The Endless Legend Race Pack Welcome to the Endless Legend Race Pack designed around the 5th edition of the Dungeon's and Dragon's system. I sought out to create races that were balanced and intriguing enough inspired by the lore of Endless Legend. I hope that I managed to capture the feel of each of the faction's mechanics in DnD with their own unique racial traits and passives. What is Endless Legend? Endless Legend is a turn-based 4X strategy game, in which players take control of a fantasy faction to establish an empire through exploration, conquest, diplomacy and research. The game establishes a lot of lore for players as they advance through the game, and it's my hope that these races can be used in a DND setting that tries to explore Auriga in a new way. Without further ado, lets get right into it. Wild Walkers "It is coming... I am convinced. Now I must convince the others. We have seen the longer winters... we have felt the limits of the sharing. Our planet is changing. We must change with it. We must leave the forests, start again, explore and reach out. We must find new ways. Adapt. Learn. For if not, we will perish. And that will not happen, while I wear the crown." - King Soyala Tocho The Wild Walkers were simple elves living as hunter-gathers in the forests. Their gift was to shape rocks and trees into great buildings; cities rose as green towers in the deep woods. This act, called The Sharing, let an elf experience the wild, untamed energy of their totem animal. Elves who Shared often, however risked having the spirit of the beast burst out like a violent flame and take control during moments of stress. In spite of that, some sought increasingly savage beasts in order to experience Sharings of greater intensity. With individuals embracing the savagery of the animals and vanishing forever into the woods, the nation had to choose between the wild spirits of nature and the civilization of their towers. Troubled but determined, they forswore the Sharing, renamed themselves the Wild Walkers, and set out to build their towers away from their dark past. Only time will tell if the Sharing still has its hold on their souls. Wild Walker Names Wild walkers, once being elves, follow the same naming conventions as elves in traditional DnD settings. The names should flow well, and mean something to the player's character, since typically elves get to choose their own adult-name. Wild Walker Traits Your wild walker character has a variety of natural abilities, the result of the Sharing and years of refinement. Ability Score Increase Your Dexterity score increases by 2. Age Although wild walkers reach physical maturity at about the same age as everyone else, their understanding of "adulthood" goes beyond physical growth to encompass worldly experience. A walker typically claims adulthood at the age of 50 and can live to be 600 years old. Alignment Walkers love freedom, variety, and self expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. However, some walkers continue to undergo "the Sharing" with primal beasts, and can frequently experience quick tempers and primal rage. Size Walkers range from under 5 to over 6 feet tall and have slender builds. Your size is medium. Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see 60 feet of you as if it were bright light, and in darkness as if it were dim light. Shared Heiratage Despite The Sharing being forbidden now, it's effects can still be felt today. Walkers cannot be surprised in combat, as they have heightened senses to tell when prey or predators are near by. You also have proficency in the perception and animal handling skills. Languages Walkers can speak, read, and write common and Wilden. Subrace Not everyone agrees with King Tocho's decision to outlaw the Sharing, or to leave the forests. To that end, there are three "subraces" to the walkers: Tochoan, Forest, and Primal. Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow. Tochoan Tochoan Walkers follow the leadership and teachings of their leader, Soyala Tocho. Soyala believes that in order to survive on Auriga, the Walkers must adapt to the changes of the planet before their race perishes. Ability Score Increase Your Constitution score increases by 1. New Traditions You follow the new traditions created by Tocha, which has granted you new skills. You gain profiency in one tool and skill of your choice.

