Character Creation

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Races of the World

Humanity

"This new caste of giants were not giant in any way. Somehow, this new addition to the slave populace had staved off any grievous physical or mental afflictions brought on by the curse. Ranging from a measly 5 to 6 feet tall on average, they appeared to be fit and healthy--perfect recruits for a slave army to supplement the numbers of the empire's dwindling giant soldiers. In mockery of their original creator, this new caste of slave ‘giants’ were given the name ‘Hue-men’, or ‘Humans’."

Following a long ancestry stemming from the titanic nephilim, humans, though not historically a native species to the world, are its most numerous sapient species. Humans are industrious and curious by nature, and secured their prevalence in number over the other races through early migration--from the farthest stretches of the east to the ends of the west. Their culture is by far the most diverse and widespread in the world, which has given birth and death to many empires in their history. Currently, there are three major human empires clashing for control. The first is the Karthan Commonwealth which dominates the central chain of large islands linking Mahdi and Maitreya. The second is the Empire of Kitesh to the east in Maitrya. The third is the Tahosian Dynasty to the far west in Mahdi. Human's incredible adaptability has allowed them to develop valuable skills and permits them to thrive throughout the entire known world. In the reckonings of this world, humans are the most common race, but not the youngest. Compared to their demon counterparts, they are short-lived. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to their rivals. Perhaps this is why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the adaptable innovators, the achievers, and the pioneers of the worlds.



























A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A some humans have a dash of nonhuman blood, revealing hints of demon, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarven or Halfling (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region. In the known world, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of Meyland than in distant south-east in Nioba and even more distinctive in far-off Vaskyr. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans. Typically, though, one can find common charictaristics grouping several ethnicities. Vaskan Most often found in the far northern hemisphere, Vaskan populations are most commonly found in the colder climates of Vaskyr and the Djoran Peaks. Vaskan tend to be tall and muscular. They usually have paler skin, blue or green eyes, and blonde to red hair. Brows are also broader and more defined. Vaskan Names: (Male) Ysgor, Borgar, Vladimir, Mikhail, Sergiov, Sigurd, Sverting, Harek; (Female) Asleif, Estrid, Thorballa, Helga, Yelizaveta, Geirhild, Svanhild, Dariya; (Surnames) Ysgrove, Kozlov, Volda, Snowva, Petrov, Adamsen, Danielsen, Eirson. Canthian Canthian populations typically gather around northern subtropical region. Though similar in appearence to their Vaskan brethren, Canthians still have notable differences. Average Canthians are an inch shorter. They are fair, skinned, but not to such a degree as Vaskan populations. Canthian hair and eye colour ranges from to brown, to hazel. Their facial features are distinctly thinner and angular. Canthian Names: (Male) David, James, Issac, Carter, Julian, Xavier, Elias, George; (Female) Laura, Tilly, Helena, Violette, Felice, Valerie, Marie, Anne; (Surnames) Harrison, Morris, Snow, Steinger, Hoffmann, Adams, Daniels, Michon.







































Tinnitian Usually found in larger populations in the western tropics and subtropics, humans of Tinnitian heritage are typically of similar build to their Canthian brethren. Skin tones and eye colours typically range from pale brown to tan and hair is more often than not black. Tinnitian peoples are generally noted to have rounder facial features. Tinnitian Names: (Male) Yaotl, Tema, Cualli, Itzli, Tohil, Chac, Acat, Votan; (Female) Colel, Itotia, Katu, Anan, Maxi, Sira, Sela, Astah; (Surnames) Morillo, Vera, Pozo, Costa, Villa, Tafalla, Leoz, Pardo. Mittonian Mitoni peoples are generally found around the tropics in eastern, central and southern Maitreya. Taller and thinner than most others, rivalling those with Vaskan heritage. Skin tones and eye colours vary from light to dark brown and hair is typically black. Facial features are notably broader than most. Mittonian Names: (Male) Nduduzo, Natanko, Mandla, Ingwe, Umzuzu, Chacha, Thando, Mcebo; (Female) Mballa, Tandie, Inyoni, Fundani, Anelisa, Mvuyi, Niala, Avela Haaninian Those with Haaninian heritage often find themselves in familiar company with Mittonian peoples as both intermingle in similar population groups. Ranging from olive to pale-skinned, Haaninian peoples share similar heights with Canthians. Eye colour is typically hazel to brown to black, with hair following the same pattern with the addition of black. Haaninian Names: (Male) Adaal, Dalanji, Ziad, Ingwe, Salil, Aran, Raja, Devana; (Female) Kara, Suma, Inyoni, Ajam, Afiah, Raha, Maiya, Ah'ka; (Surnames) Khaimai, Jaddhi, Riya, Patel, Kamala, Doshi, Sharma, Malakar.

Human Traits It’s hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Birthright. You may choose 2 out of 4 traits from the empire your family grew up in. Languages. You can speak, read, and write Tradetongue and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Halfling musical expressions, Dwarven military phrases, and so on. The Four Human Empires Humanity is renowned for its expansionist ambitions. When not bickering with other races, they're usually distracted protecting their long-held empires from other rival civilisations. As a human, you have the choice of four empires in which your family grew up in and how the culture of your chosen empire has affected your development. The Karthan Commonwealth Living in the prosperous trading empire of the Commonwealth, many merchants, exports and imports make their way to this part of the world. Serving as a central hub between both main continents, many come seeking their fortune. Flourishing commerce from the many greedy merchants has allowed Karthan residents to develop an innate ability to haggle and use their words for negotiation. Thanks to this skill, Kartha has profited tremendously. Many great merchants, diplomats and leaders have emerged from the Commonwealth. Many have developed the ability to properly assess the value of all these goods being exchanged in the Karthan Commonwealth. Most of the population living in large cities near the coasts, the alleys and crowd make for poor mobility. The most effective way to defend oneself is with swords. Sword training is widespread across the Karthan Commonwealth. From youth, Karthans are taught to handle a blade. Thus, most sword-masters have emerged from Karthan ancestry. As well as their knack for trading and swordsmanship, Karthans are highly pious. Angelicism--the worship of angels, has spread with their empire. The High Chalice, the seat of Angelicist power, exerts great influence and control in the higher echelons of Karthan society. Growing up in the culture of the commonwealth, you have the following traits.





















Angelic Whisper: When interacting with any sentient creature, you may cast Angelic Whisper to call upon an Angel's voice to aid you. The commanding voice speaks within the target's mind. When rolling for any skill checks against the target creature, add 1d4 to your roll. For saving throws, the angels' voice speaks within your mind instead, and you remove 1d4 from the opponent's roll. Can be used during combat as a reaction when rolling a wisdom saving throw. You cannot use this again until you've had a short rest

Natural Investigator: Seeing valuable goods from exotic and far away lands, you have developed a natural ability to analyze and process clues in understanding how things are valued and how they work. You gain the Investigation Skill.

Swordsman: Your training with swords at a young age has made you into an adept sword fighter. You gain proficiency with short-swords, scimitars and rapiers.

Piety: Your religious upbringing has taught you much about the various world religions. Speaking with many religious figures, you gain proficiency in Religion skill and your Charisma score increases by _1_.

The Kiteshi Empire For many generations, these humans have survived against harsh dry climates, vast empty spaces and the scorching sun. However, humans are adaptable. The distances needed to travel between settlements has forced residents of Maitreya to grow accustomed to walking long hours without rest, for shelters are few and water is scarce. This sheer endurance has made Kiteshis some of the fastest couriers in the human world. Some are even said to run as quickly as cheetahs, but those are only legends and rumours. Similarly to their rivals in the mid-west, the Kiteshi people are religious, if not more so. They worship the sun as a God that gives respite from the dark of the night and life to their crops. They spread 'The Way of Alsham' throughout Maitreya through fiery conquest and zeal. The Kiteshi Empire is headed by Alsham's Chosen, the high priesthood whom extend their influence over the empire with strict religious rules affecting social norms, commerce, and justice. Natural Endurance. Growing up in a harsh, arid climate, your Constitution score increases by _1_. Alsham's Embrace. Following the ways of the Sun God, Alsham favours you and the rest of his people, offering his protection. Gain resistance to all fire damage. Power Throw. Gain proficiency with Javelins and Spears. When using Javelins or Spears, your normal and long throwing distances are increased by 10 feet if you spend 5 feet of movement towards the target to add power to your throw. Your throw must not be obstructed. Lighter Clothes. When wearning Light or _no_ armor, your base speed is increased to 35 feet.

