The Races of Altus Altus is a secluded land. Bordered to the east by the Waking Sea, filled with its denizens of monstrous creatures, to the west by the Eternal Storm and the vast ocean over which it rages, to the south by the nigh-insurmountable heat of the Great Desert, and the the north by the frozen winterland of the Frozen Expanse, Altus has been cut off from the rest of the world. In the time before the Cataclysm, a devastating upheavel of the fabric of reality, it was solely a human land. Although still the most numerous and adaptable race, Humans now have to contend with other sentient races, such as the finely feathered Ibuhos, their distant relatives and former slaves the scale-clad Artihas, the savage and ferocious Wolfkin, the quizically intelligent Kwita Izina, the fractured Tarossians and the recently rediscovered deep dwelling Xarnekites. Artiha The Great Desert in the south of Altus is an inhospitable, unforgiving place. The sun beats down upon scorching hot sands in unwavering vigil. To the outsider, the Great Desert would seem an understandably lifeless place. That assumption would be quite wrong, however. Giant cacti and scrub brush dot the landscape, providing cover and perch for small prey and winged predators. It is in this environment that the Artihas thrive. Giant Lizards Artihas are massive, humanoid lizards. Their skin is made up of scales, ranging from dark greens to rich reds to metallic browns, which not only provide respite from the sun, but also provide a natural protection against would-be attackers. They largely have clawed hands and feet, long, powerful tails and forked tongues, although rare exceptions have been seen. Males typically possess a ridge along their skull that denotes their sex as well as playing a prominent role in mating rituals. Isolated and Distrustful Millenia ago, the Artihas arrived on Altus as the slaves of their distant relatives, the Ibuhos. It is said that the Ibuhos tricked the Artihas into slavery, preying upon the Artihas naivety and trust in their kin. Their freedom was hard-won, earned in the blood of Artiha and Ibuho alike. The remaining Artihas fled south into the desert, where they have since remained withdrawn, remembering the lessons of their past. As such, most Artihas are unlikely to venture out of the Great Desert for long, although short term outings are not uncommon. They are slow to camaraderie and even slower to trust. Artiha Traits Ability Score Increase. Your Constitution score increases by 2. Age. Artihas reach maturity at around four years of age and typically live about half a century. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Desert Dwellers. Your upbringing in the extreme heat has made you less affected by heat than others. You have resistance to fire damage. You are also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Languages. You can speak, read and write Common, Hisstongue and Ibuho. Subraces. The Artihas are made primarily made up of Quickstrikers and Nightstalkers. Pick one of these subraces. Quickstriker Quickstrikers are the more lithe of the two subraces, allowing them to lash out quickly and strike before their enemies have a chance to react. Ability Score Increase. Your Dexterity score increases by 1. Lightning Quick. Your base walking speed increases to 35 feet. Poisonous Bite. Your fangs are deadly weapons. You can use an action to make an attack, dealing 1d4 poison damage on a hit. You use Dexterity for this attack. Paralyzing Venom. As a bonus action, you imbue a successful bite attack with your most deadly venom. The target must make a Constitution save against a DC equal to 8 + your Dexterity bonus + your proficiency bonus. If the target fails, it is paralyzed until the end of its next turn or until the next time it takes damage. If the target succeeds, nothing happens. You can not use this ability against targets who are immune to poison. Once used, you can not use this feature again until you finish a short or long rest. Nightstalker The Nightstalker is the bulkier of the two subraces, opting for a more passive approach to hunting than the Quickstriker. Nightstalkers hunt at night, where they lurk in the darkness and wait for their unassuming prey to come within their reach. Ability Score Increase. Your Wisdom score increases by 1. Darkvision. As a predator of the night, 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. Camouflage. When in dim light or darkness, you can use your action to become invisible until you move, take an action or reaction, or take damage.