Forest Forest walkers, although sympathetic to the cause of Tocho, and ackowledging him as their leader, refuse to leave the forests, deciding instead to stay in their ancient homes and find another way to survive, should a new cataclysm come. Ability Score Increase Your wisdom score increases by 1. Old Traditions You have stubbornly resisted change, sticking with the old ways. This persistance has given you the ability to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Improved Shared Heiratage Being close to the forests and the beast that reside in it makes you feel the bond you have with the animals around you, even without undergoing the Sharing. This bestial connection hones your senses further, giving you a bonus to initative equal to half your profiency. Primal Primal walkers refuse to comply with the demands of their "leader." They do not believe that they can survive without taking the Sharing to it's limits, and strive to share with the planet itself in hopes to discern a way to save themselves. Ability Score Increase Your strength score increases by one. The Sharing Once per day, a Primal Walker may partially or completely shift into a creature that they have last "shared" with. Sharing is a ritual that takes two hours to perform, and requires a creature that is alive, and non-hostile at the time of casting. Once shifted, the character gains as many traits of the shared creature, or loses as many traits of their own, as the DM determines appropriate. Shifting into their shared form has a 20% chance to cause the player to enter a chaotic state, attacking all nearby targets for 30 seconds, or until the player is reduced to half of their pre-shifted hitpoints. Wild Wrath Each time a character undergoes the Sharing ritual, it increases the chance they berserk when changing by 5%. This chance is reset upon having gone berserk. Broken Lords "We were different once, we fought, drank, and loved as mortal beings. But our world changed and we faced a stark choice... To alter our bodies, or perish. Yet "survival" is not the same as "life." Now we are prisoners of the armor that binds us, and the dust that sustains us. We must drain dust, drain energy, or die. Where is our honor now, lords of amber plains? And what matters more? To reclaim our honor ... Or to sustain our bodies?" - Lord Reyar Valurelian The Broken Lords are a race of knights and town-builders; an aristocratic society that believes in honor, virtue and justice. To succor the weak, to champion what is just, to root out evil wherever it may lurk - those are the ideals by which these noble warriors would live. And yet, the Broken Lords are a crippled people that exist only as spirits wrapped in their great suits of Dust-enhanced armor. Other nations view them as monsters, for their race was fading when it discovered a deadly secret - that by consuming the life forces of a sentient being they could extend their own life span. This rite of consumption is, obviously, a betrayal of their principles and their history. The greatest hope of the Broken Lords, therefore is develop magic that will break this curse and allow them to live without destroying others. Though the question remains, and haunts their thoughts: Even if they did find a cure, would they want to give up this powerful gift? Their codes and morality insist 'yes', but in their hearts it is much less clear... Broken Lord Names The Broken Lords, once being regal humanoids, have grand names of European style. Some notable Lords include "Duke Leofric Whitechapel," "Duke Unwin Weybridge," and "Lord Peyton Quinn." Broken Lord Traits Due to their Curse, the Broken Lords have been able to live well past what their typical lifespan would have been. Your character could have used their extra time on Auriga to accomplish a variety of tasks Ability Score Increase Your dexterity is decreased by two, but your constitution and one other score increase by two. Age Before their curse, Broken Lords were able to live until 100, and reached adulthood at the age of 20. Now, they do not die unless they are particularly carless with their "feeding."

