing for one to have, the freedom to adventure into the world is the greatest endeavor a courshae can take up.

##### Winter Elves

The children of Talvi Medramic are known as the ghaelshae, or winter elves in the Common tongue. They are a proud people who are very militant. A young ghaelshae is given the option of one single weapon from their house’s armory and it is with this weapon they must train with. It is believed that the choice made is that of the elf’s “fang”, a concept held to high regard in the worship of their matriarch. They are known for their keen ability to hunt and their grace and prowess in a fight. No other race or creed can be as unrelenting as a winter elf at war. The winter elves are a fiercely loyal folk who believe that there is more honor in action than in words, but they are patient and masters of strategy.

The winter elves are more arrogant, some might say, than other elves. They will only travel happily with others whom they feel have proven their worth. Nothing can make a winter elf more irritated than dead weight in a group. A winter elf is calculating, though. They will rarely enter into a fight without being fully aware of the variables involved and will show no quarter once they feel a fight is theirs to be won. Winter elves adventure for glory, for the honor, and for the titles and respect given to those who accomplish great things.

##### Unnumbered Elves

The four core castes are the most common, but are not the only ones. Elves are chaotic fey creatures so structure and rules aren't really held to a paramount degree. If you are playing an Elf character and you want to make up your Enclave, it could be anything you can imagine. Perhaps a Night Enclave that focuses on Varhuine worship. It could be a Moon Enclave with all different types of elves that aren't actually Stashae (see below) but worship Stacia. It could be a United Enclave, where all four castes are equally represented within. Or any other idea that you can muster. An Enclave can be a single family of elves or an entire town's worth of a society moving as one.

#### **Astral Elves "Ryioshae"**

***Astral Elves.*** Astral elves are identical to those detailed in *Spelljammer - Adventures in Space*.

##### Drow / Dark Elves "Dokkalshae"

***Dark Elves (Drow).*** Dark elves are identical to those detailed in Chapter 2 of the *Player's Handbook*.

##### Eladrin / Seasonal Elves "Shirashae"

***Seasonal Elves.*** Seasonal elves are identical to those detailed in *Mordenkainen's Tome of Foes*.

##### High Elves "Silshae"

***High Elves.*** High elves are identical to high elves detailed in Chapter 2 of the *Player's Handbook*.

##### Moon Elves "Stashae"

The children of Stacia are not unlike their cousins, the high elves. In general, they are a fairer-skinned people with darker hair colors, but besides that they are not very different physically. Mentally, a high elf's mind is calculating and precise, but a moon elf is perceptive and insightful. Also, due to their religious origins having sprang forth from the union of Stacia's two most loyal servants, they have innate attunement to a particular orison (divine cantrip).

***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.

***Cantrip.*** You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.

***Extra Language.*** You can speak, read, and write one extra language of your choice.

##### Sea Elves "Gaershae"

***Sea Elves.*** Sea elves are identical to Shadar-Kai detailed in *Mordenkainen's Tome of Foes*.

##### Shadow Elves "Shadar-Kai"

***Shadow Elves.*** Shadow elves are identical to Shadar-Kai detailed in *Mordenkainen's Tome of Foes*.

##### Spirit Elves "Firreshae"

The Firreshae typically end up in Enclaves in the deepest recesses of the forests of Urz where the sun cannot breach the canopies. It is said that the Spirit Elves live within the shells of dead trees or even some say they grow trees to their own pleasure to be shaped as they will it for habitation.

***Superior Darkvision.*** Your darkvision has a radius of 120 feet.

***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

***Spirit Magic.*** You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

***Elf Weapon Training.*** You have proficiency with the battleaxe, scimitar, shortbow, and longbow.

##### Wild Elves "Tashae"

Not unlike wood elves, wild elves are a kind of elf that roam in the wildlands. They are found in all the wildlands of the world.

***Martial Aptitude.*** When you hit with a martial melee weapon, you roll an additional 1d4 and add it to the damage.

***Elf Weapon Training.*** You have proficiency with the battleaxe, scimitar, shortbow, and longbow.

***Mask of the Wild.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

##### Wood Elves "Shiershae"

***Wood Elves.*** Wood elves are identical to those detailed in Chapter 2 of the *Player's Handbook*.

### Halflings

The halflings of Urz are optimistic and cheerful folk who are often overlooked by other peoples as unimportant or as a simple people. They are a people of stories and adventure, exploration and merriment. The lightfoot halfling are the most common of these short folk, found in cities in towns across Eyane. Then there are the stout halflings who go anywhere a good ale can be found. The available subraces for halfling are detailed below.

#### **Ghostwise**

***Ghostwise Halflings.*** Ghostwise halflings are identical to those detailed in Chapter 3 of the *Sword Coast Adventurer's Guide*.

#### **Lightfoot**

***Lightfoot Halflings.*** Lightfoot halflings are identical to those detailed in Chapter 2 of the *Player's Handbook*.

#### Riverfolk

The riverfolk halflings are a race of people who live on the rivers and streams of E'yané, using small floating rafts which they fashion into river-worthy homes. Like the river, these people hardly stay in one place for too long and enjoy meeting new folk and trading with them. Riverfolk are found in every province that has a flowing river or stream. They are seen differently by different peoples, but generally are regarded as a pleasant addition to any hustle and bustle of a city.

Riverfolk honor Gemwich, the greatest of all halflings. Gemwich is said to have been so great that riverfolk would wander to one day tell a tale or write a book about the details of their own lives. These stories about relatives or particularly great halflings in a community are seen as a commodity and the telling of such a story to the members of a halfling community could earn someone a free meal or shelter. Sometimes, a riverfolk will bring up an anecdote about a relative named Gemwich who happened to have a great story similar to whatever is currently happening in that riverfolk's life.

***Mariner.*** You are proficient with vehicles (water).

***Quick.*** Your base walking speed increases to 35 feet.

***Shenanigans.*** You are proficient with the Sleight of Hand skill.

#### **Stout**

***Stout Halflings.*** Stout halflings are identical to those detailed in Chapter 2 of the Player's Handbook.

#### Valekin

The valekin halflings are a slightly xenophobic breed of halflings that live in valleys and the hidden away places of the world. When most people think of halflings, they envision nimble tricksters all too eager to lighten the pockets of larger folk – a conception that exasperates the valekin to no end. Good-natured, earthy folk who love little more than a job done right and a hearty meal afterward, valekin differ a great deal from their nomadic riverfolk cousins.

***Avoidance.*** When you take the Dodge action or are the target of an opportunity attack, you gain a +2 bonus to AC.

***Laborer.*** You are proficient with vehicles (land).

***Storyteller.*** You have proficiency in the History skill.

### Humans

As a varied and abundant people, humans come in all different fashions and their place of birth and upbringing can have an effect on that.

#### Human Ethnicities on Urz

***Acascari.***

***Alterian.***

***Elan.***

***Freeman.***

***Frontierborn.***

***Gernaran, East.*** Gernarans can be differentiated from other ethnicities by their fair to swarthy skin, as opposed to the typically fairer complexion of Parnans and Vendarans. However, Gernaran skin tone is not as dark as that of Leviatan or Vendaran. Gernarans also have slightly sharper faces than other races of men. They are descend from the native Sverkic peoples that were enslaved by and fought alongside the dragons during the War of Sword and Serpent. Eastern Gernarans, more so than Western Gernarans, have a very arrogant and confident nature. The language of Gernarans is Gernaran.

***Gernaran, West.*** Western Gernarans are very much like their Eastern counterparts, but their skin is much darker due to their common heritage with Leviatans further up the coast. The Gernaran Kingdom reigns in Gernaris province mainly in the western regions, but a number of settlements and fortifications exist on the coast and in the wild lands known as Scoria. Because of this, most of the folk in this region are less cultured and are considered outlanders by most civilized folk. The language of Gernarans is Gernaran.

***Khardithian.***

***Leviatan, Coastlander.*** Dominant all along the western shores of the Nalanic Ocean, Coastlanders are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where Coastlanders are most prominent, nobles and many other Coastlanders wear their hair under a turban or other ornate headpiece.

***Leviatan, Ikashadi.*** The people of Ikashad claim that they are the oldest line of humans and that their tribe came out of Vetalis during the Age of the One Wood and found a fertile homeland in the Ikashad region of Leviat province. Their tribe grew in power and became a formal sultanate, establishing a rich society with a well-rounded people. Some believe that Ikashad is one of the first human cities and its amazing architecture is matched only in beauty by the high fashion commonly displayed by the region's people. Most Ikashadi have light brown to olive skin and darker hair colors. Green and blue eyes are very common among their people. The language of Ikashadi is Ikashadi.