Human Humans are the native race of Altus. They are by far the most populous and widespread. They are marked by their determination to excel and expand, often in direct opposition with the other races who now share their world. A Broad Spectrum Humans are the most physically diverse of all the races of Altus. Human height ranges from five feet to upwards of seven feet in rare cases. Human skin ranges from opal to pearl. Hair colors are just as diverse and can be found in nearly any style. Males might have facial hair that is sparse or thick, while females rarely have any facial or body hair. Variety is the Spice of Life 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. A human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Homeland Altus is marked by large expanses of uncivilized wilds. What human nations, cities and towns do exist reside within their own cultural bubble. As a result, while humans do retain their adaptibility, they have specialized traits depending upon their Homeland. Human Traits Ability Score Increase. Two ability scores of your choice increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Skilled. You are proficient in one skill of your choice. Languages. You can speak, read and write Common, the language determined by your Origin and your choice of one other language. Origin. Choose one of the following nationalities or ethnicities when you choose Human as your race: Palimaran, Haridanite, Rivertonian, Vanaj, Ndee or Nuwu. Palimaran Nestled along the west coast of Altus, the Kingdom of Palimar was once the central seat of the Palimaran Empire, which stretched across all the continent. Now a shadow of its former self, the kingdom has recently come under the heel of the Reverence of the Six Holies, a strict religious order dedicated to promotion of the teaching of the Scriptures of the Six Holies and the eradication of all other religions. The Reverence is highly suspicious of magic and magic users, and, while it has not yet been outlawed, magic is kept under tight control by the Reverence's priests. Ability Score Increase. Your Intelligence Score increases by 1. Indoctrinated. You have advantage on Intelligence (Religion) checks to recall lore relating to the Seven Holies. Well-Rounded. You have proficiency with two tool sets of your choice. Cursory Combat Training. The prospect of war is always looming, with Haridan especially. All Palimarans have received some kind of military training. You have proficiency with light armor and medium armor. Languages. You can speak, read and write Palimaran in addition to your other known languages. Haridanite Stretching across the vast plains of south-central Altus, Haridan is a militaristic society, focused on service beyond all else. The government is ruled by the same generals who oversee all military matters, making the government and the military one and the same. Tensions are high with Palimar, who Haridanites see as their chief rival, not only because of past transgressions against the locals during the reign of the Palimaran Empire, but also in the eternal struggle over dwindling natural resources. Ability Score Increase. Your Strength score increases by 1. Trained for Battle. You have proficiency with two Martial Weapons of your choice, as well as light and medium armor. Idle Hands. There is a lot of downtime in the military, and most soldiers pick up a hobby to keep themselves busy. You gain proficiency with one of your choice from Brewer’s Supplies, Cobbler’s Tools, Cook’s Utensils, a Gaming Set of your choice, Leatherworker’s Tools or Woodcarver’s Tools. Languages. You can speak, read and write Haridan in addition to your other known languages.

Rivertonian The River Towns, formally the Breen-Folly Trade Alliance of the Greater River Towns of Altus, are a group loosely confederated city-states connected by their shared culture and interdepedence on trade with one another and the rest of the continent. They are so named because each city sits along one of the major waterways of central Altus. Each city is autonomous, coming together only during times of dire ecomonic crisis. Rivertonians have become masterful traders, parleying the rising tensions between Palimar and Haridan into rivers of coin from both sides. Ability Score Increase. Your Charisma score increases by 1. Natural Trader. You have advantage on Charisma (Persuasion) checks when bartering with others that are not hostile towards you. Rolling on the River. You have lived on rivers your entire life and are completely at home on the water. You have proficiency with the Navigator’s Tools and vehicles (river). You have a swim speed of 20 feet. Languages. You can speak, read and write Rivertonian in addition to your other known languages. Vanaji The Vanaji dwell in the harsh climes of the frozen north of Altus. In the past, they were viewed as gentle, if imposing. More recently, they have begun terrorizing the towns and villages of the north in the name of their living god, Gnorr. Only those who have forsaken the violent fervor of their kinsmen make their way south into the more civilized lands of Altus. Ability Score Increase. Your Constitution score increases by 1. Frozen Fortitude. The severe cold of your homeland has hardened you. You have proficiency with the Survival skill. Additionally, you have advantage on saving throws to avoid the effects of extreme cold. Use Every Part. You have proficiency with Hide Armor. Savage Weaponry. You have proficiency with the Flail, Maul and Warhammer. Languages. You can speak, read and write Vanaji in addition to your other known languages. Ndee The warrior tribes