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Races

There are multiple races throughout the known world, each with unique characteristics. In the modern era humans are by far the most widespread, especially in the far-flung province of Illium. Wood elves and gnomes are native to the region and halflings from the Empire's Heartland can also be spotted in Illium. The other races of magical origin are seldom spotted in Illium. Dwarves still live in their strongholds far across the sea to the west and adventurous sailors will claim to have come across a colony of half-orcs or a hermit tiefling, but they are generally regarded as extinct races of a bygone age. Other humanoids are scattered through folkore, said to still reside in thriving communities beyond the edges of any map.  

Humans

You can read the main article on humankind here.
   

Base Traits

  Age and Size
Humans reach adulthood in their late teens and live less than a century. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall (medium).   Speed
Your base walking speed is 30 feet.   Languages
Most humans can speak, read, and write in the Common Tongue.


The Diversity of Humankind

 

Heartlander Imperials

  The people of the Heartland are the progenitors of the Pearl Empire. The Empire's Heartland is a flat, temperate continent ringed in mountains. Its thriving cities are full of universities, temples and palaces. Heartlanders trace a proud lineage to the heroes who won the Great War and brought on the Dawn of Humankind. Heartlanders are known for being learned, pious and haughty. Typical Heartlanders are medium in stature, with olive skin and dark hair.
  • Ability Scores: +1 to all Ability Scores
  • Heartlanders can speak, read and write in the Old Tongue
  • Begin the game with an inheritance (extra currency or a valuable item)
  • +1 Piety for one of the Dodecca or the One True God
 

Provincial Imperials

  For a thousand years the Empire has been a conduit for all nations, and through generations of trading and intermingling the Imperials of the provinces have become a hardier lot than their Heartland brethren. They tend to be taller and stronger, mixed in their appearance and garb.
  • Ability Scores: +1 to all Ability Scores
  • Gain proficiency in a skill of your choosing, or +1 Piety for one of the Dodecca
  • Gain proficiency in an additional random skill
  • +1 Piety for one of the Dodecca
 

Desert Nomads

  You can read the main article on desert nomads here.   Tribes of desert nomads roam the Arid Waste. They are humans who migrated to the western edges of the Arid Waste some centuries ago, from the the land of Zagra. Travellers are just as likely to come across a marauding warband of mounted archers than they are a trade caravan with goods to sell. Generations of living in the unforgiving desert has made the nomads hardy, strong and agile - though their Imperial neighbours may think of them as savage or simple. They are tall and slender, dark-skinned, with blue or green eyes.  
  • Ability Scores: +1 Dexterity, Constitution and Wisdom
  • Gain proficiency in one of either Survival, Athletics, Animal Handling or Intimidation
  • You can speak your native Zagran (the Desert Tongue), as well as the Common Tongue (consider how it was you came to learn the Common Tongue)
  • Domain: deserts
  • +1 Piety for your choice of one of the Zagran Idols
 

Green Islanders

  You can read the main article on the Green Islanders here.   The Green Islands west of Illium are home to a number of native people, and their culture remains strong despite Imperial expansion. They are a meditative and harmonious folk for the most part, with a prolific understanding of plant lore and blood magic. Green Islanders today are shorter than other ethnicities, often favouring beaded and feathered jewellery and shamanic charms.
  • Ability Scores: +1 Intelligence and Wisdom
  • Gain proficiency in one of either Medicine or Nature
  • You can speak your native Quetzallish (Green Islands language)
  • Domain: jungles, rainforests
  • +1 Piety for the Rainbow Bird

Wood Elves

You can read the main article on the wood elves here.
 

Base Traits

  Ability Scores
+2 Dexterity, +1 Wisdom   Age and Size
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Elves range from under 5 to over 6 feet tall and have slender builds (medium).   Speed
Your base walking speed is 35 feet (fleet of foot).   Language
You can speak, read and write Common and Elvish.   The Gifts of Elfkind
  • Darkvision: Accustomed to twilit forests and the night sky, 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.
  • Keen Senses: You have proficiency in the Perception skill.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance: Elves don't sleep, instead they meditate deeply. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Elf Weapon Training: you have proficiency with sylvanbark weapons
  • foliage
 

Half Elves

You can read the main article on half elves here.  

Base Traits

  Ability Score
+2 Charisma, +1 to two other Ability Scores of your choice   Age and Size
Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall (medium).   Speed
Your base walking speed is 30 feet.   Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice.   Heritage of Humans and Elves
  • Darkvision: thanks to your elf blood, 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.
  • Fey Ancestry: you have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Skill Versatility: you gain proficiency in two skills of your choice.
 

Gnomes

You can read the main article on gnomes here.  

Base Traits

  Ability Scores
+2 Intelligence, +1 Constitution   Age and Size
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Gnomes are between 3 and 4 feet tall and average about 40 pounds (small).   Speed
Your base walking speed is 25 feet.   Languages
You can speak, read, and write Common and Gnomish.   Gnomish Ways
  • 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 colour in darkness, only shades of grey.
  • Gnome Cunning: you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • 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.
Tinkers   You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:  
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
 

Halflings

You can read the main article on halflings here.  

Base Traits

  Ability Scores
+2 Dexterity   Age and Size
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Halflings average about 3 feet tall and weigh about 40 pounds (small).  

Speed

Your base walking speed is 25 feet.   Languages
You can speak, read, and write in both the Common Tongue and one other language of your choice.   Life of a Halfling
  • 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.
  • Nimble: you can move through the space of any creature that is of a size larger than yours.

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