***Managaultian.***

***Marydian.*** Marydians are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the southern regions of Dargh province have blond, red, or light brown hair. They take on the fashion styles of any other peoples that they come across and are a wide-traveling people. Marydians who remain in Dargh will often use make up to appear paler than they actually are and will even use alchemical concoctions to make their dark hair white as snow. The language of Marydians is Marydian.

***Mastiffer.***

***Ocyrian, Liberian.*** The province of Ocyria is divided into three kingdoms, each with its own unique history. The kingdom of Liberus was once called Malberga and was ruled by the indiginous peoples who were a tribal people who joined together after centuries of conflict into a kingdom. The Sverkic people spread across the continent like wildfire in the aftermath of the War of Sword and Serpent and found a strong power base in modern day Ocyria. They took the Malbergan people as slaves until they were saved by the efforts of Ryiomand the First, a conqueror from Parnak, and Dekan Gaius, a self-proclaimed ruler of the Malbergan people. Dekan became the first triumvir of Liberus and most folks from this kingdom have roots in the Malbergan line, boasting olive skin and dark, curly hair. The provincial language of Liberians is Ocyrian.

***Ocyrian, Ludosan.*** The kingdom of Ludos was originally a region controlled by the people of Dargh. The Darghian King was named Vaticus and history holds that he was the first of the parasitic creatures known as vampires and their many offshoots (such as vryloka). Sverkic people took over the region and fought back the Darghian Horde, but were unable to keep the region conflict free. With Ryiomand the First's victories in Munio and Liberus, the Sverkic people swore fealty to Ryiomand if he would end their troubles and combat Dargh. Ryiomand was victorious against Vaticus and took the Ruby Throne of Ludos as his own. People in Ludos have similar traits to the Sverks that once ruled there. The provincial language of Ludosans is Ocyrian.

***Ocyrian, Munioan.*** Because of the melting pot nature of Munio, humans from this kingdom have wildly different characteristics from one another. The most common traits are those in common with other Ocyrians.

***Parnan, Central.*** The people of the Empire who are closest to the capital city of Prisawel claim descent from the first men to swear their allegiance to the le'shae during the Second Age in the War of Sword and Serpent. They have a deep respect for their ancestors and for elvish folk and their crafts. Because of the intermingling of the early elven peoples and their ancestors, central Parnans may have elvish traits such as slightly pointed ears, eye colors not normally common among men, or certain features that make them more physically attractive. They will boast about these aspects and take great pride in their family members who have them. The language of central Parnans is Parnan.

***Parnan, East.*** Parnak and Seiryu share a border and some eastern Parnans (especially from Rastegar and Ragnelle kingdoms) have some distinctly blended features. Compared to other folk of Parnak, East Parnans are more tan and have darker hair and their features are softer or in some cases sharper. They still share some of the elvish features that Parnans are known for, such as rare eye colors and attractive features. The language of eastern Parnans is Parnan.

***Parnan, West.*** In the Tulameric Age, the western regions of Parnak province were controlled by a people known as the Sverks. Their kingdoms stretch from what is now the Albicoris kingdom's eastern border all the way to Eyane's southwest coast. Certain Sverkic traits are prevalent in West Parnans, such as curly and thick hair with fast-growing beards in the males and long, flowing hair in females. It is also believed that the nobles of the Western Parnak regions are more apt for magic as tradition holds that Sverkic people can trace their lineages back to dragons and servants of the dragons from the War of Sword and Serpent. Despite this fact, easily observable elvish traits are seen as beautiful among the nobility, but are rarer in West Parnak. The language of western Parnans is Parnan.

***Render.***

***Seiryujin, North.*** North Seiryujins, known as Shuo, are the most numerous and powerful ethnic group in Seiryu province, the eastern-most province of Eyane. They are yellowish-bronze in hue, with black hair and dark eyes. Shuo surnames are usually presented before the given name to give honor to the ancestors or to proudly announce someone's clan or house affiliation. One of the easiest ways to tell a northerner from southerner is their hair. Shuo grow their hair out and will comb it up in elaborate ways or simple wrap it around themselves in long braids, whereas southerners use haircuts to mark their station. The language of the Shuo is Shinese with a notably northern accent.

***Seiryujin, South.*** South Seiryujins, known as Nanbu, have cities and villages built all through the mountainous regions of the Shattered Coast. Like their northern counterparts, they too have yellowish-bronze skin, black hair, and dark eyes. Because of their isolated nature and strong sense of pride in their culture, the Nanbu have a very strict way of societal structure with their caste system. They style their hair according to their station, with warriors shaving their pate and forming elaborate topknots and peasants shaving their heads entirely. They also take their surname first and in some cases will have no surname at all (such as the lowest caste of peasants and dishonored warriors). The language of the Nanbu is Shinese with a notably southern accent.

***Vendaran.*** This race of humans are typically light-skinned, fair-haired, and imposing in size and build. They are usually seen wearing hides and furs with very little emphasis on style or tailoring. They are known to have an innate resistance to the freezing cold; physiological and psychological traits that are likely a consequence of countless generations having successfully endured the harsh, overcast northern climates of Vendar province. The language of the Vendaran is Vendaran.

***Vetali, Bound.*** The Vetali's innate agility and prolific level of endurance allows them to excel in any activity that demands sustained effort, and the foul denizens of Vetalis province have taken advantage of their power over these people. Bound Vetali skin tone can range from light brown to nearly black and their hair texture ranges from thick and wavy to tightly curled and wiry. They are also largely average in height, well muscled and sturdy. Most are marked with scars and tattoos that mark them as the property of one Vizier or another. Some are given names by their rulers, whereas more often than not they have given themselves a name that defines them or gives them hope. The language of the Bound is Abyssal.

***Vetali, Freeman.*** An uprising of Vetali slaves brought about the ruin of Old Ainkarn and its ruling wizards a hundred years ago, and some of those slaves survived the wastes of Vetalis and fled into oasis regions and underground lairs. There they created their own culture and struggled to survive in the hostile province, traveling about and trading with the wandering summer elf and red gnome tribes. Freeman are like bound vetali but are not marked with the scars and tattoos of bondage. The language of the Freeman is Abyssal.

Human lineage

##### Acascari

Whether safe behind the walls of the High City of Cauthern or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the Wildlands, the humans of Acascari are the most hardened people of the Dragon Sea.

***Daunting.*** You have proficiency in the Intimidation skill.

***Hardened.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

***Martial Aptitude.*** When you hit with a martial melee weapon, you roll an additional 1d4 and add it to the damage.

***Acascari Weapon Training.*** Choose one martial weapon. You gain proficiency with the chosen weapon.

**Adaman**

Folks from the Adamant Isle are not as common, but the influence of the dwarvish people on them and their upbringing is clear and noticable.

***Hard To Kill.*** You do not die on your third failed death saving throw and instead die on your fourth failure.

***Final Fury.*** When you are reduced to 0 hit points, you may make a single melee weapon attack attack before you either die outright or fall unconscious. You cannot use this ability again until after you've completed a long rest.

***Mountain Endurance.*** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

***The Old Ways.*** You are proficient in the Survival skill.

##### **Alterian**

Beneath an ever-present shroud of fog billowing in from the sea, the people of Great Alteria maintain a semblance of normalcy, buying and selling goods from across the Dragon Sea in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.

***Favored.*** You gain a +1 bonus on all saving throws.

***Hatred.*** You gain a +2 bonus on damage rolls made against undead creatures.

***Silver Tongue.*** You gain proficiency in the Persuasion skill.

##### **Freeman**

For the Freeman, life is work. Freeman are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.

***Outdoor Folk.*** You have proficiency in the Survival skill.

***Fleet of Foot.*** Your base walking speed is 35 feet.

***Ranged Aptitude.*** When you hit with a martial ranged weapon, you roll an additional 1d4 and add it to the damage.

***Freeman Weapon Training.*** You gain proficiency with the shortbow, longbow, hand crossbow, and heavy crossbow.

##### **Frontierborn**

Common people who live outside of the civilization of kingdoms and cities that strive hard in their towns and settlements on the frontiers of the islands.

***Skill Prociciency.*** You gain proficiency in one skill of your choice.

***Bonus Feat.*** You gain one feat of your choice.

##### Gernaran

Humans from the land of Gernaris, known as Gernarans, are the descendants of the early human folk known as the Sverks. They are a passionate, eccentric, flamboyant, and intelligent race of men born with an instinctive bond with the

winds of magic. Many great mages have come from their province, and in addition to their quick and perceptive grasp of spellcraft, even the humblest of Gernarans boast a higher-than-normal affinity with magical energies. Many believe this is because of their close ties to the dragons of the Tulamic Age that dominated their ancestors.