of the Maw, the territory in between the two great mountain ranges of Altus, bordered by Palimar to the west and Hardian to the east, are always ready for battle. With two battle-hungry nations on either side of them, they have to be. They pray to their kachinas, protector spirits, for strength in battle, fortune in harvests and for good weather. Ability Score Increase. Your Dexterity score increases by 1. Warrior Weapon Training. You have proficiency with the Handaxe, Spear, Shortbow and Longbow. Ready for Battle. When you roll Initiative, you can add your Wisdom modifier bonus. Superior Tracker. You have advantage to Investigation and Survival checks made to track beasts, humanoids and monstrosities. Languages. You can speak, read and write Na-Dené in addition to your other known languages. Nuwu The relationship with the Ndee and the Nuwu tribes further north within the deep crags, crevasses and canyons of the Deep Maw is a complicated one. The Ndee look down upon the Nuwu for their eschewal of violence and weaponry, while simultaneously revering and depending upon them for spiritual guidance. The Nuwu consider the problems of the material world unimportant and dedicated themselves to more esoteric meditations. Ability Score Increase. Your Wisdom score increases by 1. Shamanistic. You have proficiency with the Insight and Medicine skills. You also have proficiency with the Herbalism Kit. Ceremonial Performer. You have proficiency with one musical instrument of the Drum, Flute, Horn, Pan Flute or Shawm. Dreamwalker. Your Passive Perception increases by 10 while you are sleeping. Languages. You can speak, read and write Na-Dené in addition to your other known languages.

Kwita Izina The giant, intelligent apes, the Kwita Izina, are something of a mystery. There are no histories, oral or written, of their arrival on Altus. According to their traditions, Rwende the Thunderer, their chief deity, pounded them into existence from the rocks of the Weathered Mountains in east Altus. According to human traditions, they simply appeared. They also present a cultural paradox. They are highly territorial, with clans often fighting fiercely over land, but they are renowned for their gracious welcoming of outsiders. They hold familial and clan ties above all others, but young Kwitas are encouraged to venture out, see the world and learn as much as they can about it. Aping Around Kwita Izina closely resemble the fabled apes of distant continents from whom Humans are rumored to be descended. They vary in height even more than humans do, ranging from three-and-a-half feet tall to eight feet in some individuals. Their weight also varies greatly, anywhere from 100 to 350 pounds. Their coloring is fairly consistent, however, with most covered in black or dark brown fur. The males are much larger than the females. Kwita Izina are remarkable in their ability to use their feet almost as dextrously as they use their hands. Primal Intelligence The Kwita Izina are highly capable, matching and perhaps surpassing all other races in raw intelligence. Indeed, the only thing holding them back is themselves. In spite of and in contradiction to this intelligence, Kwita are prone to extreme territorialism and both inter- and intra-clan feuding. As such, they seem to have no interest in expansion into other regions. They send their youth out on what they called the Reis: a mission to explore Altus and bring what knowledge back that they can, though to what end no one but the Kwita know. They are also famously welcoming and generous to outsiders who have demonstrated no intent to harm them or their culture. Children of the Thunderer Kwita religion has but one deity: Rwende the Thunderer, typically depicted as a massive Umutware who is said to have shaped the first Kwita Izina from the rock of the Weathered Mountains, where the Kwita call home. According to Kwita belief, his roar could clear the skies and his fists could cause earthquakes upon the ground. He is their creator and protector and most celebrations feature a likeness of him in a prominent role. Temples devoted to The Thunderer dot the peaks of the range, some dating back thousands of years. Kwita Izina Traits Ability Score Increase. Your Intelligence score increases by 1. Age. Kwita Izina reach maturity between 10 and 12 years old and live for about 75 years on average. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. You have a climb speed of 25 feet. Languages. You can speak, read and write Common, Kwita and your choice of one other language. Subraces. Two main racial subgroups make up the Kwita Izina: the small, playful, quizzical Ubwiza and the imposing, powerful Umutware. Choose one of the following subraces.

Impundu The Impundu tend towards the smaller size of the Kwita Izina. They are also the most playful and friendly of the race, as well as being among the best climbers. Ability Score Increase. Your Dexterity and Charisma scores both increase by 1. Natural Climber. You are proficient with Acrobatics. Your climb speed increases to 30 feet. Also, you can use Dexterity (Acrobatics) in place of Strength (Athletics) to determine difficult climbing checks. 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. Distraction. If you are the target of an attack and are hit, you can use your reaction to add your Charisma modifier to your AC, potentially causing the attack to miss. This bonus remains until the start of your next turn. You must be able to see the attacker and it must be able to hear you to use this ability. Once you use this feature, you can not use it again until you complete a short or long rest.