Alignment The broken lords were once bound by honor and chivalry, preferring lawful-good alignments. However, as they have aged with their curse many Broken are now varried in their alignment, though many do still gravitate towards lawful. Size Broken range from under 5 to over 6 feet tall and have bulky builds. Your size is medium. Broken Curse The Broken have managed to sustain themselves for so long by feeding on the life force of other living creatures. This, however, has caused them to become husks of their former selves, trapped in their armor. Broken Lords are immune to poison, sleep, and disease effects. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions or from taking a long rest. A long rest is still required to restore hitdie and points of exhaustion, but they may perform light activity for the entire period. Essence Drain Broken lords have the ability to drain the essence from other living creatures. Whenever a target that you have assisted in defeating is killed, you regain 10% of their total hitpoints as health. These hitpoints may not exceed your hit point maximum, and this effect may not occur if the player is unconscious. Dust Drain During a short rest, you may consume 50 dust (gold pieces) to regain 2d4+2 hitpoints. This may be done a number of times equal to your hit dice per day. A Broken Lord is also able to drain Dust out of the very air around them when they take a long rest, restoring 2d4+2 hit points for each hit die you have at no cost. Languages Broken Lords can speak, read, and write Common and one language that you presumably studied in your time alive. Clunky Armor Broken Lords must wear Medium or Heavy armor at all times, and it must be specially made for them. Broken lord armor costs twice as much dust (gold) as normal armor, due to the process that they must go through to create it. It takes the period of a long rest to swap armor. Weapon Training You have profiency with Longswords, shortswords, spears, pikes, and lances. Armor Training You have profiency with Heavy and Medium armors. Riding Training You have riding profiency with Horses, and other medium beasts. The Vaulters "Our legend spoke of a great journey beneath the stars. Safe in our halls and mines, we ignored those old tales. But then the great quake cracked our anicent halls open, releasing ancient secrets and relics. These unknown relics carried our patterns, our images. Hints of a hidden past. We took them and fled the destruction, seeking a new life on the surface. Now the legends and relics of our past show the way to our future. The journey will be dangerous, sometimes deadly, but we go forth without fear or ignorance, for "Courage" and Knowledge" are the bywords of the Vaulters." - Zolya Ilona

This is a time of change for the Vaulters. For countless generations they lived as loosely-federated, matriarchial clans in the vast underground labyrinths that riddle Auriga. Their skills in mining and crafting made them comfortable, and their study of ancient artifacts slowly unlocked the secrets of their world's past. Though their origins were lost in legends and myth, they had found peace and prosperity in the deep places of the planet. Suddenly, now, the Vaulters have been forced to abandon those ancient halls. The Great Quake broke walls and ruined roads and bridges; as their towns crumbled around them they fled to the surface. Some turn for answers to the priests in the Church of the Great Orrery, others look to their leader, Zolya Ilona, First of the Bloodline. For a people deeply bound by tradition and unused to change, the surface of Auriga is a frightening place. Torn between the secrets of the planet, their own traditions, and their need to survive, the Vaulters may struggle. But they will not fade, or surrender. Vaulter Names The Vaulters have many different clans and families that resided in their ancient halls, giving them a large amount of variety in naming conventions, typically favoring names similar to their current or past leaders, including Zolya Ilona, Petrov Judit, and Toth Istvanka Vaulter Traits The frozen halls and heated crust of Auriga has provided Vaulters with a supreme ability to tolerate the environment of the harsh planet. Additionally, their introspective curiosity has given them a talent for all things intellectual Ability Score Increase Your constitution score is increased by one. Age Vaulters are only considered to be adults after undergoing a religious ceremony with the Great Orrery Church, which involves infusing the adolescent with naturally magical metals. Vaulters who undergo the ritual can expect to live upwards of 150 years, often dying in battle in their decreipt halls. Careful and capable Vaulters have been known to live well past that. Alignment Most vaulters are lawful, attributed to their clan-first mentality. Past that, there is no heavy inclination towards good or evil. Size Vaulters have a lot of variance in their height from clan to clan, ranging from low five feets to high six feets, with builds similarly varried. Your size is medium. Natural Resistance The Vaulters have resistance to cold and fire damage, due to their experience in these temperatures and partially from their infusion with metals. Vaulters also have no trouble finding their way around in caves or dungeons, giving them proficeincy in survival. Darkvision Accustomed to the dark vaults and mines,you have superior vision in dark and dim conditions. You can see 60 feet of you as if it were bright light, and in darkness as if it were dim light. Sunlight Sensitivity The vaulters have spent a very, very, long time in the depths of