Gernarans are pale-skinned and dark-haired. They dress elegantly, wear their hair in elaborate styles and keep all sorts of unnecessary adornments and jewelry. Bright and rich colors are favored. Gernarans are fond of the unusual and their personalities reflect that. More so than the other races of men, Gernarans tend towards eccentricity and unorthodox lines of thought and are one of the most socially progressive races. They are terribly bored by menial tasks and prefer to have magic or technology do things for them. They are especially eager to dispense with tradition and latch on to a new idea, devote themselves passionately to a cause.

***Ability Score Increase.*** Your Intelligence and Charisma scores increases by 1.

***Natural Transmuter.*** You know the *prestidigitation* cantrip. When you reach 3rd level, you can cast the *longstrider* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th Level, you can cast the *enhance ability* spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

***Breadth of Knowledge.*** You gain proficiency in any combination of three skills or with three tools of your choice. You can forgo selecting one or more skill or tool proficiencies with this trait and instead be able to speak, read, and write any two languages of your choice for each proficiency that you forgo.

***Provinical Language.*** You can speak, read, and write Gernaran.

##### Khardithians

The province of Khardis is a harsh land of rocks and rivers of fire. Humans who live there have survived because they are perceptive and quick on their feet. Khardithians are most commonly found grouped into wandering tribes, but a number of cities have been carved into the stony mountainsides. The travel as a matter of survival, because even the ground underneath you can become hostile where they live. Those who live are graced with a strange sense of luck and optimism, despite the harsh nature of their homeland.

***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

***Speed.*** Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor. This replaces a human's normal Speed racial trait.

***Khardithian Climbing.*** You have proficiency in the Athletics and Acrobatics skills.

***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.

***Brave.*** You have advantage on saving throws against being frightened.

***Provinical Language.*** You can communicate in the silent speech of the Khardithian people called Hand Cant.

##### **Managultian**

The peoples of the Managault Bay have a strong tie to the past of the Dragon Isles and an affinity for magic. Also, because of their proximity to powerful magical beings like dragons and fiends, they have grown up a natural resistance to magic.

***Educated.*** You have proficiency in the History skill.

***Natural Transmuter.*** You know the prestidigitation cantrip. Intelligence is your spellcasting ability for it.

***Magic Resistance.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

##### Mastiffer

Folks from the Mastiff Penninsula are a cunning lot with plenty of access to skills and the training to master them.

***Breadth of Knowledge.*** You gain proficiency in any four skills and one set of tools of your choice.

##### **Ocyrian**

Natives of the civilized, cosmopolitan province of Ocyria, the Ocyrians are well-educated and well-spoken. Ocyrians are most known for their piety and the worship of their patron god, Atavius. They are the second oldest of the human cultures to have sprang up from the Ayaten people of the Second Age. Ocyrians tend to be well-groomed and well-dressed with rather orthodox fashions. Ocyrians live as long as other humans, reaching maturity around 15 years old and rarely living a single full century. Ocyrian adventurers are the most audacious, daring, and ambitious members of a race historically known for these traits. Ocyrians earn glory in the eyes of fellows by amassing great stories of exploits.

***Ability Score Increase.*** Your Wisdom and Charisma scores increase by 1.

***Favored.*** You gain a +1 bonus on all saving throws.

***Hatred.*** You gain a +2 bonus on damage rolls made against undead creatures.

***Silver Tongue.*** You gain proficiency in the Persuasion skill.

***Provinical Language.*** You can speak, read, and write Ocyrian.

##### **Parnan**

Parnans hail from the province of Parnak. They are a race of men that is known for its resilience and its skill in battle. Tradition holds that they are descended from the very first race of men, the Ayaten, who served as the guardians and foot soldiers of the silshae people during the Tulamic Age and spread across the province of E’yané during the Ayaten Age. More than any other race of man, the Parnans celebrate their history as the allies and students of the *silshae*. Parnan skin shades range from nearly black to very pale and their hair tends to be darker colors, curly, with thick facial hair for men. Some Parnans claim Elvish ancestry and display Elvish features.

Parnans are steadfast and typically serious, but like all humans, are adaptable, flexible, and ambitious. Unlike most humans, they respect history and tradition and uphold the customs and culture of their ancestors. They are most likely mercenaries, sellswords, and spelunkers in search of riches, legionnaires, or even archaeologists.

***Ability Score Increase.*** Your Strength and Dexterity scores increase by 1. Choose either Strength or Dexterity: the ability score you choose increases by an additional 1.

***Hardened.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

***Foot Soldier Training.*** You gain proficiency with one martial weapon of your choice. Additionally, you gain proficiency with light armor, medium armor, and shields.

***Provinical Language.*** You can speak, read, and write Parnan.

##### **Render**

Humans from the Rended Island are a very tribal people who survive in the feytouched woods.

***Speed.*** Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.

***Render Climbing.*** You have proficiency in the Athletics and Acrobatics skills.

***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.

***Brave.*** You have advantage on saving throws against being frightened.

##### **Seiryujin**

The Seiryujin people come from the province of Seiryu and are direct descendants of men from the far off isles of Taigaishi. Several wars were fought to establish their culture on the continent of E’yané as their pilgrimage from their original homeland was met with opposition by the armies of the Ocyrian Triumvirate during the Ayaten Age. They are a society of warriors and politicians who strive for perfection and grace in all that they do. Fiercely honest

The land of Seiryu is a jigsaw of fiefs of clans and families, merchant and noble living side by side. The government allows for each family to act under its own laws and sovereignty, so long as conquering large portions of neighboring lands is not a primary goal of any family. Seiryu has several port cities along its coast and a number of island fishing villages out in Medramic Ocean. Many adventurers seek out glory in the world outside their homeland. This is most common among the commoners, as adventuring is an option to bring riches and nobility to one’s family without being born into it or breaking the laws and causing military conflict with other houses.

***Ability Score Increase.*** Your Dexterity and Charisma scores increase by 1.

***Great Teamwork.*** When you use the Help action to aid another creature with an ability check or in attacking a creature, the creature can reroll one of the dice once.

***Artisan’s Expertise.*** You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, etc.), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Seiryujin Resilience.*** You have advantage on saving throws against the charmed condition, and you have resistance against psychic damage.

***Provinical Language.*** You can speak, read, and write Shinese.

##### **Vendaran**

The Vendaran people came from the earlier Vjothgarn people from the the north. They are fair-haired, fearless, and enterprising. Other races may see the Vendaran people as brutish and simple and this is generally true. Due to their great lung capacity, Vendaran are known for speaking in a loud volume and may sound obnoxious to non-Vendarans, but that is simply their natural voice, as large lung capacity is needed for survival in cold climates. They are far above average height, common at well over six feet. They typically weigh in over 200 pounds, with broad barrel chests and unusually great muscle mass and bone density. However, due to their massive build, they are less agile than a normal humans. They have extremely thick hair, usually colored either blonde, red, or brown.

***Ability Score Increase.*** Your Strength and Constitution scores increase by 1.

***Hard To Kill.*** You do not die on your third failed death saving throw and instead die on your fourth failure.

***Final Fury.*** When you are reduced to 0 hit points, you may make a single melee weapon attack attack before you either die outright or fall unconscious. You cannot use this ability again until after you've completed a long rest.

***Northerner’s Endurance.*** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

***The Old Ways.*** You are proficient in the Survival skill.

***Provinical Language.*** You can speak, read, and write Vendaran.

##### **Vetali**

While few peoples can survive in the isolated oasis cities and along well-guarded caravan tracks through Vetalis province, the Vetali inhabit the savage, arid region where few dare to tread. They wander the sandy wastes, rocky crags, and desolate canyons in tightly knit clans that survive by foraging, trading, and conserving. The fiercely independent Vetali chafe at outside authority, relying on their abilities and will generally keep to themselves. Even when traveling through civilized regions, they discourage waste, conserve all practical resources, and spend sparingly. Their frugality even extends to conversation. Since they are accustomed to one of the most trying environments in E’yané, they can typically manage through the worst situations without complaint.

Vetali people are perfectly acclimated for the harsh arid deserts of the Vetalis province. They wear light clothing and attire Vetali find settlements and host a small number of communities in Vetalis province, but are more often found as nomadic tribes, wandering the sand, following packs of beasts, and seeking out water where it can be found.