The Tahosian Dynasty The first human empire. The Tahosian Dynasty has always been known throughout Mahdi as "The Kingdom that Never Dies". So far, it has stayed true to its name. Born from the ashes of the giant's Ak'teshi Empire one thousand years ago, Tahos admired the giants' strength, despite his human brethren having once been their slaves. He lead the humans who stayed behind after the exodus east and rebuilt the giants' once great citadel in his image. Today, the ruins of the enormous citadel still stand today as the great city of Tec'Tahos. Fiercely traditionalist by nature, tahosians have lived alongside enormous scaled beasts and fearsome feathered predators for centuries. One such sacred tradition was born from adoration of stories passed down through generations about the Ak'teshi empire's dragon-riders to the north. This tradition spread through the culture, requiring that all tahosians make a bond with these cousins of dragons--dinosaurs. Since the dynasty's birth, it has carried on this tradition. As such, the Tahosian Dynasty heavily relies on beast mastery and animal labour to help build its grand empire and fearsome army. Many tales are told about the tahosians' brutality toward their rivals and the savagery of their raptor riders in combat. With vast experiences in dealing with neighbouring races, humans residing in Mahdi are often taught to know the weaknesses and strengths of each races, including themselves. For this reason, many from Mahdi are renowned by the effective exploitation of both one's strengths and other's weaknesses, rendering them very capable fighters and mages. At a quick glance, their well trained minds can assess other people and know exactly how to be most effective when dealing with them King of the Jungle. Known to ride dinosaurs and surrounded by the rich wildlife of Mahdi, nature seems to hold no secrets for you. You gain proficiency in Animal Handling and Nature skills. Ancient Wisdom. With a vast array of knowledge available to you, you have developed a wiser mind. Your Wisdom score increases by _1_.































Combat Assessment. After your target foe's round, you may spend _1_ action to roll for an Insight Check against its Level + 5. If the roll is successful, you gain knowledge on one of their weaknesses or one of their strengths. As a bonus action, you may share your knowledge to any allies within 30 feet. Gain one advantage against the creature or force a disadvantage on the creature. The DM will determine one for you. You may only do this again after you've had a short rest. Ancient Knowledge. The Tahosian Empire has been around for many centuries and tend to retain their history more than other civilizations. You have proficiency with History. The Vaskarr From the spiteful, frozen peaks of the north emerge some of the toughest humans in the Known World. With scarce vegetation, livestock and little in terms of shelter, they are amongst the finest human hunters and warriors. Like their tahosian siblings to the south, the people of Vaskyr likewise respected the strength of the giants, but hated their treatment by them as slaves. In search of their former masters, lead by Vask the Savage. these humans split off entirely from the slave populations and chased them northward. There, the giants retreated, migrating accross the Blue Expanse never to be seen again. Here, the Vaskarr people settled and built great fleets of raiding ships, pillaging and plundering coastlines, laying waste to villages and taming some of the great dragons their former masters left behind. The Vaskarr philosophy is survival of the fittest and honour above all else. They place their faith in what they see as the great animal spirits of nature--Borr, the Bear of Courage, Rovin the Raven of Guile, Lupern, the Wolf of Ferocity and Styr, the Stag of Wisdom Never Bothered me Anyway. You have resistance to cold damage and have advantage on saving throws against all cold environments. Heavy Weaponsmaster. Your frequent sparring with other worthy challengers has rendered you comfortable using larger weapons with ease. You gain proficiency with Heavy and Two-Handed Weapons. Intimidating Presence. Through your fierce Vaskarr reputation, your presence strikes fear into your opponents. You gain proficiency in Intimidation. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Dwarves

"Ak’tuin had long since passed from an overindulgent lifestyle of food and drink. His son, Dagmurn, was much more brutal than his father. He was infamous amongst the Ak’teshi slaves for his voracious cannibalism of disobedient servants--even those that he deemed to have displeased him in some way. He was also known for his insatiable love of gemstones and jewellery. These ‘dwarves’ would provide him a way to fulfil that addiction as well as provide a valuable service to the empire."

Descended from the first humans by a mysterious curse that stunted human offspring, dwarves were forced by giants to work as miners in dangerous caves. During the rebellion, they served the resistance as adept craftsmen and blacksmiths, eventually designing the first fortress that would fend off their would-be giant captors. Carved into the very mountains of Jorthrost, this fortress became the capital of Duunhollow. From here, vast, labyrinthine tunnels stretch out under the world, from Karin Murr to Buur Muldaan. Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of royalty, a direct calling or simply a desire to bring glory to their King. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong his or her clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago. All of this and more is part of one kingdom and culture rich in ancient grandeur—halls dug into the roots of the underground, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, fierce nationalism, and a burning hatred of goblins and orcs—these common threads unite all dwarves.





























Long Grudges Dwarves might have similar lifespans to their human brethren, but clan loyalties are deeply rooted in dwarven culture, so the oldest living clans are often told tales of a very different world. For example, some of the oldest clans living in the Citadel of Duunhollow can recall the day, thanks to a strong oral tradition, when a rival clan drove them into exile for 50 years. This longevity of clan loyalty gives clan members a perspective not often found in other races wherein such group rivalries do not exist. Dwarves are solid and enduring like the mountains they love, weathering the passage of years with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds since the fall of the Ak'teshi Empire, and don’t abandon those traditions lightly. Part of those traditions is devotion to the nation of the dwarves, the ruler of which is obliged to uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms The dwarven kingdom stretches deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty. Dwarven Names A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

Dwarven Traits As a Dwarf, your traits are as follows. Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves reach adulthood in their late teens and live less than a century. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section). Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, crossbow, and warhammer. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. The First Clans Before Dwarven Kings and Queens reigned over the race of Dwarves, before their kingdom under the mountain expanded into a vast empire and and of its own, there were but two clans before any others. During the final years of the Ak'teshi empire, two war heroes of the rebellion, Cairn and Jor, came to be seen as demigods in the eyes of the Dwarven people. 'Jor, the Earthen Hammer', lead his people northward to begin carving the mighty city of Duunhollow into the mountains of what his people eventually called the Jorthrost. He sparked pride in Dwarven culture and Dwarven accomplishments as he sought to the safety and wellbeing of the rebellion during their war for freedom. The second war hero, the human warrior Bladesman Cairn, who lead the exodus away from the empire, expoused unity and solidarity between halflings, dwarves and humans alike. Those that did not follow Jor instead took to following Cairn, admiring his strength displayed during the rebellion. Over time, separation between these two groups lead to major changes in culture and distinct differences in worldly outlooks between the clans. These differences grew into heritages and eventually into a period of sectarianism. Though it never erupted into civil war, the cultural ramifications were permanent. Nowadays, tensions between the two groups has all but evaporated. Clan Jor and Clan Cairn gave rise to numerous other clans, but the heritage of the two that began the tradition of clan-based loyalty still remains. Clan Jor For centuries, the dwarves who pledged their loyalty to Clan Jor have built their secret empires and citadels through the vast networks of tunnels under the rock and stone of the earth. Biding by a philosophy of isolationism and spiritualism, the dwarves of Clan Jor find better company in their own kind than other races. Ever since the rebellion one thousand years ago, they have been mistrustful of others. Because of this, and the expansionist nature of the human empires, the long-held relationship between the Clan of Jor and humans has since been strained and filled with reluctance.

Nevertheless, the dwarves of Clan Jor are hardy folks with remarkable strength in their convictions and principles. Ability Score Increase. Frequent community mining projects has built your body to withstand hard labour. Your Strength score increases by +2. Royal Training. Mandatory two-year service in King Morduun's royal army has given you experience wearing armor. You have proficiency with light and medium armor. Clan Cairn Content to work and live alongside their halfling cousins, the dwarves of Clan Cairn are more worldly and slow to anger than their Clan Jor counterparts--as they expanded outwards beneath the earth, Born from the leadership of Cairn during the slave rebellion against the giants, Clan Cairn took his philosophy of unity in times of hardship to heart. While the clan one day wishes to find that unity once again with their human relatives, they are content to settle for now with their halfling brothers and sisters--most dwarves that integrate with halfling society have Clan Cairn ancestry. Ability Score Increase. Worldly knowledge has expanded your mind to other cultures and practices. Your Wisdom score increases by +1. Health of Clan Cairn. You live a healthy lifestyle in the outdoors with a blue sky over your head instead of a dark cavern's ceiling. Your hit point maximum increases by 1 and it increases by 1 every time you gain a level.

Halflings

"The curse had once again moved on. This time from the humans to the dwarves. This was a pattern that was becoming clear to the slave populace. Some wondered if it would ever stop moving down the line of malformed descendants. This would prove to be the last time.