Auriga, only recently coming to the surface as a race. Due to this fact, they have as of yet been able to adjust to the bright light the sun provides. While in sunlight, the Vaulter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Languages Vaulters can speak, read, and write Common and can read and write the language that is frequent in their ancient halls, referred to as "Vault Script." Metallic Infusion Different Vaulters are infused with different metals common to Auriga, and which metal they are infused with determines what of them becomes augmented. Glassteel Infusion Glassteel is a light, flexible metal, capable of being fashioned into many different things. Individuals who become infused with glassteel gain abilities that make them faster and wittier. Ability Score Increase Your dexterity or charisma is increased by two, the one you did not pick is increased by one. Quick Blooded Your base walking speed is 35, and you gain a bonus to initative equal to half your profiency. Quick Wit You gain profiency in one Charisma based skill of your choice Adamantian Infusion Adamantian is a strong, sturdy metal, typically used in projects where structural failure is not an option. Individuals who become infused with Adamantian gain abilities that make them strong and stout. Ability Score Increase Your strength and constitution increase by one. Adamantian Reflexes As a reaction, when an ally within five feet takes damage, you may halve it and take it instead. Other effects may then be applied after damage reduction. Adamantian Strength Once per long rest, you may invoke incredible strength, allowing you to double all bonuses from your strength score for 30 seconds. Afterwards, the body is wrecked with internal damages and fatigue, granting one point of exhaustion. There are tales of individuals who dared to invoke their strength twice in a day, and although it did work for a time, it has always been followed by death. Hyperium Infusion Hyperium is a strange metal, it's properities still not completely known, yet it is no mystery that individuals who have been infused with Hyperium gain abilities that make them more intelligent, and in tune with the fabric of Auriga. Ability Score Increase Your intelligence or wisdom is increased by two, the one you did not pick is increased by one. Hyperium Wisdom Being in tune with the fabric of reality has it's benefits, namely, that those infused with Hyperium have the ability to judge an outcome of a course of events by the atmosphere around them. If they take five minutes to consult their surroundings, then the GM may tell them whether the outcome of an action will be "Good," "Bad," "Mixed," or "Neutral." Using this more than once a long rest will provide a point of exhaustion. Hyperium Potential An individual infused with Hyperium may tap into the magical potential within it, restoring one of their largest spell slots once per long rest.

Necrophages "The colony was everything. They were born as one, they fought as one, and they died as one. Driven by their hunger. But I hungered for something more. I stole the sentience of ancient power and saw a greater purpose. For we the first, Auriga is our planet, and I will turn our hunger against those tresspassers who would take it from us. One day, we will reign supreme on Auriga, and we will gaze up at the stars... Still hungry..." - The One Who Hungers The Necrophages are a scuttling monstrosity polluting the surface of Auriga; an insectoid menace that should be crushed under one's heel like the mutated cockroaches that they are. Or so the Vaulters, the Wild Walkers, the Broken Lords and every other race and nation on the planet would have one believe. Naturally, the Necrophages themselves don't share this view - in fact, they hold very few views other than fight, feed and propagate. The Necrophages have found a niche in the environment that suits them very well: They will win by numbers; by elevating the colony over the individual; by constant war-fare. Something between a hive insect and an undead horde, they reproduce by laying eggs in the bodies of fallen enemies. Occasionally the offspring even inherits elements of the host's DNA accelerating their process of change and adaptation. Emotionless, relentless, and driven by their biology, the Necrophages do not waste time with diplomacy and commerce. Necrophage Names Due to their animalistic, primal, and aggressive nature, the Necrophages do not traditionally have names. Occasionally, there are necrophages who gain complete sentience from the Hive as a result of ingesting particularly potent dust, and it's in these cases that a Necrophage might take up a name upon talking with others. In these rare cases, they might take a name that describes an action they have taken in the past, such as "Queenslayer" or a name that describes their traits, "Feeds On Bones." Necrophage Traits The necrophages are hungering, primal creatures, giving them abilities to match. Ability Score Increase Your intelligence and constitution are reduced by one. Your bonuses are dependent on your subrace. Age No one knows how long a Necrophage can actually live. They mature over a time of three months, and are immediately put into the labor or warforce, typically not living very long lives. The oldest known Necrophage was an adventurer who died at the age of twenty two. Alignment Necrophages do not care for the lives of others or their own lives, but they do care for a notion of the "Hive," for whatever context that may mean to one who has acheived sentience is up for debate. Typically, they tend towards Lawful-Evil. Insatiable Hunger A