The Vetali people are competent fighters against the greater creatures in their provinces, namely the denizens of the demon city of Ainkarn. People outside of Vetalis often regard Vetali people indifferently as they are not as common in the greater world outside of the continent's center province. Most Vetali adventurers leave their clans and often the province of Vetalis where they were raised in search of something better than simple survival or to escape the reach of the fiend-blooded of Ainkarn.

***Ability Score Increase.*** Your Dexterity and Constitution scores increase by 1.

***Able-Bodied.*** You are proficient in the Athletics skill.

***Midlander’s Resistance.*** You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

***Rapid Reflexes.*** You gain a +5 bonus on initiative rolls.

***Swift Recovery.*** You regain additional hit points equal to your proficiency bonus with each hit dice spent during a short rest.

***Provinical Language.*** You can speak, read, and write Abyssal.

## **Uncommon Races**

### Gnomes

Gnomes are cunning and mischievous, ready with a hearty laugh and smarting prank on the unwary. Originally creatures of the feywild, they were both attracted by the needs of the wilderness of the elemental chaos and by their curiosity of the beings who dwell within in it. They have migrated into the Material Plane and have made residence here since shortly after the War of Sword and Serpent. Because of their chaotic roots, they come in a number of different types, each corresponding to some aspect of the elemental planes.

#### Black Gnomes

Black gnomes, or the *svirfgezi*, dwell deep in the earth and worship the power Undim, an elemental power of knowledge and ambition. The power is represented by a solid white disk and is the diametric opposite of the gnome god Dim. Where most gnomes believe fortune and luck are the most important things in the world, black gnomes believe that carving a place out for yourself, learning all that you can, and bettering oneself are more important.

***Deep Gnomes.*** Black gnomes are identical to deep gnomes from *Mordenkainen's Tome of Foes*.

#### Blue Gnomes

The barbagezi, also known as frost or blue gnomes, are a race of gnomes who hail from the far north in the province of Vendar. Their government, the Barbagezi Principality, is one of the three largest ruling houses in the Aigen Commonwealth, a large alliance of peoples in the northern portion of Parnak province. They are a fair-skinned gnomish people who have strong ties to the cold places within the Elemental Chaos. Blue gnomes are a thoughtful race, more so than white gnomes. They are renowned for the patience and will often listen to others before putting forward their opinions or ideas in a dialog. Blue gnomes are not physically dissimilar with a white gnome. The main difference is hair color for a blue gnome is usually some shade of blue, black, gray, or white. Blue gnome’s skin is usually pale with a slight blue tint.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Chill Resistance.*** You have resistance to cold damage.

***Natural Evoker.*** You know the *ray of frost* cantrip. You choose either Intelligence or Wisdom as your spellcasting ability for it.

***Frigid Resistance.*** Upon completing a short or long rest, you gain temporary hit points equal to your proficiency bonus.

#### **Green Gnomes**

Taurgezi, also known as green gnomes, are a forest-dwelling race who live high up in trees. They sometimes burrow into the old trunks of trees as well. They are a race that is at one with the earth and nature. Green gnomes love to explore the wild. They are naturally closely attuned to anything that grows up from the earth and many common people believe that green gnomes themselves grow like plants before taking to walking. Green gnomes are quick with a joke, but are also very serious about life, the world as a whole, and people they care for. Green gnomes get along especially well with elven peoples, most notably the autumn elves. Green gnomes are looked at as are the white gnomes by other peoples, as well-liked and welcome in most places and nations. Humans do not see green gnomes as defensive of the wild as are the autumn elves, halflings share building practices and architecture styles with the green gnomes, and dwarves are indifferent to them. Green gnomes will travel to see the whole of the natural world. They don't particularly enjoy entering cities of other races, but will find their way through them if their path leads that way.

***Forest Gnomes.*** Green gnomes are identical to forest gnomes detailed in Chapter 2 of the *Player's Handbook*.

#### Red Gnomes

Chargezi, also known as fire gnomes or red gnomes, are a race closely tied to the Elemental Chaos, specifically to the plane of fire. They are a jovial people who are renowned tinkers. When the white gnomes created black powder, it was the red gnomes who used it to create explosives, firearms, and cannons. They are also well known for their power over the school of evocation, especially spells that harness the element of fire. Many chargezi are born with the “spark” of sorcery in their veins. Red gnomes are quirky and some find them quite annoying. They are always trying to build something. They typically try to build up something small at first, but it always ends up getting bigger or out of control. Chargezi are usually gifted with the “spark” of sorcery and they compile their magic in much the same way, with great, often explosive, power inside such a small being.

Red gnomes, like white gnomes, get along well with most races, though few will look at a red gnome and not consider the fact that they are capable of fiery explosions. For this purpose, some establishments won’t usually let a red gnome inside for fear of property damage. This stereotype is actually the exception of red gnomes, not the rule, but most relish in the idea of being regarded as something so destructive. Red gnomes are spontaneous and enjoy wandering about the world, learning new things, and exploring their own powers as well. Rare is the red gnome who doesn’t enjoy the idea of blowing to smithereens a large grouping of their enemies.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Natural Evoker.*** You know the *fire bolt* cantrip. You choose either Intelligence or Charisma as your spellcasting ability for it.

***Fire Resistance.*** You have resistance to fire damage.

***Explosive Nature.*** When you are reduced to 0 hit points but not killed outright, you deal fire damage to all creatures within 5 feet of you. The amount of fire damage is equal to 2 + your proficiency bonus. You can’t use this feature again until you finish a long rest.

#### White Gnomes

White gnomes are the most common of the gnomish races. They are a goodly people who are masters of illusion magic and alchemy. Their craftsman focus on the strange and mechanical and it is said that white gnomes were responsible for the creation of black powder and steam engines.

White gnomes are most commonly found in Leviat province, where they have a number of city-states near the coast. The architecture of the white gnome is very colorful and brilliant, with many curves, domes, and few angles to their structures. Their cities boast a number of small colleges of magic, specifically magic of the school of illusion. Small white gnome towns can also be found in Khardis and Gernaris. White gnomes lean towards no particular alignment. Neutrality is their most common alignment. White gnomes, more so than any other of the gnomish races, worship Dim, the father-deity of the gnome race. Dim is represented by a simple black disk and is regarded as the god of luck and fortune. Many gnomes believe that knowledge is something that should be had, but that fate is already decided and one should not try to change that. Clerics of Dim will preach on his tenets and instruct those that will listen to only do what one feels is right for it to be favored by Dim. As they are born in a world filled with unknowns, it is very common for a white gnome to become skilled and focus on adventuring out into the world.

***Rock Gnomes.*** White gnomes are identical to rock gnomes detailed in Chapter 2 of the *Player's Handbook*.

#### **Goliath**

Born of giants with an ancient history of hedonism that has been widely turned away from by this race, the goliath are a gentle folk who strive to work as hard as they can, selflessly laboring for the betterment of the world and tempering of themselves.

**Giant-Blooded**

“Khardiths” and “Trosdosians”, or more commonly giantkin or goliaths, are a race of beings who are very distant cousins to giants. Their history is very rich and detailed one and it is claimed they originate from the great isle of Trosdosia. In their histories, their ancestors were powerful mages and masters of lore long forgotten. They were a very hedonistic society and a great scourge of no description killed many of their ancestors and sent the others out to sea. The Trosdosian refugees shunned their desires to learn and focused on any labor they could engage in to help their people or the lands of those who sheltered them. Giantkin of the current age are regarded as brute force laborers and sometimes strong sailors. They’re skill and willingness to engage in hard work is legendary. Giantkin are most commonly seen working at the docks, building buildings, or performing some other form of hard labor. Giantkin are a calm race of beings acting with an almost child-like intelligence. They follow orders and rarely think for themselves and abhor the idea of taking charge of situations. Giantkin are also very emotional, hating things that go against what they believe or are taught and finding joy or pride in things that only the individual giantkin could really understand.

Giantkin are large humanoids with dark skin, ranging anywhere from tan to dark black. The most common skin tone of the giantkin race is gray. They range between 6’8” and 8’ tall with weights between 250 and 500 pounds. Their features are very square and angular, their bone structure apparent even through their muscular physiques. Male giantkin prefer to shave their heads of hair because they believe keeping hair is vane. Also, most of their kind will cover their bodies with tattoos. Among their own, their tattoos act as signs of which family a giantkin has come from.

**Place in the World**

A large number of the initial refugees were given the province of Khardis by the governments of the Aigen Commonwealth and they live in that wild land of swamps and craggy mountains with the aim of making a land of their own. A mass of giantkin reclaimed their homeland in Trosdosia at the beginning of the Fourth Age, but those that returned to their race’s cradle did so only to live free and die and learn of the sins of their fathers so as best to avoid repeating them. Giantkin are typically found in any country that has a port city with a strong trading route or in nations like Parnak that require strong laborers.