Half the size of humans and slightly shorter than dwarves, these new arrivals to the Ak’teshi slave population would be mocked as ‘half humans’. To the giants, they were neither as strong as dwarves. Nor as proficient in combat as humans. These new ‘halflings’ were not seen as useful by the slave masters. Thus, most halfling children were killed soon after birth. "

The last in a long, ancient line of stunted growth brought on by the mysterious curse that affected humans and dwarves during their enslavement, halflings were descended from dwarves. Persecuted early on for their size, they were soon found to be valuable as farmhands given their natural affinity and preference for agriculture. After the exodus, halflings shared a close alliance with dwarves. With the dwarven construction effort and the halflings' masterful food cultivation, the war effort was able to persist until the fall of the Ak'teshi empire. Nowadays, the comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.



















The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. Kind and Curious Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Blend into the Crowd Halflings are adept at fitting into a community of humans or dwarves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. Pastoral Pleasantries Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Halflings take particular interest in 'Houses'. That is, a renowned family name or nobility. In this respect they are like their dwarven brothers and sisters with regards to clan heritage, but tend to be more tactful and polite in their fueds.













































































Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. Exploring Opportunities Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. Halfling Names A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna House Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

Halfling Traits As a Halfling, your traits are as follows. Ability Score Increase. Your Dexterity score increases by 2. Age. Halflings reach adulthood in their late teens and live less than a century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. 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. Languages. You, read, and write Tradetongue and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. The Founding Houses During the great Exodus to Meyland as Dwarven and Halfling populations settled into its verdant and fertile northen valley, there was a newly found peace wherein the halfling peoples used their affinity for agricultutre to sew a new life for themselves free from the tyranny of the empire's slave masters. For one hundred years, halfling society thrived, as did the population of dwarven refugees living along side them. Two great family houses emerged from this period of prosperity. They were House Mayfair and House Downsmill. House Mayfair Stemming from a long line of wealthy tradesmen and women, the name of House Mayfair is one which all halflings recognise. It's common for most halflings to have some Mayfair blood in their veins, as it was one of the first two houses to form after the rebellion. House Mayfair was the first to begin the outward-looking trading philosophy driving most halflings today. Halflings with Mayfair ancestry have spread all across the northern hemisphere and are quite adept to adapting to urban life. Mayfair halflings are more prone to wanderlust than others of their kin, and often dwell alongside other races or take up a nomadic life. Language Proficiency. Language being important to you, you may increase your Charisma by 2 or increase your Charisma by 1 and learn a another language of your choice. Naturally Stealthy.- You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Roll a stealth check. Warm Belly. During a short rest, you may spend 15 minutes to prepare a delicious meal to feed up to 6 people, using any ingredient of your choice. Those who eat are healed by 2d4 and gain 1d6 maximum hit points. This last effect lasts for 6 hours.













House Downsmill From the bond that halflings and dwarves share with each other came House Downsmill. Some say that to have Downsmill blood is to have dwarven blood. It is an understandable misconception, as many Downsmill halflings hold a deep respect for the courage and strength of dwarven culture and tradition. In a feat of cultural irony, Downsmill halflings, contrary to the Dwarves of Clan Cairn, find themselves integrating with dwarven society deep within the mountains, preferring the cold, yet secure conditions of well fortified caverns and fortresses, away from the hostilities of the outside world. Some might mistake Downsmill halflings for shorter dwarves due to their similarly stocky build, but their halfling affinity for growing things never left them. Ability Score Increase. Your Constitution score increases by 1. Stout Resilience. You have advantage on saving throws against poison and you have resistance against poison damage. Darkvision. Living in the darkness of solid shelters, 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.

Kobolds

"The kobolds had their own spellcasters. Over hundreds of years, shamanistic kobolds had spread their teachings throughout their own kind. Using this form of shamanism invoked not the primal rage of the elements, but a more subtle and sinister form of primordial magic--communication with the dead. kobold shamans had done what Ak’tuin failed to do before his rise to power. They had tapped into something more ancient and metaphysical than the four forces of nature, and it was during this raid on their homes that the most powerful kobold shamans unleashed this power.

Whispering ancient spells into the wind before they were slaughtered by the enormous giants, the shamans called upon the spirits of their ancestors to avenge them in their hour of need, and they answered by afflicting their foes with a lingering curse. A curse undetectable, but nonetheless a contagious pestilence that clung to the very souls of the kobold’s fearsome captors."

Kobolds were once weak, craven creatures and seethed with a festering resentment for the rest of the world, especially members of races that seemed stronger, smarter, or superior to them in any way. They proudly claimed kinship to dragons, and rightly so, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spent their days nursing grudges and hatreds instead of celebrating their own gifts. Having long lost their glorious draconic ancestry to the volatile nature of natural selection and after having been further subjugated by the Ak'teshi empire as their first slaves, Kobolds have recently begun to venture back into the open world, shedding their hate and resentment for the other races of the world.





















Kobolds are small, bipedal reptilian humanoids. Most stand around 2 and a half feet tall and weigh about 30 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds' faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds' thick hides vary in color, and most have scales that match the hue of one of the varieties of dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual's status in the eyes of his fellows. It is rare for a kobold to be born with leathery wings that enable them to fly. These kobolds are celebrated as having been granted a gift from their dragon ancestors and are often expected to be high-status 'Dragon-Kin' warriors. Though, they often like to lurk on high ledges and drop rocks on passersby. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture would-be assailants to their tribes, rather than to kill.

Society Kobolds used to thrive in cramped quarters far from the light of the sun. Most lived in vast warrens deep beneath the earth, but with overpopulation from the voracious breeding habits of their kind force many out into the open world to make their homes beneath tangles of overgrown trees and brush. Ever since the Kobold people were forced into slavery and their villages decimated by the Ak'teshi Empire long ago, they never truly recovered the once expansive underground settlements they thrived in. Today, though there are many smaller villages spread throughout the world, kobolds often take to integrating into other societies and so have no true capital city to call their own. Most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in acquiring 'shinies'--gems and minerals be it from travelling caravans or found in caves, relishing the value they can accrue. They are also cowardly but practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible; understandable given their previous experience with slavery. If the overlord is a powerful, monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright. Kobolds often seethe with greed and obsession for shiny things, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to acquire these treasures, they resort to misdirection and sleight of hand instead. They consider both dwarves and halflings to be rivals to their kind. Kobolds fear the brute power of orcs and resent humans for the dominant status their race enjoys. They believe naga to be kin, given their own history of subjugation, slavery, persecution and ancestor worship. Kobold Names Male: Draahzin, Eadoo, Ipmeerk, Jamada, Kib, Makroo, Olp, Yraalik, Zornesk Female: Adriaak, Harkail, Neeral, Ozula, Poro, Saassraa, Tarka Caste Names: Zorskin, Siskin, Krasskin, Yisskin, Farskin, Xesskin, Lisskin, Olskin

Basic Traits As a Kobold, your traits are as follows. Ability Score Increase. Your Dexterity score increases by 2. Age. Kobolds reach mental and physical maturity at 7 to 8 years old and can live to 40 years old. Size. Kobolds vary in size, but never reach over 3ft tall. Your size is Small. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Draconic, Serpentongue and Tradetongue. Darkvision. Accustomed to life underground, 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. Pack Tactics. You have advantage on attack rolls against creatures if one of your allies is within 5ft of the creature and isn't incapacitated. Slim Build. Due to your slim build, you find yourself at a disadvantage compared to other races. Your Strength score decreases by 1. Grovel. As an action, you can cower pathetically to distract nearby foes. Until your next turn, your allies gain advantage on attack rolls against enemies within 10ft of you that can see you. One use per short rest. Metal Detector: When actively searching for treasure, loot or valuables, gain advantage on Investigation checks. Steady Feet: When walking on difficult rocky surfaces you can ignore movement penalties.































