Ingagi The Ingagi are much, much larger than their Impundu kin. They cast a towering figure and have traded agility for brute strength. They are also the most intelligent of their kind. Their powerful forearms are uniquely longer than their legs, causing them to walk similar to a quadruped the majority of the time, though they are still very capable of operating on two legs. Ability Score Increase. Your Strength score increases by 1, and either your Strength or Intelligence score increases by an additional 1. Massive Fists. Your unarmed strikes deal 1d6 bludgeoning damage. Elongated Forearms. When you make a melee attack on your turn, your reach is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carry capacity and the weight you can push, drag, or lift.

Ibuho The Owl-Men, as they're known colloquially, came to Altus in the time of the Cataclysm, driving the Artihas as their slaves. Whether they came here with the intent to stay is unknown, but they are stuck here now and have since made Altus their home. Nesting high in the impossibly tall trees of the Regent's Grove in northwest Altus, the Ibuhos have easily the lowest population of all the sentient races of the continent. A Plentiful Palette of Plumage The Ibuhos are remarkably similar to the native owls of Altus, with wide eyes and an ability to turn their head 180 degrees without moving their body. They are squat, lightweight creatures. They range from four feet to five feet and weight around 80 pounds. They possess a large, round head and huge, forward-facing eyes as well as a sharp, downward-facing beak. Their wings stretch to roughly the same length as their height, with four fingered hands on the end of each wing. They vary wildly in color, with plumage colors including white, black, brown, red and gold in some rare cases. Their ornamentation also varies from clan to clan. Some have ear tufts along their brows that give the impressions of horns while others have false eye decorations on the back of their head. They are also unique among sentient races in that the females are typically larger than the males. Haughty By Nature The Ibuhos view they're ability to fly as an invitation to look down on the rest of the world and are quick to let you know. Although they no longer keep slaves, they look down upon the other races as being less than themselves. Cleanliness is second to none among Ibuho society, and they can been seen constantly preening in order to keep up appearances, no matter the circumstances. They do know much, however. They're excellent recall and prolonged lives make them valued sources of knowledge, both fact and fiction. As such, they are welcome within taverns and inns, if only in small doses.

Ibuho Traits Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1. Age. Ibuhos reach maturity at around twenty years of age and live for nearly two centuries. Size. Your size is Medium. Speed. Your base walking speed is 25 feet. Talons. You are talons are natural weapons, which do 1d4 slashing damage on a hit. Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. However, due to the fact that your hands are on the end of your wings, you must land before being able to attack with weapons. You can use your talons while flying, however. Darkvision. As a nocturnal hunter, 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. Nocturnal Hunter. You have proficiency with the Perception skill. You add twice your Wisdom modifier to Perception checks made to see in dim light or darkness within your range of sight. Head on a Swivel. You can not be surprised. Languages. You can speak, read and write Common and Ibuho.