Giantkin have been accepted by almost every race since they came into the mainland. Humans enjoy working alongside a giantkin because they rarely complain and are a hard-working folk. Elves often look down on giant (obviously not literally), feeling they can do nothing more than perform meaningless tasks and cannot create or add anything new to the world. Dwarves, gnomes, and halflings enjoy the company of a giantkin because their perception of the world is usually humorous to those three races.

Goliath worship the Warring Triumvirate across its nature, but most often worship Agwesi, the Dwerrasin power of strength, martial skill and perseverance. Agwesi is an important figure in the dwarven religious text known as the Dwerrasin. The rare few worship other powers or ideologies of good nature.

Goliath are often taken in by adventurers as strong arms. They find friendship in adventuring bands and are willing to defend their friends at all costs.

**Goliath Names**

Because of their history, giantkin draw their names from many different sources. Most commonly, a giantkin child is named after an individual who somehow strongly influenced the family, be it of another race or not. That or they take names normally associated with dwarves, as a lot of the giantkin traditions have root in the dweogar history.

***Goliath.*** Giantkin are identical to goliaths detailed in Volo's Guide to Monsters, Explorer's Guide to Wildemount, and Mordenkainen Presents: Monsters of the Multiverse.

#### **Half-elf**

**Half-elf Variants**

Some half-elves have a racial trait in place of the Skill Versatility trait. Your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:

• A half-elf of dark elf descent can choose the drow's Drow Magic.

• A half-elf of moon elf or high elf descent can choose Elf Weapon Training or Cantrip from either subrace.

• A half-elf of spirit elf descent can choose the spirit elf's Spirit Magic.

• A half-elf of wild or wood elf descent can choose Elf Weapon Training, Fleet of Foot, or Mask of the Wild from either subrace.

#### **Kenku**

The kenku, sometimes called the crovan, are a race with a very rich history in the nations of Seiryu and Kodai no Shitai. Their ancestors, a race known as the tengu, are regarded in these cultures as great teachers and omens of dramatic change. The kenku, despite these noble backgrounds, hide in the shadows of other civilizations and act in favor of their flocks, despite the laws of whatever lands they hide in. Kenku are sometimes looked on as little more than petty thieves and cut-purses. This stereotype is generally true, because most kenku are willing to steal for the flock or do it simply for self-gain.

**Murder of Kenku**

Kenku are usually very pack-orientated, enjoying the comfort of being among their flock or with other friendly beings. Some kenku are out for themselves and have a lone wolf mentality, striving to achieve for themselves rather than for a group. Kenku usually work well with anyone they tolerate and are very strategic, rarely engaging in combat unless they are sure of a specific attack or method. Despite their quiet nature, kenku often use their natural talent for mimicry to impersonate or tell stories or jokes for the laughter of those around.

Kenku are basically humanoid in shape, but their bodies are lithe and covered with feathers. Their hands and feet are clawed and they have the head like that of a crow. In general, a kenku moves with quick motions that are subtle and quiet or loud and easily viewed, depending on the kenku’s intent. They are a short race, standing between 4 and a half and 5 and a half feet tall, and often stay crouched to keep themselves unnoticed. Due to their ancestry, a kenku has hollow bones. This trait make them extremely light, so they typically weigh between 60 and 120 pounds.

**The Feathered Shadows**

Most races view the kenku as a lot of dirty thieves and keep loose goods and wealth close or hidden in the presence of one. Despite this, some learn to accept individual kenku and halflings find they have a lot in common with them. kenku expect this distrust and do their best to ignore it or remain hidden from people who do not know them personally. Others yet try to gain trust of others by doing repeated good deeds.

The kenku have no lands of their own, though they are regarded as symbols of luck in the lands of Seiryu. The strongest concentrations of kenku are in the metropolis of Deut in Gernaris province, the province of Seiryu, the Anyeve region of Ocyria, and where lots of other races gather, specifically big cities. Some flocks do travel the wild lands as nomads. Kenku join groups of adventurers when they feel their flock is too concerned with safety and shelter and unwilling to quest the unknown. Some still are exiled from their flock because they are far too interested in the world around them.

**Kenku Names**

Kenku take names from all sources, but most commonly their names are either Shinese in nature (see Human) or close to halfling names.

**Racial Abilities.** Kenku racial abilities can be found in *Volo's Guide to Monsters, Explorer's Guide to Wildemount,* or *Mordenkainen Presents: Monsters of the Multiverse*.

#### Kennelborn

With wet noses, full coats of hair, and tails carefully tucked into pant legs, kennelborn don’t always fit so neatly into the cities they call their homes. In order to better fit into the communities they join, many kennelborn choose to adhere strictly to societal standards of propriety and suppress their more animal instincts. These days, travelers are likely to find pockets of upturned kennelborn among the high-societies of many larger cities.

**Overcoming Stereotypes**

Kennelborn are not “man’s best friend.” In fact, most kennelborn consider this phrase to be dismissive and belittling. Kennelborn do everything they can to overcome the assumptions that their human kin tend to harbor. Nevertheless, many non-kennelborn are incapable of seeing kennelborn as anything more than doglike people. Physiologically, kennelborn share many similarities with the various breeds of dog that they resemble, but kennelborn are decidedly not loyal, extroverted, or servile by default.

“Kennelborn” was initially the common name given to any humanoid displaying “pet-like” features in Gernaris. This included the race of present-day kennelborn, but also varieties of bearfolk, shifter, and tabaxi. It wasn’t until many canine humanoids migrated into cities en masse that they began to appropriate the once-derisive term. By taking

ownership of the slang put-down, the kennelborn hope to control the narrative of their relationship to dogs. Now, kennelborn cultural leaders emphasize their people’s triumph over their bestial origins.

Crucially, kennelborn are not a monolith. Both culturally and physiologically, kennelborn are more diverse than their human counterparts. Mistakenly considered a single species by their ignorant kin, the kennelborn genus actually contains many distinct species that are reproductively isolated. Furthermore, a lupine kennelborn from the hinterlands and a spitz kennelborn from the inner city might have as little in common as a dwarf and a human.

**Canine Nature**

Despite their strong desire to move past their similarities to dogs—domesticated or otherwise—each kennelborn must nonetheless confront the realities of their canine nature. Most learn to appreciate their keen sense of smell and highly-sensitive ears, but other aspects of their biology may feel limiting. A thick coat of hair is a blessing in the winter but can render certain fashion trends oppressively uncomfortable in warmer climates. Sharp teeth are great for chewing meat or intimidating would-be assailants, but they are suboptimal for the increasingly omnivorous diets of city-dwelling kennelborn. Their tails may be expressive, but there are countless instances when a kennelborn would rather not give away their true feelings with an inopportune tail wag.

Some kennelborn embrace their more primal urges, but the vast majority do everything possible to quell the desire to howl, to fetch, or to overreact when elated. In their quest to remain subdued, many kennelborn are notably sedate. The norm among urban kennelborn communities is to favor stoicism, a trend that those living in the wilds dismiss as overcompensating. Kennelborn who choose not to conform to the expectations of urbane society may even consider their particularly punctilious kin to be ignorant of their heritage. Among many lupine kennelborn, there is a pervasive belief that pandering to human expectations is a form of self-sabotage.

Kennelborn broadly fall into two camps: those who do their best to assimilate into society, and those who would rather stick to homogenous enclaves. As a rule, so-called “upturned” kennelborn—those who resemble familiar breeds of domesticated dogs—tend to live in city centers among the more populous races, whereas lupine kennelborn tend to keep to themselves. One might find lupine districts in the larger cities throughout the known realms, where groups of sharp-fanged kennelborn establish strong communities despite always feeling out of place. Still, it is more common to find lupine kennelborn living in smaller villages or traveling in nomadic packs.

***Racial Traits.*** Kennelborn were initially featured as a part of Borough Bound Races Vol. I by Burough Bound available to patrons of their Patreon.

#### **Merfolk**

Curious, thoughtful, and analytical, the merfolk of Urz are natural scholars and explorers. In the past, merfolk society was organized around their belief in five deities: Ayli the Traveler, Kigh the Trickster, Lema the Tutor, and Rego the Tactician. But in the modern age, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of ancient evils handed down from generation to generation. These old faiths are now seen as worships of Great Old denizens of the deep.