Caste System Before the birth of the AK'Teshi Empire, before even the birth of giants, before demonkind were even thrown down on to the world as rebellious angels, the Kobold race thrived and created vast underground societies. The origin of the Kobold caste system finds it place millennia ago as it is an old tradition which Kobold society was founded upon. It is a system founded by the fearsome dragons, something the Kobold people took and expanded upon. The first two castes were the warrior caste and the mystic caste--Siskin and Zorskin respectively. All castes can find their origins branching from these two groups in one way or another, and as tradition influences culture and behaviour, these two castes fundamentally divided Kobold society in two; according to Kobold culture, one is either Siskin or Zorskin. Siskin Caste The majority of kobolds around the world have skiskin caste blood flowing through their veins. In a world filled with creatures much larger than they, most kobolds choose to utilize cunning tactics and trickery to best their foes. The Siskin Caste was formed from the ancient kobold legend Sisk whom was said to have fought a dragon and live on to tell the tale and defend his tribe. Now, the followers of Sisk follow oral tradition, seeking to use not their strength to take down larger foes, but superior planning and ambush tactics. Ability Score Increase. Your Intelligence score increases by 1. Ambusher. When you roll damage for a melee weapon attack against a creature that is surprised or when you are sneaking, you may reroll the weapon's damage dice and use either total. No Traces. Gain proficiency in Stealth and Sleight of Hand. You are proficient with thieves' tools. Quick Blades. Gain proficiency with one finesse weapon of your choice. Zorskin Caste Kobolds are a superstitious people. With that came the ancient Zorskin Caste. Peering through the mists of the afterlife, Zorsk, the first Kobold Shaman, summoned powerful primordial magics and cursed their giant captors as they assaulted the first kobold village they'd discovered as part of the Ak'teshi Empire's plan to enslave the kobold race. The curse would later go on to cause stunted births in giants, giving rise to humanity. Though the curse was long forgotten, this one last act of defiance before Zorsk was slain inspired other spiritually minded kobolds to follow in the footsteps of their martyr and delve into the ways of ancient magics. Ability Score Increase. Your Charisma score increases by 1. Ancient Magic. You know 2 cantrips of your choice from the sorcerer spell list. In addition, you know one 1st-level spell from the Sorcerer spell list. You can cast this spell once, regaining the ability to cast it when you complete a long rest. Charisma is your spellcasting ability for these spells.

Naga

"The naga population scattered as the Kiteshi forces ransacked their shanty tent villages, taking naga women, men and children. The naga people fought back with what forces they had, but they were too few to overwhelm the might of the Kiteshi Empire. Some escaped and fled westward towards the mountain pass. The ones left behind were placed in shackles, lead back to Al'Kitesh as slaves."

Naga are human-snake hybrids typically sporting a serpentine head and lower body with a human torso. They range from 20 to 30 feet long. Naga vary wildly in appearance, taking on aspects of all types of serpent. Some may have hoods like the desert cobra. Others may have rattles like the common rattlesnake. Almost all naga have wildly varying colourations and patterns reminiscent of all existing snake species. Naga typically speak in the first person and present tense typically leave out determiners and conjunctures when speaking such as'the', 'and'. These serpent creatures are all that remains of an ancient, decadent human cult. Ages ago their dark god whispered to them. They believed the voices to be from a great, apocalyptic world serpent--Jorgunder the Worldeater--whom would bring about the end of the world by swallowing it whole, taking every unworthy soul with it. These whispers taught them profane, cannibalistic rituals to mix their victims' flesh with that of snakes, producing a caste-based society of hybrids in which those that had consumed the most serpent flesh, especially of those that had been transformed, were more highly revered than those who hadn't. The Cult of Jorgunder The people who first became naga were the first victims of the original cults stemming from the spreading of dark magic by the Orcish dark shamans.



























This particular cult, Jorgunder's Coil built great temples of stone deep in the jungles of the Nahat'na Rainforest and forged metal into armor, tools, and weapons. In their ceremonies they paid homage to snakes as the embodiment of the great Worldeater. They developed a philosophy of separating emotion from intellectual pursuits, allowing them to focus their energy on personal advancement and expanding their territory and further delving into the dark arts without concern for morality. They believed themselves to be the most enlightened mortals in the world, and in their hubris they sought to become ever greater. What they believed to be the Worldeater's voice heeded the prayers of these people and hissed dark demands into their ears. The people tainted their souls by performing human sacrifices in the name of their god, then performed a sorcerous ritual while writhing in pools filled with living snakes. They transformed their victims into human-snake hybrids before performing cannibalistic rituals upon their transformed bodies, becoming like the Worldeater whom swallowed his own offspring whom he believed would usurp his rule. The Fall As the secretive empire of Jogunder's Coil devolved further into decadence, depravity and degeneracy, the leadership caste became more and more unstable and volatile.

The elder priesthood would change annually with each apprentice before them assassinating their mentors and their apprentices continuing the cycle the year after. Zalaszar, the eldest priest and the 'Voice of the World Serpent' was the only one who staved off any attempt on his life with an iron fist and a brutal regime. The societal structure of Jorgunder's Coil devolved into a chaotic mix of subterfuge and constant betrayal as each follower attempted to gain some form of upper hand against their fellow brothers and sisters. The whispers of the Worldeater intensified, sewing further chaos, turning cultists against each other. The whispers and the disorder took a toll on Zalaszar himself. His mind was wracked with paranoia. Then, one day, he too turned upon his comrades. In an outburst of rage after his followers came to him and questioned the efficacy of his rule, he turned upon them. Channeling dark, transformitive magics, he wracked his followers with a curse--the very same curse that they had once used on the bodies of their own victims. The whispers from the Worldeater stopped. The curse blocked out the maddening voice and, for once, they saw clearly the dark nature of the cult. As they were hunted down by those loyal to Zalaszar, the transformed fled out into the desert for fear of becoming the cult's next batch of sacrifices. A New Beginning As the transformed, former cultists migrated throughout the vast expanses of Maitreya, the void left in their souls where their cultist beliefs used to be yearned for something to replace it. The transformed people, strangely enough, looked to the Kobolds for guidance. Thriving in the sole oasis of the Golden Expanse, they were initially sceptical of the intruders. They had never seen these serpentine people before. Nevertheless, the kobolds taught them the ways of shamanism and spirituality. Elder Zorskin mystics taught them how to commune with the spirits of the dead; dark magic to be sure, but dark magic with a purpose for good instead of depravity as the former cultists once did. Former high priestess Naganna was the first to make contact with the human ancestors of their distant past, before Jorgunder's Coil became a poisonous blight on their lives. Her ancestors told her to lead her people to a new dawn free from debased black magic. Spirituality & Naga Society Today, the kobolds have largly vanished from the Gold Expanse. The Naga people, named after the shepherd of their people, Naganna the Oracle, are a mainly nomadic race, preferring to stay on the move. Because of their nomadic nature, Naga are found accross the world. The societal structure of the Naga people consists primarily of the Matrons of each tribe. These wield power mostly due to their control of Duskvein harvests--the herb required to enter into a dream-like state so that they may contact their ancestors. It is also to maintain a hereditary position of power. The nominal head of the Naga religion is a unique form of Naga known as the Oracle. A line extending all the way back to Nagaana herself, Naga legend claims that it is only possible for one Oracle to live at a time, and her birth is triggered by the birth of a newborn Naga when the constellation of the Matrons' Hand has fully aligned in the sky. While she is, in theory, a neutral, unbiased religious leader, the Oracle is the true power in Naga society, and is ultimately responsible for the survival of the Naga race. A Place in the New World Ultimately, the naga have long been mistrusted and maligned for their curse, the naga now forge their own path, typically becoming nomads and traders of shady goods to get by. Many naga become servants to the Kiteshi Empire, held as exotic slaves or bodyguards. Free naga often find themselves on the streets participating in petty thievery to organized crime. Because of their persecution by wider society, Naga hold a deep kinship with one another. The always look out for their own above and prefer to aid a fellow brother or sister above any other race. Naga Names Male: Ssaurask, Vash'jor, Ssorvarj, Shaarj, Rhorsaj, Vassmar, Ranak Female: Shah, Sha'an, Vashmiir, Fendryss, Ssannah, Xal'asha