Necrophage must feed on a fresh humanoid corpse at least once every twenty four hours. Failure to do so will result in a point of exhaustion. Restoratitive Thirst Necrophages delight in the blood of their enemies, and may take an action to "drink" from a nearby fresh humanoid corpse, restoring 2d4 hitpoints. This may only be done as many times as the Necrophage has hitdice per day. Adaptive Chitin The Necrophage have developed to a variety of purposes. To that end, you may choose two forms of Chitin for your character, described below. Rigid Taking the dodge action not only provides disadvantage to any attacker targetting you, but also reduces any damage you take during the dodge by half your player level rounded up. Flexible Your chitin is flexible, giving you advantage on all dexterity based checks and saving throws. Further, once perday when an attack is made against you, but before the damage is rolled, you may have your opponent re-roll the attack and take the lower number. Languages Necrophages who are "unenlightened" speak telepathically, while occasionally making guttoral noises (primarily for the affect of those outside the hive). Those who have gained sentience speak common, and are inable to learn other languages due to the restrictive nature of their biology. Subrace Necrophages come in a variety of different morphologies. This fact grants you the ability to choose a subrace from below. Forager Humanoid Monstrosity

Ardent Mages "They are weak, they are soft, they writhe in supposed discomfort at minor penaces that the faithful would not even notice. Their sloth would be their undoing. Without the pain, they cannot touch the power. Use your eyes! Or I will remove them in atonement. See that Auriga herself writhes in anguish -- as we all should. Join me in contrition and fortification such as Auriga has never seen. Together, we will embrace the agony, and make it our servant." - Queen of Pain, Zor Abaz The Ardent Mages are a people who were born in struggle and pain, and these conditions dominate their day to day lives. The primary power of these sorcerers comes from their anger. Having survived a long history of slaughter and starvation, the powers that the Ardent Mages discovered -- and that permitted them to survive -- were those based on Dust magic, agony, and rage. Though they control great powers, they pay a great price to do so. To manipulate the powers of Dust, an Ardent Mage must dissociate their mind from their body. For this they have developed elaborate pain rituals, for the more they are able to withstand the agony and ignore their physical discomfort, the deeper their relationship with Dust becomes. Pain has become a fundamental element of their society, to the point where children are taught from a young age to withstand it. Stoicism is therefore as important as intelligence, and indifference to physical discomfort is the way in which an individual's worth is measured - be they an Ardent Mage or a stranger. After falling out with the rest of the Inner Circle in dark circumstances, Zor Abaz has annexed her clan from the greater Ardent Mage nation and struck out for new territory. The suffering must be great, even magnificent, if she is to prepare the Ardent Mages for the endtimes. Ardent Mage Names Ardent Mages have lived predominantly within harsh deserts, where the heat bakes you in the day, and the chill may freeze you at night. Their names are similarly harsh. Some notable figures in their society include Argbadh Bose Falhala, High Inquisitor Asalah Arca, Nahla Al-Jazar, Sunseeker Zakiya Eli, Wadeha Hakan, and Zarcha Attinul. Ardent Mage Traits Ardent Mages have harnessed their pain in order to tap into the very fabric of Auriga, providing them increased magical potential and constitution Ability Score Increase Your Constitution, Intelligence, and Charisma all increase by 1. You may choose one to recieve an additional +1. Age The most powerful ardent mages have been alive for more than a century, more often killed from political intrigue or battle than from old age. Yet for the majority, life in their domain is difficult, making maturity a young thirteen years old, and many die, or lose their sanity, before the age of fifty. Alignment Ardents, for the most part, believe in their Heirarchy, as a nigh but Moralistic-Slavery, providing most with a lawful tendency. While they don't view their own practices as evil, other races may do so. Size Ardents range from under 5 to over 6 feet tall and have slender builds. Your size is medium. The Pain When you target an enemy with an attack or ability, you may push the limits of your mind in order to gain advantage or provide disadvantage to your target. You can also use The Pain after the outcome of an attack to inflict critical damage on a hit. However, each time you use The Pain you must roll your hit die in damage. If you are reduced to 0 hitpoints from this effect, you may not cast any spells until you complete a long rest. In Touch with the Dust You have the ability to see latent energy, allowing you to cast "Detect Magic" as a cantrip at any time. Unleash the Mind When you've been reduced to 0 hitpoints, your spirit leaves your body. You become invisible except to those who can sense undead, have truesight, or other reasonable exceptions. After making your death saving throw, you may make your turn as normal with your spirit body. If your spirit body takes damage, such as from an area of effect ability, you must make an additional death saving throw. If your character is killed, your spirit form disipates. Languages Ardents can speak, read, and write common and Ardent.