In peaceful times, the merfolk have fought over the ultimate meaning of this revelation. Old grudges between the different merfolks still linger, but the well-being of the merfolk race far outweigh any ancient conflicts between them and so a tenetive peace is present among them. Merfolk are associated with magic and use it a lot in their undersea civilization, though surface-dwelling merfolk express this connection in different ways.

**Born of the Sea**

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins can extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Your merfolk character has a number of traits in common with other members of this race.

***Age.*** Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

***Alignment.*** Most merfolk are neutral, though merfolk of the Ayli-ra and Trackless creeds have chaotic leanings.

***Size.*** Merfolk are about the same size and build as humans. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Amphibious.*** You can breathe air and water.

***Metamorphisis.*** You can use your action to transform your lower body, switching between humanoid legs or a merfolk tail. Any equipment you are wearing on your legs, feet, or tail transforms to fit your new form. With a merfolk tail, you gain a swim speed of 50 feet, but your walking speed is reduced to 10 feet, and you are always prone while outside of water no less than 3 feet deep.

***Aquatic Weapon Training.*** You have proficiency with tridents and nets.

***Languages.*** You can speak, read, and write Common, Merfolk, and one extra language of your choice.

***Subrace.*** Choose one of the following subraces below.

##### Coastal Merfolk

Coastal merfolk are the most numerous of the merfolk and are the most common to interact with the people of the surface due to their strong grasp of empathy and charisma.

***Ability Score Increase.*** Your Charisma score increases by an additional 1 (for a total of 2), and your Constitution score increases by 1.

***Magnetic Personality.*** You are proficient in the Performance and Persuasion skills.

***Cantrip.*** You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

##### Coral Merfolk

Coral merfolk seek wisdom and truth of the surface and of the winds, exploring the mystical forces—rather than natural causes—behind historical events. They live close to if not right atop the surface of the oceans and waterways, sometimes in reefs around islands and along the coast. In this way, they keep close to the forces of nature. They are evasive and intentionally enigmatic in their interactions with others and are often described as manipulative and deceptive.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Mystical Awareness.*** You have proficiency in the Nature and Perception skills.

***Cantrip.*** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

##### River Merfolk

Rego-ra generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Scaled Skin.*** Smooth scales cover your body, which makes you more resilient to harm. You use 11, rather than 10, when determining your character’s Armor Class, including for features that change the way you calculate your armor class, such as Unarmored Defense.

***Cantrip.*** You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.

##### Windswept

Windswept merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

***Ability Score Increase.*** Your Intelligence score increases by 2.

***Natural Navigator.*** You have proficiency with navigator’s tools, vehicles (water), and in the Survival skill.

***Cantrip.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it

## **Rare Races**

### **Aasimar**

Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. They are easy to trust and often work into places of power in most communities. Aasimar are very rare, as their blood is used in many dark rituals. As such, they often try to pass as human and strive to fit in to normal society, although due to their nature they often rise to the top.

**Flawless Form**

Physically aasimar are very similar to humans, but with unnaturally pale or perfectly tan skin, beautiful blonde hair, and bright almost glowing eyes. These folk are often seen as glorious humans with lustrous hair, flawless skin, and piercing eyes. Their flesh and hair are completely smooth, their skin being described even as chalk-like. The main striking difference between aasimar and humans or elves are their eyes: glowing pupils like the sun shining through a thin lens of color. Oddly, they also have 4 fewer teeth than humans, missing both top and bottom incisors.

**The Pressure of Heritage**

Like tieflings, aasimar are the decedents of extra-planar beings. This kind of heritage imparts a certain pressure toward alignment. Most tieflings resent the biases they receive due to their heritage, but aasimar typically strive to live up to it. However, this does not mean that all aasimar are lawful or good. Just like any other sentient creature, they are a product of their heritage but are not controlled by it.

**The Stuff of Legend**

Aasimar are few and far between, both because it is rare for a celestial being to assist in the process that leads to both aasimar and tieflings, and because aasimar blood and sacrifice is used heavily in demonic rituals. Another thing that leads to fewer numbers of aasimar in the world is the fact that many of them feel pressured to become heroes. Their celestial heritage leads most aasimar to align more along the lines of good and lawfulness than other lifestyles, and these choices often lead to a dangerous, honor-bound life. The most common sight of an aasimar, though still rare, is found along with other dead adventurers. Aasimar are also very likely to enter into battles of honor or principle. They will stand up to defend allies and causes without regard to their own well-being.

***Aasimar.*** Aasimar are identical to those detailed in *Volo's Guide to Monsters*.

### **Conglomerate Hybrid**

***Simic Hybrid.*** Conglomerate Hybrids are identical to Simic Hybrids detailed in *Guildmaster's Guide to Ravnica*.

### **Dhampir**

***Dhampir.*** Dhampir are identical to those detailed in *Van Richten’s Guide to Ravenloft*.

### **Dromites**

Dromites are small androgynous buglike creatures that are native to Gernaris. They exist primarily in a handful of city-hives under the various lands of the country, most notably the city city of Sheler. Dromites were first encountered by humans on the province of Gernaris. Their city-hives exist under various lands of Gernaris, including known communities under Ikashad and Vendar.

**Small and Sturdy**

Due to their diminutive height, Dromites may be mistaken for halflings from a distance. Closer inspection clarifies the obvious differences. Dromites feature tough, chitin-encrusted skin, insect-like compound eyes, and two little antennae emerging from their forehead. The androgynous physiology of dromites further distinguish them from most other races. Dromites are genderless and have no sexual traits, with the exception of their Grand Queen and Elected Consort.

Dromites have a wide range of temperaments, but generalizations are made depending on the caste they have joined. Dromites of the Cinder Caste are prone to rage, yet they are also quick to laugh and forgive. The Rime Caste is analytical and slow to make judgments, yet they are frequently correct. The Song Caste are superb performers who enjoy all forms of art, but particularly singing. The Shimmering Caste is always on the go, seldom pausing in their pursuit of their life’s goals. Each caste identifies with an energy type linked with their creed. When born, children are chosen from the nurseries by adult dromites who have entered life bonds. According to the life bond’s traditions, the adopted dromite is given a name by its new “parents”. Dromites have a first name and a family name from their life bond.

Your dromite character has a number of traits in common with all other dromites.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Age.*** A dromite reaches adulthood at the age of 20 and generally lives into the middle of their second century.

***Size.*** Dromites average about 3 feet tall and weigh about 40 pounds. Your size is Small.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Thanks to your complicated eyes, 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.

***Psionic Legacy.*** Choose one of the following: *blade ward*, *mage hand*, *message*, *mind sliver*. You know the chosen cantrip. When you reach 3rd level, you can cast *chromatic orb*

as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast a spell determined by your caste (see below listed as "Caste Spell") once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

***Keen Senses.*** You have proficiency in the Perception skill.

***Languages.*** You can speak, read, and write Common and Primordial.

##### **Cinder Caste**

You were born into the Cinder Caste. You have strong emotions, a big heart, and are passionate in defending that which you hold dear. Cinder dromites are most commonly seen as the warriors of dromite society.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Fire Resistance.*** You have resistance to fire damage.

***Caste Spell.*** The spell you can cast using psionic legacy is *scorching ray*.

***Quick.*** Your base walking speed increases to 35 feet.

##### **Rime Caste**

Cold and calculating, the Rime Caste are the stalwart defenders of the hive-cities. They are hardened by their very nature.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Cold Resistance.*** You have resistance to cold damage.

***Caste Spell.*** The spell you can cast using psionic legacy is *rime's binding ice*.

***Inured.*** You add your proficiency bonus to hit points regained when spending Hit Dice at the end of a short rest.

##### **Shimmering Caste**

The sparkling intellect of the hive-cities, Shimmering Caste dromites are whip-smart and belt-quick.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Lightning Resistance.*** You have resistance to lightning damage.

***Caste Spell.*** The spell you can cast using psionic legacy is *kinetic jaunt*.

***Shocking Speed.*** Opportunity attacks or attacks made as a part of a reaction against you that are triggered by your movement are made with disadvantage.

##### **Song Caste**

The voice of the dromite peoples, they carry forward the songs and stories of the hive-cities. The most resplendent of them, they are the ones that drive culture forward and also act as spiritual guides.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Thunder Resistance.*** You have resistance to thunder damage.