Basic Traits As a Naga, you traits are as follows. Ability Score Modifier. You gain 2 agility due to your form, but due to the curse affecting it, your ability to think and speak has been inhibited. Your Intelligence and Charisma score decrease by 1. Age. Naga lifespans resembles humans', but the curse has slightly shortened it. Most will not not reach 60 years old. Size. Even though naga range from 20ft to 30ft long, they have to use some of their muscular tail to stand erect. Your size is Medium Speed. Your base slithering speed is 35 feet. Magic Learned. Not all Naga are magic experts but all have learned at least one spell. You gain 1 additional spell slot that you may add to your Cantrips or Level 1 slots and you may add any Enchantment or Illusion Cantrip or level 1 spell. Languages. You can speak, read, and write Serpentongue and Tradetongue. Darkvision. Accustomed to dark shelters and the desert nightlife, 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. Slither. You can clear gaps 10 feet or less with no penalty to movement. On gaps that are more than 10 feet but less than 25 feet, roll an Acrobatics or Athletics check plus the relevant score modifier, plus 2. On failure, you stumble and fall down. You can also climb flat surfaces up to 15 feet at half your movement. You are unable to jump. Constrict. Naga are known to hold their foes in place to restrain them with their tails. You reach out for a melee attack based on Strength and Proficiency. On a hit, the target is grappled. Once grappled, the target may try to escape your grasp with a DC 13 + Strength Modifier. You may only grapple one target at a time and your movement is halved if the target's size is Small or Medium. You cannot move if the creature is Large. You cannot grapple creatures that are Huge or larger. Poison Bite. Your fangs may be short, but they hold potent venom. As an action, you can attack a target with your fangs. On a hit, you deal 1 piercing damage and you can choose to inject the target with your venom. If you inject a target with venom, the target must make a Constitution saving throw. The DC for this saving throw equals 8 + Constitution modifier + proficiency bonus. The target takes 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The damage increases to 3d8 at 5th level, 4d8 at 10th level, and 5d8 at 15th level. After injecting venom, you cannot do so again until you finish a short rest. Sharp Claws. When unarmed, you can use your claws to inflict 1d4 + Dexterity modifier slashing damage. Serpent's Boon. The transformation inflicted on Naga has given you resistance to being petrified and paralyzed. Slaveborne The naga people have long been divided between the free and the enslaved. Ever since they ventured into the heart of Kitesh, families have long been split apart and vast cultural differences make relations between the two castes strained, but not unfriendly. Slaveborne naga are bred and born into the slave trade of the Kiteshi Empire and treated as property to be sold to the highest bidder. Though life is hard for these captive naga, their exposure to civil society and city life has made them street-savvy--skilled in trickery and misdirection. Though some naga may escape slavery to live on the streets, slaveborne blood still runs in their veins. Best of Servants. Gain Persuasion and Sleight of Hand proficiencies. Better Judgement. You are very familiar with the language nobles use. Gain advantage on Insight checks when interacting with Nobles. Trailborne Nomadic trailborne naga have never known the difficult life of a slave. Preferring to roam across the world in great migratory caravans, trailborne naga are a spiritual people. One every generation the naga people journey on a great pilgrimage to the Exile's Oasis--a place of plenty, bounty, peace and harmony where they commune with the dead spirits of their ancestors for guidance and offer them tribute. After every migration, some choose to stay behind in the Oasis, leading to it becoming the sole capital of the naga people. Healthy. Your Constitution score increases by 1. Ghosts of the Past. Once per month during a long rest you may perform a ritualistic dance under the moonlight to call upon your ancestors to enter your dreams and offer you their guidance. (The player must let the Dungeon Master know they are performing this ritual.)

Goblins

"As time passed, Gangar , through sheer strength and guile, brut forced his way through the ranks of goblin society. Though it helped he was larger than other goblins, it was no small feat. Eventually, he challenged the King to combat. Honour and tradition was a rarity in goblin society, but this sacred ritual was one that all Goblins hold sacred and still do today.

Gangar waited until the night before the event, paid off his henchmen, then slaughtered the King in his sleep, absorbing the ancient power that was passed down through generations. It transformed him into the towering monstrous form fit for a new King."

Goblins are a race of small and numerous humanoid creatures common throughout the world, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other, tougher goblins known as 'hobgoblins', or 'Bosses'. Their origin finds itself in the dark magic of the orcish race. After their exile to the far south east of Maitreya, the orcish dark shaman caste grew restless. Heavy withdrawal from the necessary life energy needed to fuel their magic drove them, in their desperation, them to prey on the weakest of their own kind. During the night, they kidnapped infants and children in order to draw out their life essence. Unable to let other orcs know about their monstrous misdeeds, the dark shamans left the drained for dead out in the wilderness. Many perished, but some survived at a cost. They became heavily mutated. Their skin turned shades of yellow to sickly green as an after-effect of the necromantic magic and they were afflicted with a strange form of stunted growth. Seeking refuge in caverns and caves, the former orcish children became something else entirely--Goblins. They formed their own cultures and civilizations, having long forgotten their previous, orcish history.



















Many consider goblins little more than a nuisance or just outright weird. They have flat, wide faces, small noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Goblins are typically dressed in dark leathers or scavenged metals for protection, though recently they've begun forging their own armor. Goblins usually stand between 3'4" and 3'8" and weigh about 40 to 55 pounds on average. Goblins breed extremely rapidly compared with many other races, accounting for their large population. Goblins are an elusive and nimble race, able to slip away from danger more easily than most. In combat, goblins often use this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against. Goblins are also surprisingly resourceful, charming and intelligent, despite their appearance. This enables them to take apart stolen weapons, armor and other rudimentary technology to see how it works, then put that knowledge into use for their own society. Goblin Leadership & Society Goblin governance is a self-styled monarchy, wherein there is no true 'royal' bloodline. Goblins are lead by Archgoblins. Archgoblins among the species often come to power through betrayal or aggression or sheer accumulated wealth and power before declaring themselves King or 'Boss', rather than by more peaceful and moral means. However, hopefuls for this status must always pass a trial by combat against the previous Archgoblin.

More often than not, these trials by combat never truly result in honourable combat; there are no rules. Typically, trial by combat turns into a game of 'who can discretely assassinate the other first before the fight?'. Regardless of the outcome, the last goblin left standing is left the victor and, thus, the new Boss. King or Boss are both titles that are used interchangeably and leaders often choose self-styled titles for themselves, regardless of whether or not the title is accurate or earned. Along with the trial of combat, certain powers are handed down through the line of leadership. This is usually taken by force by the victor upon the murder of a previous ruler. The origins of this power come from way back when Goblin society first began. The first leader, Bruxx the Benevolent, discovered the source of power deep beneath the earth when he stumbled upon a cave filled with glowing crystals--crystals imbued with leyline magic. He found himself inside of an enormous geode. Upon touching the shiny mineral formations, the magical power surged through his body as he absorbed every ounce of it. He went through a ferocious transformation. He grew three times the size of a normal goblin and gained unnatural strength, wits and cunning. He returned to goblin society as the first Archgoblin. Thus began the tradition of Goblin rule. Certain goblins are given a fraction of the leadership's power, turning them into 'Hobgoblins', a position from which they can enforce the leadership's rule and create some form of order. Not all Goblins are Selfish Though goblins have a poor reputation overall, not all goblins are amoral. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other races. Those goblins seeking this path may find it difficult to overcome the sense of selfishness and green ingrained into them by their culture, but those who do often find it can be more rewarding, in the long run at least, to serve some form of common good rather than to serve themselves. Many goblins who leave for a life among other races are females, driven away by the rigidly structured role of motherhood they were expected to play. Other expatriated goblins try to recreate the circumstances of their culture, preying on the weaknesses of others in non-goblin communities. Others attempt to simply making a living for themselves setting up businesses, trading goods and making bargains. Normally the goods on sale are acquired by shady means. Overall , though, goblins are mistrusted by society and are often mocked or bullied. Being bullied by bigger, stronger creatures however has taught goblins to exploit what few advantages they have: sheer numbers and ingenuity. The concept of a fair fight is meaningless in their society. They favour ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins preferred to fight battles where the odds were in their favour and often fled or surrendered when outmatched. Goblin Names Goblins do not have many ties to family, as such Goblins have no surnames beyond those which are self-given or self-styled. Goblin names are typically short, given to them by Hobgoblins upon birth. Male: Gungax, Makdox, Gizil, Bilnix Rukalog, Drax, Unkgil Female: Tiwin, Kawli, Werti, Ibbi, Milli, Exi, Tatty

Goblin Traits As a Goblin, your traits are as follows. Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score by 1. Age. Goblins reach mental and physical maturity at 7 to 8 years old and can live to 60 years old. Archgoblins can live up to 200 years old. Size. Goblins vary in size, but never reach over 3ft tall. Your size is Small. Speed. Your base walking speed is 30ft 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. Fury of the Small. When damaging a creature one size larger than yours, you can cause the attack or spell to deal an extra 1d4 damage. The dice then becomes a 1d6 at 5th level, 2d4 at 10th level, and 2d6 at 15th level. You can't use this feature again until you finish short rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Tradetongue and Goblin. Deep-Dwellers Deep-dwellers are rarely seen--not just because they rarely come out of their caves, but also because they blend in seamlessly with their rocky surroundings. Deep-dweller goblins are usually pitch black with a cracked, almost stony-looking hide. Not even other goblins look fondly upon them. Isolationist by nature and usually hostile to outsiders, Deep-dwellers might even be considered an entirely different species were it not for the fact that they too like gold and would listen eagerly to a bargain. Large Pupils: Living in near total darkness, the distance you can see with Darkvision doubles to 120 feet. Sunlight Sensitivity: All attack rolls and saving throws are at a disadvantage when under direct sunlight or under bright lights. Hot Core: Living deep within the earth, they have developed resistance to fire and heat. Belongs in Darkness: With your dark skin and light weight, you gain advantage on all stealth checks during the night or in dim or darker lights. Underlings The vast majority of Goblins are Underlings, named so because of their status. Though there are various ranks of goblin status, all are considered underlings next to the greedy and corrupt Goblin King, Gangar, the Magnanimous, a title the towering creature himself chose. Gangar has reigned for many decades, and though he is brutal and vain, his home kingdom under the ground, Undertown, has seen much technological advancement from the raids he has ordered. Underlings, under the leadership of Gangar, specialize in tinkering. Though it's mainly to make use of more deadly weaponry, it can also be used for good. Tinkerer: You are well trained and have proficiency with Tinker's Tools. You also start with Tinker's Tools on you. Sharpen Blades: Using your Tinker's tools, you can sharpen any blade within your party to deal extra damage. Roll 1d4 + your proficiency modifier, then halve the result to determine the extra damage dealt by the blade. The blades remain sharp for 3 attacks before returning to their normal state. If you gain expertise with Tinker's tools, you no longer halve the result. Can only be done during a long rest. Mechanical Mind: Gain advantage on investigation checks when dealing with machines, tools, mechanisms, complex objects or traps. If your investigation is successful, you may attempt to disarm mechanical traps with advantage, using your Tinker's tools. Otherwise, you may share your understanding with an ally and give them a 1d8 bonus to their disarm attempt.