7 Tarossian The Tarossians, like the Ibuhos and Artihas came to Altus during the Cataclysm. Unlike the Ibuhos, who have settled in, however, they are constantly striving to return to their ancestral home. They are unique among the sentient races in that they have no spoken language. They communicate via pheromones, rather heady in most Humans' approximations, emitted from the antennae on their heads. Fantastic Pheromancers Tarossians are a slim race, approxiamately six feet in height. They weight between 100 and 140 pounds on average. They are particularly notably for their lack of hair, on their heads or bodies. Instead, they have a number annentae-like tendrils that protude from their heads. These antennae are the source of their pheromones, and some Tarossians style them in much the same way a Human might style their hair. The pheromones that they emit are used in all manner of Tarossian communication, including deciding on a mate. Other races have remarked on the eerieness of walking into a bustling Tarossian settlement and hearing almost no noise whatsoever. A Fractured Race The Tarossians, on the whole, seek to achieve the return of their people to their ancestral home. However, many centuries ago, the remaining Tarossians split along two lines of thinking on how precisely to do that. One group believed that they were being punished for their reliance on technology and a return to nature should be their penance. The other group believed the exact opposite; namely, that study of ancient artifacts and a return to Pre-Cataclysm technology would be the only route to their return. The schism ran so deep that the two halves of the race separated. The group who called for a return to nature, now called the Reverted, settled in the forests of the extreme northwest, while the group who argued to continue to develop their knowledge of the artifacts of the past, now named the Elevated now make their home in the peninsula of the extreme northeast. Neither acknowledge the existence of the other. Tarossian Traits Ability Score Increase. Your Charisma score increases by 2. Age. Tarossians reach maturity around 14 years old and live for about a century. Size. Your size is Medium. Speed. Your base walking speed is 30. Pheropathy. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. You use your Charisma to cast these spells. No components of any kind are required to cast these spells when you do so using your racial feature. You have advantage on saving throws against being charmed. Languages. You can speak, read and write Common. You can communicate wordlessly with other Tarossians within 60 feet using pheromones. Subraces. The Tarossians are divided into the Reverted and Elevated subraces. Choose one of these subraces. Reverted The Reverted have turned their back on technology, believing a return to ways of the past to be their only way to earn the forgiveness of their gods and earn their way back to their own home world. Ability Score Increase. Your Wisdom score increases by 1. Denizen of Nature. Your time among the wilds of Altus have given you knowledge of its creatures. You have proficiency with the Animal Handling. You gain animal friendship as a bonus spell. You use your Charisma for this spell. No components of any kind are required to cast this spell when you do so using this feature. Once cast, you can not cast the spell again using this feature until after you have taken a long rest. Elevated The Elevated seek knowledge in all its forms and believe that only through an increased understanding of the technologies of the past can they achieve the return to their own home. Ability Score Increase. Your Intelligence score increases by 1. Scholar. You have proficiency with two of your choice of the Arcana, History or Investigation skills. Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Wolfkin The Wolfkin, the name given to them by Humans, have had a hard existence since their appearance during the Cataclysm, having spent most of the interceding millenia under the yoke of slavery during the time of the Pailmaran Empire. Those that have escaped to their freedom find little welcome among the other races, save the Haridanites, who use them for little more then front-line fodder. Those that wish to make their own way have settled in the Maw, along with the Ndee and Nuwu, an unspoken agreement of mutual avoidance between them. Misunderstood Monstrosities The Wolfkin are larely characterized as savage, unthinking beasts, but this is not the case. It is true they are they are perhaps the least civilized, but what they lack in intelligence, they make up for with fierce loyalty and strong, nurturing familial ties. They are tall, averaging around seven feet tall. Their ferocity lends itself to muscular builds as well. On average, Wolfkin weigh between 225 and 275 pounds. They are unequaled as trackers, using their enhanced senses of smell and hearing to hunt or escape potential slavers. Wolfkin, of which the males are larger, walk on two legs but typically run on all four. Shadow of Slavery Wolfkin are still used as slaves, predominantly in the rural areas of Palimar, though the slave trade is not nearly as flourishing as it has been in previous generations. To many, this is the only live they have ever known. Those that are free rarely venture outside of their own territories, lest they risk being captured by slavers and sold at market. Some Wolfkin have earned or been given their freedom. These Wolfkin bear a heavy mental scar, often struggling to find a place a world among the other races and even their own freeborn kin, who consider them outsiders and cautionary tales. Wolfkin Traits Ability Score Increase. Your Strength score increases by 2 and either your Dexterity or Wisdom score increases by 1. Age. Wolfkin reach maturity at around five years old and live to be around 40 to 50 years old. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Heightened Senses. You have proficiency with the Perception skill. You add twice your Wisdom modifier to Perception checks made to hear or smell. Powerful Jaws. Your teeth are natural weapons. You deal 1d4 when you hit with them. Once per round when you hit with your bite attack, you can attempt to drag a creature to the ground. The target must be a creature of size Large or smaller and must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is 8 + your Strength bonus + your proficiency bonus. Pack Tactics. You have advantage on opportunity attacks on a target if at least one ally is within 5ft of the creature and isn't incapacitated. Languages: You speak Common and Lupine. It is unlikely that you know how to read and write. Consult with your DM to determine this. Lupine is a language made up of barks, yips, howls and growls.