***Caste Spell.*** The spell you can cast using psionic legacy is *shatter*.

***Empowered Voice.*** You gain the *thaumaturgy* cantrip. Charisma is your spellcasting ability for this spell.

### **Genasi**

Children born with an elemental being buried in their heritage sometimes awaken with a spark. In some, this manifests as an attunement to elemental magic, as is the case with some sorcerous origins. In others, it means a strong, natural tie to the elements themselves. These individuals have come to be known as genasi. In some cultures, they are seen as a blessing or a gift of the gods themselves. In others, they are as feared and maligned as the fiendish tieflings. Because of the chaotic nature of the elements, genasi come in a number of different varieties.

Air Genasi

*Air Genasi.* Air genasi are identical to those detailed in *Mordenkainen Presents - Monsters of the Multiverse*.

**Earth Genasi**

Earth Genasi. Earth genasi are identical to those detailed in *Mordenkainen Presents - Monsters of the Multiverse*.

**Fire Genasi**

Earth Genasi. Fire genasi are identical to those detailed in *Mordenkainen Presents - Monsters of the Multiverse*..

**Frost Genasi**

***Ability Score Increase.*** Your Dexterity score or Wisdom score increases by 1.

***Frost Walk.*** You can move across difficult terrain made of ice and snow without expending extra movement.

***Cold Resistance.*** You gain resistance to cold damage.

***Frostbite.*** You can cast the *ice knife* spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a short or long rest. Constitution is your spellcasting ability for this spell.

**Magma Genasi**

***Ability Score Increase.*** Your Strength score or Intelligence score increases by 1.

***Living Furnace.*** You are immune to the environmental effects of extreme heat and extreme cold (as described in chapter 5 of the Dungeon Master’s Guide), and you grant creatures within 5 feet of you advantage on saving throws against the environmental effects of extreme cold.

***Molten Core.*** As a bonus action on your turn, you can channel the heat and fury of molten earth. Until the start of your next turn, you gain resistance to bludgeoning, cold, fire, piercing, and slashing damage, and hostile creatures that start their turn within 5 feet of you take fire damage equal to your Constitution modifier. You must finish a long rest before you can use this feature again.

#### Water Genasi

***Water Genasi.*** Water genasi are identical to those detailed in *Mordenkainen Presents - Monsters of the Multiverse*.

### **Goblot**

Goblots are a cousin to the more commonly known goblins. Goblots are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin. Goblots are associated with fire and flames. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblot is an adventure full of new things to explore and experience.

#### Long Arms and Stony Skin

A typical goblot stands between three and four-and-a-half feet tall, with a slender, elongated build. Goblots’ arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.

This distinctive appearance is a direct result of the goblots’ unusual diet. Before the Covenant of the Ascended, goblots supplemented their normal diet with a kind of rock they pounded into bits and called “grit”. The powers leaving the plane has poisoned this rock, so the goblots have taken to eating residuum powder instead. Eating this magic-infused dust has given the goblots resistance to the maddening psychic emanations from weird outer planes. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.

### Goblot Traits

Your goblot character has the following traits in common with all other goblots.

***Age.*** Goblots mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblots rarely live longer than 50 years.

***Alignment.*** Most goblots are wildly chaotic, though they have no particular inclination toward good or evil.

***Size.*** Goblots average about 3 feet tall and weigh about 40 pounds. Your size is Small.

***Speed.*** Your base walking speed is 25 feet. Additionally, you have a climb speed of 25 feet.

***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.

***Long Arms.*** You are considered Medium size for the purposes of grappling, spells, your carrying capacity, and using weapons (such as Heavy weapons).

***Grit.*** You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 12 + your Dexterity modifier.

***Languages.*** You can speak, read, and write Common and Goblin.

***Subrace.*** Goblots come in one of three varieties: Click-clacker, Lava-Walker, and Weird-one. Choose one of these subraces.

#### Click-Clacker

Among the goblots, click-clackers are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.

***Clik-Clak Cunning.*** You have proficiency in the Investigation skill and with thieves’ tools.

#### Lava-Walker

Lava-walkers are the most industrious of the goblots, and possesses much hard-won knowledge of the geothermal activity of the Foul Deep and mountainous regions they inhabit. More so than members of the other tribes, the Lava-walker goblots build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lava-walker goblots frequently harass the other peoples in their areas, namely elves and humans in Khardith province.

***Lavastep Grit.*** You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.

#### Weird-one

Smaller and weaker than their cousins, and with larger hands and feet, weird-one goblots attempt to live by

their wits—though seldom with much success. When a weird-one has the bright idea of trying to tame giant centipedes, at least a few others will be willing to follow that goblot into a nest—usually to predictably horrible results. But though the weird-ones seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the weird-ones likewise seem to have a never-ending supply of weird-ones. As such, by trial and error (and more error), these goblots have stumbled across a great deal of knowledge useful for surviving the worst places of the Foul Deep, and for dealing with the creatures that live there. Weird-ones imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblots each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.

***Beast Tamer.*** You have proficiency in the Animal Handling skill.

***Speech of Beast and Root.*** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

### **Kettleborn**

In ages past, mages used all manner of manipulation of the winds to create servitors that would perform menial tasks. One such type of golem was known as the kettle golem, which was a large jar with arms and legs that could carry whatever a mage needed to wherever it was needed. In a magical incident, a mage was placed within a kettle golem and the magic of his body and soul was sealed within, creating the first of the kettleborn peoples known as the Elder Pot.

It then came to be that this creature was able to reproduce and craft a new being that was born, and so a small cell of the peoples came to be. They are an increasingly rare folk, but they are strong and competent folk who have learned to live on and make a place for themselves.

#### Living Earthenware

The kettleborn area simple folk to describe: they’re large kettles, jars, or pots with arms and legs. Their tops are sealed and their insides are not too different from other mortal beings. They vary in shape, as one specific part of their birth is the acquisition of a pot to host the offspring of another kettleborn. As a people, they are asexual, but some come to identify with one gender or another due to trace remnants of the souls that are added into the jar when they’re born.

### Kettleborn Traits

You have the following traits in common with other kettleborn

***Age.*** Kettleborn have lifespans equivalent to elves.

***Alignment.*** Kettleborns have a similar position on natural alignment as humans: they’re multifaceted as a race and have examples across the spectrum.

***Size.*** Kettleborn may be anywhere from just over 4 feet to 7 feet tall, and from 200 to 500 pounds. They tend to weigh more simple based on their makeup. Regardless of your exact build, your size is Medium.

***Creature Type.*** You are a Construct.

***Speed.*** Your walking speed is 25 feet.

***Kiln Formed.*** You have resistance to fire damage. ***Natural Armor.*** Due to the shape of your body, you are ill-suited to wearing armor. Your earthenware body provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

***Constructed Resilience.*** You were created to have remarkable fortitude, represented by the following benefits:

* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don’t need to sleep, and magic can’t put you to sleep.

> ***Sentry’s Rest.*** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
> ***Healing Construct.*** If the *mending* spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: *cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying*.
>
>

### **Kuo-toa**

Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night to this day. Kuo-toa can no longer abide daylight easily, but individuals have been known to surface. In most cases, kuo-toa tribes (called "schools") are subservient to greater creatures of the Foul Deep such as illithids and deurgar. In cases when a kuo-toa come to power, they have been known to take slaves instead of serving as slaves but more often than not free everyone to break the horrid paradigm set forth by their hateful masters. A kuo-toa broken free from its bonds usually has a wanderlust that cannot be sated, even striving to set their eyes on the skies above the world they live within.

**Kuo-Toa Traits**

Your kuo-toa character has the following traits as a result of your fish creature heritage.

***Ability Score Increase.*** Your Constitution score increases by 1, and your Dexterity score increases by 2.

**Age.** Kuo-toa mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, but do so for longer. The most long-lived of the kuo-toa have been known to reach an age of 300 years.

***Alignment.*** Kuo-toa are naturally evil and are very selfish and self-serving. This extends to the survival of their school and to allies. Some of their kind, like Noonsa, have lived long enough to contemplate morality and move towards good.

***Size.*** Kuo-toa are about the same size and build as humans but with strangely large heads. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

***Amphibious.*** You can breathe air and water.

***Bite.*** You can perform a bite attack whenever you would be able to make a melee attack. You are proficient with your bite attack, which deals 1d4 piercing damage on a hit.

***Superior Darkvision.*** Thanks to your subterranean upbringing, 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.

***Otherworldly Perception.*** You can sense the presence of any creature within 30 feet of you that is Invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving, but not if it is standing still. This feature does not work while you are in sunlight.