Roving Clans "Some hope to control their destiny by building. Others through science or by conquest. Do they not see that only dust can give them what they want? For it is money and power and magic, all intertwined in a single, miraculous substance. It is the essence that binds our civilizations together... Perhaps as we let them believe, it is our weakness. But I have seen it's wonders. It is not our weakness, but rather, how we will rule them all." - Master Molik Al-Zeban Traders, explorers, and adventurers, the Roving Clans are nomadic and mercantile. Traversing Auriga on their great beasts of burden, the Clans bring commerce and hard-headed negotiation to the far corners of the world. Plying roads and sea lanes with skill and courage, they are ever on the lookout for new resources, new products, new markets, and new customers. Wherever the Clans pass, markets spring up, commerce blossoms, and the strange and wondrous goods from the many strange and wondrous peoples of Auriga are traded. The Roving Clans are so entwined in the business dealings of Auriga, that a tiny piece of every transaction somehow makes it into their coffers. While their preference is for peace and trade, the Roving Clans should not be underestimated in war. With rapid, mounted units giving them an advantage in speed, they make difficult targets and frustrating enemies. Even their great cities can move, perched on the backs of giant Setseke scarabs -- an exploit unmatched by another nation. Patient, clever, and wily, the Roving Clans bring sophistication -- and manipulation -- to the peoples of Auriga. Roving Clan Names Similar to the Ardents, the Clans have managed to survive within a harsh landscape, and have created similarly harsh names. Some notable individuals are Bazi Safar Bahas, Bela "The Bat" Syrav, Illegra Mordicant, Master Neqra Zeban, Siryi Alastra and Jasah Murdap. Roving Clan Traits The Roving Clans have earned their name for good reason, and their kin are well adapted to life on the caravan. Ability Score Increase Choose either Constitution and Dexterity, or Wisdom and Charisma. For whichever you choose, gain +2. Age The roving clans have managed to carve out relative peace and stability upon their routes. However, that is not to say that the desert is a calm place by any means. Those who grow up in their supply trains or cities reach maturity at the age of 16, and while they can live to upwards of a century, many die before the age of thirty to accidents, or "accidents." Alignment Rovish people value their freedom immensely, typically leaning towards true-neutral alignments, only choosing to do what benefits them personally, or their friends. Size Clansmen range from under 5 to over 6 feet tall and have slender builds. Your size is medium. Life on the Road You've grown up in the Caravans, giving you a well of stamina that was on occasion needed to outrun the sands, brigands, or wildlife. This has given you profiency with animal handling. You may also use your bonus action to dash, and may use your bonus action to cause your mount to dash, if you're using one. Rovish Background Your life has been full of experiences, providing you the "Rovish" background in addition to your standard choice. The Rovish background provides an additional 100g, proficiency in one tool of your choice (but not posession of it), and an additional language of your choice. Silvertongue You have advantage on Charisma checks to barter, buy, or sell items. Languages Roving Clansmen can speak Common and Rovish, plus one additional language from their "Rovish Background."