Orcs

"Tao-Shun ordered his armies to go out into his new empire and hunt down all practitioners of dark magic. Whether they were dark shamans or any other user of foul magic made no difference to him, for in his eyes, they were all defilers of the innocent, with corruption ingrained deep within in their hearts. He reasoned that they were beyond redemption, bringing eternal dishonour to the orcish people with each breath they took. Thus, the Cleansing began."

Orc history is clouded in war, death and dark magic. Once humans, orcs became what they are today thousands of years ago through the extended use of necromancy, then called dark shamanism. The dark magic drained any hue of living color from their flesh, withered their ears and teeth into fine points, and permanently imbued the eyes of any who practiced it with the stolen life essence of their fallen victims, turning them a luminescent blood red. These permanent changes would be passed down to future generations. The name 'Orc' came from the sound uttered by their victims after the last of their life essence was drained from their bodies to fuel their powers. After helping the rebellion in defeating the Ak'teshi Empire, their former horrified allies exiled the Dark Shaman caste and their allies to the far east, spreading knowledge of dark magic throughout their journey. Kusatta the Mad, the leader of the Dark Shaman caste, grew mad with power after whispers from unknown otherworldly forces had previously told him to write his findings of black magic down in a book, the Infinus Apocrypha he had carried this source of his madness ever since. Easy sources of life essence in this far flung corner of the world were a rarity. Scarcity gave way to severe, nagging withdrawal. It wasn't until a growing distrust amongst his allies towards the dark shamans became apparent that he and his caste became paranoid, turning on his orcish allies as a source of life essence.



















This lead to the creation of Goblins--the mutated children of orcs left to themselves in the wilderness after the Dark Shamans drained their essence under the cover of night. Kusatta and his caste's monstrous plot was soon discovered by Tao-Shun, a warrior shaman who'd long had suspicions that the caste were not fit to lead the orcish people. Rallying the rest of his allies, he lead a coup against the leading caste, slaughtering them all as punishment for feeding on their children. With the support of his people behind him, he established the Orcish Empire, becoming its first emperor. He also began the long tradition born from the coup against the dark shamans of emphasising martial prowess over magical sorcery. Before he could begin his rule, however, he needed to make sure no clan such as the Dark Shamans could ever come into power ever again. Though the caste was long gone, those loyal to their ideals and practices still remained. With a newly trained army at his beck and call, he ordered a great purge of dark magic users within his empire. This was called 'The Cleansing'. Many dark shamans and other users of black magic fled the empire, vowing to take revenge and spread the teachings of Kusatta the Mad as they hid away, never to be seen again. With the influence of dark magic gone from orcish society, Tao-Shun established the sprawling palace-city of Xuin Lu in which to concentrate his ruling power. From here, his relatively insulated empire soon expanded to establish Yanganka and the twin settlements of north and south Xiang Zoh. Peace throughout the empire was not to last, however, as within the last 100 years, there has been a concerted effort by the Kiteshi Empire to claim orcish territories for their own for the glory of Alsham.

Orcish society today reveres honour and tradition. Most prefer archery and close quarters combat to magic, but still retain some semblance of spirituality. Orcish Culture Orcs consider most other species to be inferior to them, both culturally and in fighting skill. Their culture's long rejection of any kind of taboo magic has led to an emphasis on martial might. Promotion in the orcish military is by merit; an orc warrior must succeed to advance among the ranks. Success is often measured in scalps. An Honour Guard, for example, has personally slaughtered hundreds of individuals to reach that status. Raised from childhood to be warriors, other societal roles are treated as secondary endeavors or even hobbies, and are not honored at all. Orcs are skilled in the usage of most weapons. One interesting example of this martial focus is that only those in the highest echelons of society are allowed to wield glaives and that glaive-wielders are then no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of "warrior" genes. Respect for Honor Orcs display respect and admiration for honorable fighters, whether they are allies of the orcs or not. It is common for orcish warriors to have admiration for their adversaries. Orcs respect and revere veterans and often follow their lead. Their history after the Cleansing is rife with victorious combatants welcoming the defeated enemies' remaining forces into their own arm, provided of course that they fought with honor. The orcish codes of honor promote death in battle as being the most honorable and proper way to die. If a warrior is critically injured, incapacitated, or captured, the only acceptable recourse is to commit ritualistic suicide, ensuring one's honor is kept intact. This is of such importance to orcish warriors that if they are incapable of killing themselves, they request the assistance of their fellow orcs in doing so. They are loyal to their superiors and comrades, become protective of their warrior brothers in arms and become angry and vengeful if other orcs are killed. They fear very little, taking great pride in an ancient, honor-laden code. Even when mortally wounded, orcs still charge towards the enemy in a doomed last minute attack. Orcish honor also dictates that they always be the first ones into a battle, and to never allow themselves to be captured alive. Despite their martial nature, orcs have reservations to the spilling of one's own blood. This is an extension of the belief that the blood of a warrior is his essence. Thus, to spill one's blood is to lose one's honor.As a result, in orcish culture, healers or doctors who spill blood are seen by many as the lowest members of society because they "make their living slicing and causing another orcs to bleed without honor." This meant that the only 'honorable' way for an orc to be injured or bleed out is from combat with the enemy. Orcish Names Orcs place great value in their names, and it is considered both a privilege and an honor for only those proved worthy. Male Names: Hyun-Woo, Yang Shi, Gao Ru, Seung-Hee, Ji-Won, Teng Qiu, Wei Fen, Cui Zhi, Chun-Ho, Seung-Min, Ye-Jun Female Names: Seo-Yun, Ji-Su, Min-Sun, Unso, Mi-Young, Seul-Gi, Seo-Yun, Jin-Yung, Hae-Sook, Ji-Min, Yunso, Su-Jin Lineage Names: Coldfire, Boldtask, Deadlock, Bitteredge, Bonewind, Silentsteel, Wildfeast, Skullfang, Dreamtooth

Orcish Traits As an Orc, your traits are as follows. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Orcs age similarly to humans. Size. Orcs vary widely in height and build, from 5.5ft to 6.5ft tall. Regardless, your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your necromantic ancestry, 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. One use per long rest. Savage Attacks. When you critically hit with a melee weapon attack, roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Languages. You speak, read, and write Tradetongue and Orcish. The Toshui Stemming from a long line of tradition, the Toshui were an elite caste of honour guards loyal to the first Emperor Tao-Shun who lead the purging of all dark magic from his empire. Cultural norms dictate that, in order to spread good genes amongst the populace, the best warriors amongst the empire may mate with any female they desire, regardless of marriage status. Thus, Toshui blood is commonplace amongst orcish populations. Any individual with Toshui blood is expected to become a great warrior for the Emperor's army. Any individual who refuses is often cast out as 'not a true orc'. Bonus Proficiency. Gain proficiency with with bows and reach weapons. Tao-Shun's Surge. After taking damage, you may call upon the rage of Tao-Shun to aid you. Feeling your blood boil within, you gain one extra action per round. You can also take attacks of opportunity at will. You may use this without penalty once. Further uses will afflict you with +1 level of exhaustion. One use per long rest. Followers of Suong-Mei Suong-Mei was the spiritual leader and first advisor to Emperor Tao-Shun. When Tao-Shun asked for guidance, she would commune with the elemental energies for guidance. She was a shaman in the purest sense. Inspired by her wisdom, many religious leaders in orc society adopted her philosophies. Though her time has long passed, her teaching still live on. Her followers are mistrusted amongst orc populations today, as there are rumors that some Suong-Mei mystics have fallen to darkness in recent decades. Nonetheless, they are excellent healers and teachers, so they are mostly tolerated. Ability Score Increase. Your Wisdom score increases by 1 Suong-Mei's Teachings. Learn Suong-Mei's Embrace. Casting this spell at a visible target within 60 feet heals them for 2d6 + your spellcasting modifier. Add a free level 1 spell slot to accommodate the spell. At 10th level, Suong-Mei's Embrace envelops a second target of your choice within 30 feet of the first target. One use per long rest.