***Slippery.*** You have advantage on ability checks made to escape or resist a grapple.

***Sunlight Sensitivity.*** While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

***Languages.*** You can speak, read, and write Undercommon and Aquan.

### **Ratfolk**

*Ratfolk were initially featured as Nezumi as a part of the* Adventures in Rokugan *supplement by Edge Studio. The information below has been modified to suit this campaign setting as well as standard 5th Edition rules.*

The ratfolk are humanoid beings who bear a resemblance to rodents and have fur, hairless tails, and dexterous paws. Many ratfolk lived in the lands to the west of what would be Inundia, Lavidia, and Uliman, prior to the foundation of the Gernaran civilizations there. However, when the stars fell and scorched the sky and shattered the earth, their civilization was devastated. And when the anguish of chaos twisted the chaos spawn of the deepest pits of the Foul Deep, unthinkable monsters spread forth from the howling wound in the Scoria region to sow chaos and destruction.

Some ratfolk fled north, settling in the Srednigorod Forest, while others remained in their ancient homeland even as it transformed into the seething wastes of modern day Scoria, proving very resilient in the face of this horror. Ratfolk are almost entirely immune to becoming subsumed by the chaotic nature of the Far Plane’s dominating will while alive, nor do their dead rise as monstrosities. They can eat the twisted plants and animals that grow in the Blighted lands, and drink the brackish, defiled water.

Monsters may stalk the land and vile spirits haunt the wastes, but the ratfolk are courageous and cunning. And so the ratfolk have persisted for millennia in a realm that can destroy an incautious human in a matter of hours.

In recent years, the forces of the Denisatvan people have forced many of the ratfolk to leave Scoria for the east or to join their armies.

#### Ratfolk Physiology

Furred, with clawed feet and hands, ratlike noses, and long tails, ratfolk are smaller than most humans but quick and perceptive. They average roughly four feet in height, but this varies between individuals, as does fur color, whisker length, and whether the individual prefers to walk on two or four feet. Their senses of smell and hearing are quite sharp compared to those of most humans, and most can react to danger as quickly as a trained human soldier, thanks in part to their sensitive whiskers. Many ratfolk live only thirteen to twenty years, though some have been known to live quite a bit longer, with the most venerable nezumi known reaching the ages of thirty five years. Their impressive rate of reproduction keeps up their numbers, but given the short time between generations, ratfolk must work hard to maintain their traditions and culture over even a relatively short span of years.

### Ratfolk Traits

As a ratfolk, you have the following racial benefits:

***Age.*** Most ratfolk live only a handful of years, though some individuals have been known to live more than thirty years.

***Size.*** Ratfolk are on average short and slight compared with humans, ranging from three to five feet tall in most cases. You are Small.

***Speed.*** Your base walking speed is 25 feet.

***Adapted to Blight.*** You are able to eat the food and water in blighted regions without risk, have advantage on saving throws against the powers and abilities of Fiend and Undead creatures, and do not suffer the usual penalties for undertaking a long rest in armor.

***Evade by a Whisker.*** Your whiskers can detect airflow changes, letting you sidestep attacks seemingly before they are thrown. Increase your AC against opportunity attacks by +2.

***Sharp Senses.*** You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Skitter.*** You can run on all fours at impressive speeds. By spending a bonus action, you can drop onto all fours to skitter. You can wield only a single one-handed weapon, and your base walking speed becomes 40 feet. You also gain a climb speed of 40 feet. You can stop skittering by spending a bonus action to stand back up onto your hind legs.

***Language.*** You can speak, read, and write Common and Ratfolk.

### **Unique Existence**

*Unique Existence creatures were initially featured as a part of the* Adventures in Rokugan *supplement by Edge Studio. The information below has been modified to suit this campaign setting as well as standard 5th Edition rules.*

You might be a lost royal from a lunar kingdom, washed upon the shore after falling from a moonship as it crossed the sky. You could be the spirit of an ancient mountain, walking the land clad in mortal flesh to see it through human eyes. Or you might be a painting so achingly beautiful you stepped from the canvas as your creator finished your last stroke. Whatever you are, nobody on Urz has seen anything else like you, at least not for a very long time.

#### Distinguishing Features

Though your body appears mortal enough to most onlookers (human, or another species of your choice with the DM’s permission), you might have unusual visual traits that mark you as somewhat otherworldly. Your eyes might be unusually bright or your voice exceptionally sonorous. Perhaps you have a strange scar or birthmark that catches people’s attention. To the spiritually attentive, your supernatural air is noticeable.

### Unique Existence Traits

As something truly unique, you benefit from the following:

***Age.*** You could have existed only for mere moments or be as ancient as time itself. Discuss this with your GM.

***Size.*** Your size is that of the species you choose.

***Speed.*** Your base walking speed is 30 feet.

***Being of Myth.*** When it comes to a particular art or skill, you do not just excel at it—you embody it without effort. Choose one skill. You gain proficiency in this skill. Once per long rest, when you make a skill check with that skill, if the dice roll is 5 or lower, you can reroll the die and must use the result, even if the new roll is a 5 or lower.

***Unbound Potential.*** Through effort, you can surpass normal mortal limits in your abilities. At 7th level or higher, the ability score associated with the skill you chose for your Being of Myth feature can increase above the normal limit of 20, to a maximum of 22. You must still use an Ability Score Increase or other means of raising your ability score to accomplish this increase.

***Unmistakable Presence.*** You attract the attention of others, though this can be a blessing or a curse. You gain proficiency in the Intimidation skill. However, you have disadvantage on checks to disguise yourself or pass yourself off as unremarkable.

### **Wilden**

The wilden emerged from the unspoiled reaches; the ancient bogs and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land, they strive to restore the natural order and to purge aberrant horrors from the world.

### Wilden Traits

Despite their varying origins, all wilden share the following traits.

***Age.*** Wilden reach maturity at around 25 years and can live over a century.

***Alignment.*** Wilden are curious creatures that take upon the culture and traditions of those they spend time with. As such, wilden tend towards chaotic alignments with a strong bent towards good or neutrality, though some are corrupted by aberrant forces and turned against the rest of their kin.

***Size.*** Wilden are roughly the same height as a human male, ranging within a few inches of 6 feet tall, though their plant-like features make them easily distinguishable from any other humanoid. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** The energy you gather from the sun enhances your vision in its absence, giving you 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.

***Worldbond.*** You have proficiency in the Nature skill.

***Lifespring.*** You have resistance against necrotic damage.

***Photosynthesis.*** Wilden don’t need to sleep. Instead, you spend at least 2 hours in direct sunlight, you gain the same benefit that a human does from 8 hours of sleep.

***Languages.*** You can speak, read, and write Common and Sylvan.

***Nature’s Aspect.*** Wilden are living embodiments of the will of the Feywild. Each wilden is inextricably linked to nature and can manifest one of three different aspects after they finish a long rest or use the photosynthesis feature.

#### Aspect of the Destroyer

You take on the aspect of the destructive forces of nature. You are a wild force of violence.

***Bark Claws.*** Your unarmed strike deal slashing damage equal to your proficiency bonus + your Strength or Dexterity modifier, instead of 1 + your Strength modifier bludgeoning damage, and are considered light melee weapons for the purposes of two weapon fighting. If a spell, class feature, or other effect would change the damage dealt by your unarmed strikes, such as the monk’s Martial Arts feature, you get a +2 bonus to damage rolls made with unarmed strikes.

#### Aspect of the Guardian

You take up the aspect of protecting life, including your own.

***Bramble Bark.*** Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to half your proficiency bonus (rounded up).

#### Aspect of the Hunter

You are a calculating and silent hunter.

***Camouflage.*** You can attempt to hide without any obscuration as long as the creature from which you are hiding can’t see you and you are in a natural environment such as a forest, a meadow, or a bog.

### **Zenythri**

One of the lesser-seen planetouched, zenythri descend from the spirits of Law, the ways of order running deep through their veins. While at rare times they can appear from the bloodline of an archon or baatezu especially committed to Order, more commonly this variety of planetouched emerges through pure planar exposure, naught but time spent in the depths of the planes of Law.

### Zenythri Traits

You share the following traits with all zenythri.

***Age***. Zenythri mature at the same rate as humans but live as long as elves.

***Alignment.*** Due to the origins of this race, most zenythri are lawfully aligned and nearly never fall into a chaotic alignment. They vary widely across the good and evil spectrum.

***Size.*** Zenythri are about the same size and build as humans. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** Thanks to your axiomatic heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Axiomatic Legacy.*** You know the *true strike* cantrip. Once you reach 3rd level, you can cast the *comprehend languages* spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the *zone of truth* spell once per day. Intelligence is your spellcasting ability for these spells.

***Archon’s Resistance.*** You have resistance to fire, lightning, and thunder damage.

***Languages.*** You can speak, read, and write Common.