Drakken "We have always been here. The whispering galleries have always held the memories of our people. Then, they came, and they lifted us up, but they fought, and they fell. Our world was swept by catyclysm, and we were left alone. Still, we perservere, protect, and maintain as we always have. We may lack their sight and courage. But we can still read the omens. Another cataclysm, and it is we, the Drakken, who must save the world of Auriga." - First Elder Namaduvpassar An ancient and venerable race, the scholars of the Drakken prize lore, history, and wisdom above all things. Few in number but exceedingly powerful, they do not seek war but rather relationships, information, and knowledge. Faction histories, artifacts, and ruins are highly prized by the Drakken while wealth, military power, and advanced technology are viewed as insignificant. Militarily they have limited numbers, and bring to battle very few but very powerful units. The gradual onset of longer winters has not escaped the notice of this race who are more attuned to Auriga's rhythms than all the rest. Already they have struck out across the vast planet forging ties with all who share Auriga's lands. They understand well that even if the cataclysm comes again, their first duty is to preserve what the Endless left behind, so that one day, maybe in a hundred years, maybe in a hundred thousand, their great teachers' creations will still endure. Drakken Names Drakken took on the naming customs of their creators, those that brought them from mere animals to sentient beings. Though their creators have long since past, they still revere them with their names. Notable Drakken include Nachampassesa, Jiraduveja, Lakaspassar, Masargaka, Namkang, Jayawardene, and Semsanitnwona. Drakken Traits Ancient and venerable, a fully grown Drakken excels in almost every aspect of life. Yet their low birthrate and slow maturation limits their potential. As a player character, you will be a relatively new hatchling Ability Score Increase Your constitution score increases by one. Age The Drakken can live upwards of two thousand years, and often do so due to their pacificistic nature. After the Drakken hatch, auspiceies dictate their way of life, and the Hatchling is not considered mature until they have read the whispering halls dictated to them, however long it takes. Typically, that process alone takes twenty years. Alignment Drakken are Lawful Good, nearly by their very nature, the only thing that historically drags them away from this alignment are disagreements with what "Lawful" should mean, or if they were particularly scorned by the Twelve. Size Drakken can grow to be massive goliaths, intimidating to the most dreadful of Auriga's creatures. A young hatchling, however, ranges anywhere from five to seven feet, depending on how quickly they finish their reading. As a player, your size should be medium. Breath Weapon You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15ft cone must make a dexterity saving throw, with a DC equal to 8 + your constitution modifier + your proficency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increass to 3d6 at 6th level, 4d6 at 11th and 5d6 at 16th level. Subrace The Drakken have a "subrace" determined by their early auspicies, and will have fufilled their readings by the time of the campaign. Language The Drakken know Common and Drakkish. Researcher The Researchers are those that have been tasked with discovering new information to add to the great Whispering Halls. They travel the world from a young age, and do not return for extremely long periods of time. Ability Score Increase Your wisdom score increases by two. Inquisitive Nature Your time researching all things new to you gives you the choice of three skill or tool proficiencies. The Whispering Halls The whispering halls has imbued you with the ability to undertsand many languages. You may cast Comprehend Languages once per long rest, without material components. Loremaster The Loremasters are those that have been tasked to keep the Great Whispering halls as well as discovered artefacts, and uncovered ruins of the Ancients. Ability Score Increase Your Intelligence score increases by two. Ancient Discovery During your time as a Loremaster, you have personally discovered an ancient artifact. You have thus far been unable to discern it's purpose, aside from the fact that it contains magical potential. Adept Caretaker Your years spent maintaining the Whispering Halls and other artifacts has given you a great potential for creation. You gain proficiency in two tool sets of your choice. Instead of being able to place 5g of resources per day towards item creation, you may place up to 20g. You may still be assisted by other companions.