Demons

"Lucifer and his greatest allies were brought before the High Council in enchanted chains. Charged with heresy and blasphemy of the foulest order, they were sentenced to be cast out of the Heavens while the rest of his followers were forced into slavery. A deep resentment toward the loyalists swelled in Lucifer's heart.

Consumed with hatred for his brother for his betrayal, Yahweh ordered, as one final insult, that the nephilim create for the Luciferians their very own continent to live on, so they might know what mortal life is like since they so despised their own creator."

To be greeted with stares and whispers, to suffer violence and insult on the streets outside their homeland, to see mistrust and fear in every eye: this is the lot of demons and demonkind. And to twist the knife, all members of demonkind know that this is because of a bloody civil war that forced their ancestors out from the High Heavens--a civil war born the bold dissent of the brutal and manipulative methods their former angel brethren employed. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable by those deceived by the High Heavens into hating them. Demons tend to have an unsettling air about them, and most peoples are uncomfortable around them, whether they are aware of their rather benign nature or not. While humanoid in appearance, they also appear quite alien. Their skin colour varies, typically taking on vibrant hues of all colours. Their skin is also covered in soft scale-like patterns, particularly around the elbows, knees, shoulders, and other rough areas. Demons also sport varying colours of luminescent, serpentine eyes, owing to their magical nature.















If a demon uses a certain type of magic frequently, one side effect is the changing of eye colour; a wizard specializing in arcane magic might find their eyes turning a shade of vibrant purple. Demons also have long, prehensile tails ending in a spaded tip, cloven feet, and long, pointed ears. Demons are, on average, slightly taller than humans, ranging from 5.5 to 6.5 feet and weigh just a little bit heavier. Demons don't typically grow hair atop their scalps, though it's not uncommon for males to grow facial hair. Demonic lifespans far surpass those of any other mortal race. Previously, they could last millenia, but the curse bestowed upon them during their creation has dramatically shortened their lifespans. Reaching maturity at 30, demons are only considered adults once they reach 80 years of age. Most are able to live through 5 centuries. A Long and Ancient History The origins of Demonkind stem back hundreds of thousands of years. Second most to the native inhabitants of the world, kobolds and dragons, demons and their mountainfolk and impish brethren are one of the oldest races in the known world. After the ordering and formation of the world by the four great elementals one million years ago, the race of angels opened a tear in reality and invaded the world from the High Heavens. This began a war lasting for 100,000 years. Great cataclysmic forces clashed with the endless armies of the High Heavens, but eventually the angelic sorcerers unleashed a catastrophic spell that destroyed the titanic physical forms of the elementals, severing their spirits from their bodies. Seeking refuge, their souls were absorbed by the magical ley-lines which ran beneath the earth.

Victorious, the angels created the nephilim, four equally enormous beings constructed of flesh and bone, loyal to High Heavens. Their purpose was to replace the elementals and fill the void of magical power left behind. The genocide of the elementals sparked outrage in the Heavens. Lead by Yahweh's brother, Lucifer, this dissident movement questioned the ethics of such an event and the moral sense of Yahweh's leadership. This infuriated Yahweh, sparking the Divine Civil War, which lasted for 200,000 years. Vast swathes of the High Heavens were burned to ash during the fighting until eventually, the Lucifarians were defeated. Yahweh used the Nephilim and the 'Infinus Divinititum'--a book granted to him by his creators--to rip Ragnarok from the sea--a volcanic continent which he intended to be their prison. In one last insult, he cursed the rebellious angels with what he called 'Lucifer's Curse', transforming them into demons over hundreds of years. Resentment in his heart, Lucifer channelled his bitterness into a desire to keep his people alive during these dark times. Many years later, he established the Dominion of Torment, demonkind's military nation created to fend off would-be attacks, especially from the Heavens. After his disappearance during a cataclysmic fight with Gabriel, an assassin sent by the Heavens to kill him, his lover, Casmia, established the Dominion of Doubt to research the ways of magic in order to benefit demonkind as a whole. Then a miracle happened. The constellation known as The Matrons Hand--a series of stars orbiting a colossal Astral Shard left over from the early birth of the universe, came into alignment, sending a beam of pure astral magic down to the planet as a young demon mother went into labour while gathering snow for water atop a mountain. The magic surged through her body, then her unborn child absorbed it. Giving birth, she named this child 'Patricia'. Patricia and 'The Rebirth' Patricia, in her adulthood, fully realized her natural powers. She far surpassed any mage from the Dominion of Doubt and its Polymath College. Before her mother's passing, she gave Patricia visions of history--visions of Yahweh using the Infinus Divinititum to raise Ragnarok from the oceans. If she could acquire the book herself, she could transform Ragnarok into a lush paradise for her people. After a long period of persuading the Dominion of Torment to let her train a regiment of battle-magi specializing in the arcane arts--a new form of magic created to immitate the natural, innate and rare gift of Astral magic Patricia herself practiced--she launched an infiltration operation on the High Heavens. She stole the book from the angels and returned to Ragnarok. Channeling her magic through the book, she was able to create wonders beyond comprehension. She summoned great stormclouds and rained magic down upon the continent, imbuing Ragnarok with new life. She turned Ragnarok into the paradise she envisioned for demonkind. However, in her later years she was assassinated in her deathbed by an ambassador to the High Heavens, with the intent to recover the book. The book was hidden, never to be found again. Only she knew where it was and that secret died with her. The event that turned Ragnarok into a verdant paradise was named 'The Rebirth' With it came the founding of the Dominion of Indulgence, the cultural hub and eventually the capital of Ragnarok. Demonic Names Demonkind takes pride in the names they give their offspring. Demons typically take family names after great heroes of demonkind that have either died or are still alive today. Surnames have a very specific structure, with the first half of a name indicating the dominion of your birthplace and the second half indicating the great figure your lineage has chosen to honor. Male Names: Ignacio, Xartan, Verres, Vornoth, Tuzrol, Ashbane, Gravecrest, Lucien, Luxus Female Names: Ezria, Xelthia, Asmara, Kieltha, Vexa, Lillith, Kreath, Patricia, Gailia, Casmia Surnames: (Dominion of Torment) Aul'Ashbane, Aul'Dirk, Aul'Malis, Aul'Vetria, Aul'Masra, Aul'Venittis; (Dominion of Indulgence) Al'Ganz, Al'Maunis, Al'Craise, Al'Borillis, Al'Jennitak, Al'Kreish; (Dominion of Doubt) Ul'Patricia, Ul'Ashbane, Ul'Bamman, Ul'Luxus, Ul'Zannitha, Ul'Malis

