Yhedron Wandering the winding halls of the Great Library of Gaxry are wise, mysterious creatures known as the yhedrons. This magical library holds all of the secrets of the world, even of the strange and incomprehensible powers that operate beyond even the realms of the gods, and the yhedrons native to it have learned its secrets. Alien Exteriors While yhedrons are clearly humanoid, they have enough bizarre traits to appear otherworldly. They are tall and lanky, often reaching seven feet in height, and they do not gain muscle mass as they grow physically stronger. Even the most brawny warrior among them appears fragile. The oddest part about Yhedrons is their skin. The material is some sort of exotic resin, smooth and cool to the touch but neither metal nor glass. Among themselves they call the material "plastic," but no outsider has convinced them to explain where it comes from or how it is made. Yhedron skin comes in every color of the rainbow, and will sometimes have interesting patterns such as speckles or swirls. Yhedron faces are angular, and have a series of triangular planes on the forehead. Carved into these planes are numbers, ranged from 1 to 20. In the center plane is their main number, which represents their maturity and level of skill, and in the three adjacent to it are other numbers, often drawn at strange angles. The numbers change as they age and grow stronger. Yhedrons claim that these numbers are sacred, and are pieces of a holy 20-sided geometric form. Keepers of Truth Yhedrons all have an innate connection to what they call the metaverse, which includes all that exists, including what is beyond the gods. They refuse to reveal these secrets to anyone who is not sworn in as a keeper of the Great Library. Many believe that they are secretive because they guard the key to ultimate power, but this could not be farther from reality. Yhedrons refuse to tell the truth because it is useless, depressing, and even a bit degrading, and they believe everyone is better off not knowing. Yhedrons follow a trinity of otherworldly forces—Rules, Chance, and Diem. Rules and Chance are the laws by which the universe operates, bringing structure and spontaneity to it respectively, while Diem is the god-above-gods who shaped all reality from their imagination and has the final say in everything that happens. The universe is nothing but a game for Diem to play and entertain their friends with, and every person alive is either a set piece or a pawn. Every yhedron periodically receives bits and pieces of esoteric knowledge as they go about their days. None of them have the whole picture alone, but together they have uncovered the ultimate truth. Yhedrons who are banished from the Great Library or otherwise don't grow up there are ignorant to the big picture, but still have a sense that something is going on behind the curtain of reality. They may let phrases that the yhedrons consider sacred Rules terminology, such as "spell slot," "hit dice," and so on, leak into their vocabulary without fully knowing where they learned the words.

Unwilling Riddlers There is a secret the yhedrons know that truly does matter—they are aware that some adventurers, known as players, are secretly and unknowingly driven by cohorts of Diem. These players of the great cosmic game are destined for greatness, Diem will make sure of that. If these friends of Diem get bored, they could stop playing and the world may cease to exist, so the yhedrons are invested in keeping things interesting for them. Striking the balance between using their knowledge to help the world and keeping Diem happy is a constant struggle for the Yhedrons. They are forced to withhold important information from player characters in an effort to create an engaging puzzle, even if it means putting others or themselves in grave danger. Their measured behavior and inscrutable priorities leads outsiders to find them frustratingly obtuse and unhelpful. While unlikely, it is possible for a yhedron to be a chosen player themselves. These individuals are often cast from the Great Library to prevent them from learning too much and making the cosmic game lack mystery. They may or may not be aware of their own status as the avatar of a player.



Personalizing Yhedron Culture The god that the yhedrons worship, Diem, is actually the DM of the game, and your DM's identity, personality, and interests will factor into Yhedron religious beliefs. For example, whether they are depicted as a god, a goddess, or a genderless being may depend on the DM's gender and preference. You may also choose to change the name from Diem to something that sounds similar to your DM's name, or anything else fitting. The tone of the campaign that the DM intends will influence their behavior. For example, in a serious campaign with little patience for breaking the fourth wall, yhedrons may hide their d20-like faces behind masks and avoid revealing that they know the truth of reality in order to keep the suspension of disbelief. On the other hand, a sillier campaign might have yhedrons that frequently make pop culture references and keep calling the player characters by their player's names by accident. If you are playing a yhedron, talk with your DM about how much fourth wall breaking they will let you get away with. Yhedron culture may be affected by the DM's preferences in other ways. For example, their culture and accents may be based on one of the DM's favorite real world cultures, and they may produce art and music in styles that the DM particularly likes. Because they worship the DM, they will try to please them in every way they know how. Yhedron Traits A yhedron's connection to the metaverse give them certain abilities that they can use to their advantage. Ability Score Increase. Your Intelligence score increases by 2. Age. Yhedrons are long-lived, though no one is sure how long lived. They have only existed in the world for about 250 years, and some of the originals have yet to die, though they appear to age. Alignment. With their innate connection to the order of the universe, many yhedrons lean towards a lawful alignment. Interestingly, the alignment chart is a real concept where they come from, and they are often quick to declare that they are “lawful good” or something of that nature. Size. Yhedrons are tall and slender, often reaching seven feet in height. Your size is medium. Speed. Your walking speed is 30 feet. Lucky Number. You have a lucky number equal to your character level. When you roll your lucky number on an attack roll or saving throw, you may choose to either add your Intelligence modifier to the roll or reroll. If you reroll, you must use the new value. Metasensory Perception. Your connection to the larger metaverse sometimes imbues you with knowledge that isn't yours. Once per day, if there is a piece of information that another player character knows and your character doesn’t, you may choose to make your character know it spontaneously. The piece of information must be small, such as an image, a short phrase, or a feeling. The player of the character who knows the information must consent to your character knowing for this ability to be invoked. Your DM may choose to invoke your metasensory perception ability at any time to give your character information. If they do, it does not count towards the one time you may use the ability per day. Librarian. You are proficient in the Investigation skill. When you are searching for a book, add double your proficiency bonus to the roll. Meta Connection. Every yhedron has a special connection with one of the three aspects of the trinity, giving them special abilities. Choose one of the following purposes. Rules Connection Some yhedrons are connected to the Rules, a set of metaphysical laws that govern everything from combat to travel to social interaction. Because of their innate understanding of proper, honorable combat, they are often trained as warriors or guards. Ability Score Increase. Your Strength score increases by 1. Yhedron Magic Training. You know one cantrip of your choice. Your spellcasting ability for this spell is Intelligence. Cosmic Attack Order. Whenever you roll your lucky number for initiative, you take the first turn during the first round of combat.