Warmaster Though few in number, the Warmasters are just as essential as the other keepers in Drakken society. They are responsible for training young hatchlings in basic combat, as well as leading groups into war, when necessity commands it. Ability Score Increase Your constitution score increases by one, your strength score increases by two. Master of Arms You gain proficiency in all weapons and armors, and suffer no penalty from lacking an ability score to use them. Combat Maneuvers You may learn one combat Maneuver as described in the Fighter section of the DND 5E PHB. You also gain two superiority dice, which are d6s. Your save DC for any maneuver that uses this die is 8 + Proficiency + Strength Modifier. If you are already a fighter, you may choose an additional combat maneuver, and gain the two additional dice. The Cultists "The endless broke us when they brought themselves, now we are few, and many that remain are of no use. Yet our purpose still drives us, even death cannot be allowed to stop us. We must find new converts, new servants, who will help us fulfill the great oaths we took so long ago. They will not only be our hands and our eyes, they will be the sword and the shield of our armies that bring the Eternal End. First upon Auriga, then across the Universe." - The Queen The Cultists of the Eternal End are led by The Queen and the Unspoken and will go to all ends to ensure that its will is carried out through the conversion of lesser groups. This mysterious cult is led by two creations that are the remnants of the Endless: The Queen, imprisoned within her indestructible throne in the capital city, and the Unspoken, a wandering - and perhaps insane - being of enormous power. Left alone on the planet for millennia, they have turned against their creators and sworn to destroy every trace of their existence. The Cult maintains a single city where the Queen is entombed in her indestructible throne. Its power, therefore, is projected across Auriga through proselytization and conversion, when the faithful followers and heroes of the Cult convince other, lesser peoples to join their cause. The Cultists then recruit, train, and arm these converts from the tribes and vagrants that live scattered across the surface of Auriga. Regardless of where they are or to whom they have previously sworn allegiance, when a tribe turns to the Cult it does so until its death. Monolithic, fanatic, and ever-expanding, the Cult of the Eternal End will spare no effort, cost, or sacrifice to see that its will is done. True-Cultists, rather than those lesser races who have joined the fold, are sentient automatons. Many have been driven "mad" by the Queen's Whispering. Some have managed to withstand those whispers, often because they left the Capital to prosteylize soon after awakening. Cultist Names Cultists typically have a single name, followed by a title. Some notable Cultists include Andom the Seer, Edra the Listener, Exid the Chosen, and Urol the Speaker. The Cultist Traits Being Automatons, True-Cultists have a number of traits that are suited to non-organic life. Ability Score Increase Your Charisma and one other ability score of your choice increases by 1. Additionally, two ability scores of your choice increase by one, or one ability score increases by two. Age The age of their metallic husks are unknown, as the True-Cultists have been present on Auriga since the Endless arrived. However, deactivated and only recently having woken up with few (if any) memories of the past, their age is counted by days since their awakening. Alignment Cultists tend towards the alignment of Lawful-Evil, having no regard for the life of others, yet strictly adhering to the will of the Queen and the ultimate goal of bringing an End to the Endless. Size Automatons can have varied sizes and shapes, yet for a player character, you should choose a medium character, ranging from five to seven feet. Automaton You require no food or sleep. Abilities or effects that would give you points of exhaustion still apply, and you must take a "Long Rest" to maintain yourself. A long rest for an Automaton consists of 8 consecutive hours of light activity. Any spell, ability, or effect that would put you to sleep does not work. Prosteylize You may try to exert the Queen's influence on a lesser race as a standard action. The target must pass a Charisma save with DC of 8 + Your Proficency + Your Charisma Modifier. If it fails this check, it is charmed by you. It cannot attack or target you with harmful abilities, you gain advantage on any ability check you use to interact with the creature, and you can make an additional check to issue it a verbal command, no longer than five words, and cannot harm themselves. The creature becomes uncharmed if it takes damage. Once the effect ends, it has advantage on the next time you use this ability. If it passes this check, it becomes immune to this effect. Languages Cultists know Common and Endless.