Demonic Traits Though demons vary throughout all three dominions, here are your traits. Ability Score Increase. You have 2 additional ability points to add to either Charisma or Intelligence. Age. Demons reach physical maturity at around 30 years old, but are considered adults only at 80. They can live up to 500 years. Size. Demon's height varies, with the average height being slightly taller than most humans ranging from around 6 feet for females to around 6.5 feet tall for males. Regardless of your height, your size is Medium. Speed. Your base walking speed is 30 feet. Demonic Instinct. With the help of magic, you gain proficiency in Perception. Magic Learned. Not all Demons are magic experts but all have learned at least one spell. You gain an additional level 1 spell slot, but it must be used for an Illusions or Enchantment spell. Languages. You can speak, read, and write Demonic and Tradetongue. The Council of Three Since their founding, the three dominions have, from years of separation and specialized roles within all of demonic government, developed very distinct cultures. The three dominions have also formed a loose coalition of entities wherein all three dominions benefit from each other's accomplishments and services towards a greater good for demonkind. Each dominion is lead by a single demon, often with their own title and elected by each dominions' separate means. A leader can be elected by a council of the best minds a dominion has to offer, as is the case with the Dominion of Doubt, or they can rise to power through manipulation and wealth like the Dominion of Indulgence. The Dominion of Torment gives power to those with the greatest martial prowess. Regardless, the three leaders form 'The Council of Three'. Frequent meetings are held at neutral ground. More often than not the meetings take place at the Seat of the Father--a great hall built atop Mount Patricia within the Dominion of Doubt. This is 'sacred' ground to all of demonkind. The Dominion of Torment The first of the three dominions to form, the Dominion of Torment was named after the suffering early demonkind experienced within the sulphurous wastes of northern Ragnarok. It was established as a message of defiance against their punishers with the sole philosophy of warding off any further angelic hostility. With their burning resentment, demonkind armed themselves, warding off the vicious beasts and monsters inhabiting early Ragnarok that would attack their people, and with the help of the mighty former Archangels, the Mountainfolk, built a great granite fortress: Fortress Kroth. With the near impenetrable fortress for safety, Demonkind survived and built their vast armies. The culture of Torment requires a fierce sense of honor and discipline not too dissimilar from the orcs to the far east despite having had little contact with the orcish Empire. Torment has always had a militaristic culture for the sake of necessity as the old lands of Ragnarok before the Rebirth was hostile and filled with vicious beasts and the constant threat of invasion by angelic forces hoping to finish off demonkind for good. Even after the Rebirth, the culture of martial prowess and emphasis of military might has never truly disappeared. Great heroes such as Warlord Ashbane whom fought during the Crusades--a long, bitter war between demonkind and the High Chalice of the Karthan Commonwealth, are revered with great admiration and respect. Those with the blood and lineage of a war hero are expected to become great champions for the protection of Ragnarok and demonkind as a race. Strong Arms. With mandatory combat training and exercises for all capable of holding a sword, your Strength score increases by 1. Unwavering Will. With your sheer mental toughness, demons have faced threats far more dangerous than themselves, yet prevailed. You have advantage on 3 Strength or Dexterity saving throws of your choice per long rest. Relentless Endurance. When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. One use per long rest. Weapon Speciality. During your training, you have developed a preference and aptitude for a certain type of weapon. You gain a proficiency with one melee weapon type of your choice.

The Dominion of Doubt After the promises of greener pastures to the south from impish scouts, a grand exodus was lead to the south by Lucifer and his mate, Casmia. After Lucifer went missing atop the mountains as he battled Gabriel, the High-heaven's would-be-assassin, Casmia took his place and lead the migration to settle in the southern lands. The Dominion of Doubt was the second to form, named after the rigorous scepticism and inquiry with which they combed the universe with. Specifically, the dominion's formation was out of necessity to study uses of magic to help crops grow in this new land. Eventually, it blossomed into an enterprise of magi, tinkerers, engineers, scholars and thinkers. With High Savant Luxus Al'Ganus leading the dominion, he guided the construction of Savant's Prospect, the dominion's capital, as well as his pride and joy--the Polymath College in the city center. Today, under the guidance of the Benevolent Lady, Nhyriza Runegrove, the Dominion of Doubt still retains its culture of rigorous inquiry and exploration into the scientific and magical realms. The dominion values intelligence and intellectual superiority over all other attributes. Individual scholars will dedicate an entire lifespan to building a portfolio of successful projects or becoming the foremost expert of some tiny aspect of the arcane. Most magi in the dominion will constantly seek to prove their own intellectual superiority, and by extension the success of demonkind. Bright Mind. Being surrounded by intellectuals, your mind has grown accustomed to gathering and processing information. Your Intelligence score increases by 1. Specialized Knowledge. You spent many years at the Polymath College learning your favourite subjects. You can choose two skills from the following list to gain proficiency in: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, Survival. Student of Magic During your time at the College, it was mandatory that you learn and master at least two basic spells. You gain one extra level 1 spell slot and one extra cantrip spell slot. Choose any level 1 spell or cantrip. The Dominion of Indulgence After the miracle Patricia gave to the barren lands of Ragnarok that turned them into a lush haven of life, demonkind thrived and began a new era of prosperity and plenty. A new migration of demonkind began, spreading their populations far and wide throughout Ragnarok to explore and experience the new fertility of their homelands. The most verdant lands were to the south-west where many settled. demons, imps and mountainfolk came together, forming the Dominion of Indulgence. With this, a trading hub formed and eventually grew into a vibrant city with an equally vibrant culture centred around the creative arts, dance and poetry. Ambrosia came to be ruled by an aristocracy of wealthy trading barons, lords and ladies. As they brought the luxuries of abundance of wealth and food, they also brought decadence. Ambrosia grew into the largest city in all of Ragnarok, and eventually the cultural capital for all demonkind. With decadence came political intrigue, and with political intrigue came the Order of the Silencers, a secret order of assassins, shady politicians and wealthy individuals seeking to pull the strings from behind the veil. In truth, the Silencers have prevented many would-be despots from seizing power and have foiled many plots to invade Ragnarok from outside powers. Some say the tendrils of their influence reach well beyond Ragnarok, even into human territories. Some even say there is a secret war between the High Chalice Inquisition and the Silencers. Today, lead by Ignacio Ganz, Lord of Ecstasy, the Dominion of Indulgence is a balanced mixture of luxury and treachery. For this reason, most of Indulgence's residents have a knack for recognizing lies and threats, while also being quite apt at doing so themselves, but with an aura of charisma and charm. This by no means make them dishonest people, but to succeed and live comfortably, one must learn how to play the game. Master of Words. In your lying or scheming, you unconsciously recognize hidden meanings behind words. You gain proficiency in both Deception and Insight. Silver Tongue. You grew up surrounded by poetry, novels, songs and theatre. Words hide very few secrets from you. Your Charisma score increases by 2. Light Weaponsmaster. Not usually as skilled in the arts of combat like demons from Torment, you instead prefer finesse with your weaponry, especially if you're trying to fend off assassins in a narrow alley sent by a rival Lord. You gain proficiency in one Light Weapon of your choice.

Imps

"The youthful cherubim's aura of flames withered and died. Their feathered wings moulted away, becoming frightening and bat-like. They became impish in appearance, and so took to calling themselves 'imps'."

By human standards, imps are tiny. Described as only coming halfway up the shin of any average human, an imp is usually between nine inches to one foot tall. They typically have slender builds, with the head, hands, and feet in somewhat exaggerated proportions. The head in particular is a wide, flat ellipsoid whose width is extended further by large, highly articulate ears which usually drop from the sides of the head. Impish eyes are large and come in a variety of vibrant colours, which are typically altered in colour depending on the types of magic they specialize in. Their mouths are wide and filled with pointed, shark-like teeth. Their horns are also usually shorter than their demonic or mountain-folk cousins. Imps typically have skin similar to demons, albeit somewhat softer, which typically comes in a variety of equally vibrant colours. In matters of childbirth and early development, little is known outside of the knowledge that imps give birth to live young in the same manner as humans (that is, they are placental mammals). Typically, a child's first words can come as soon as the day after their birth, but the speech is typically infant babbling; but this does suggest imps are able to learn speech at a very young age. An imp will mature faster than a human, but will live longer, provided there are no magical mishaps when studying. Being paranoid and egotistical inventors, builders, alchemists and magi, the cherubim of old tended to protect their knowledge closely, often resulting in the loss of knowledge, and in turn history, when the individual died. Though this has changed in the past few thousand years since they were cast down from the High Heavens, little is known about the race before their transformation into the impish race.



















The cherubim had four grand cities in the High Heavens, and built many citadels over fonts of divine power from which they harnessed their natural gift of magical prowess. One of these structures was built around the great portal to the High Heavens in order to protect it. The Divine Gate would serve as the launching point for planetary invasions. The cherubim were, for the most part, a slave race to the Archangels and the Seraphim, with an aristocracy of free cherubim who helped to enslave their own people. They were used as aerial support for their devastating magical powers. But when civil war erupted in the High Heavens, the enslaved cherubim rebelled against their free masters, resulting in devastation to their golden cities and the Divine Gate. Ultimately, when the Lucifarians were defeated, the rebellious slaves proved too dangerous to force back under subjugation, as their combined magical might could destroy the Divine Gate. They were magically muted during the trials and were thrown down to Ragnarok along with their Lucifarian allies. Here, they too were afflicted with Lucifer's curse, but despite the horrific and painful transformations their Archangel and Seraphim allies endued, the former cherubim's' transformation into imps was relatively painless. They were the only ones not to lose their gift of flight, nor had their legs bent and broken themselves over generations into cloven hooves. Better still, they still retained their innate potency for powerful magic. With time, they re-joined their transformed seraphim allies, now demons, and aided them and themselves in seeking out new homes in their new volcanic wasteland home.

The imps' abilities to shape and mould magic to their whim helped in the creation of tools, weapons and new demonic mages to help defend all of demonkind from Ragnarok's hostilities. Imps also proved invaluable in seeking out more fruitful places for demonkind to settle. They were the ones whom spurred the great exodus south to what would later become the Dominion of Doubt. They also helped to found Savant's Prospect and,