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Species & Subspecies

NOTICE: If creating a D&D 5th Edition character, please follow the following instructions:

  1. Add a +2 to one of your attributes, not to exceed 20.
2. Add a +1 to another of your attributes, not to exceed 20.
3. Choose whether your size is Small or Medium, as reasonable.
4. Choose up to one Minor, one Moderate, and one Major Ability. You may downgrade any of these abilities for twice as many of the category below, but you may not choose the same ability more than once. You may not combine these abilities to choose additional abilities from higher brackets.
5. Choose one Trade Language, then choose any combination of additional language, tool, gaming set, or instrument proficiencies equal to your Intelligence attribute - 9. These additional languages may include other Trade Languages.
6. Your default movement speed is 30.   LEVELING UP:
When rolling for additional hit points you can take either the number rolled or the average of your hit die (rounded up). For example, if you have a 1d8 hit die and roll a 3, you can choose to keep that roll or to replace it with a 5 (4.5 rounded up).   ON RESURRECTION:
Upon death and while not in Aurides, Storegga, or their adjacent seas, you can choose to make a 1d20 roll, adding your Constitution modifier to the result. On a result of 20 or higher you return to 1 hit point, and gain the Undead type, the Undead moderate ability, and the Undead Fortitude major ability. If you choose to make this roll and roll below a 20, your spirit is separated from your corpse and you can only be returned to life with a Wish spell.   Feel free to explain or flavor your abilities as you like, within reason. Their origin may be based on your species, your upbringing, or other criteria.   Minor Abilities
These abilities are mostly sourced from D&D 5th Edition SRD content.   Brave. You have advantage on saving throws against being frightened.   Cantrip. You know one cantrip of your choice. Choose Intelligence, Wisdom, or Charisma as its spellcasting ability.   Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.   Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 ft. 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.   Damage Resistance. You have resistance to a specific type of damage, chosen when you take this ability. You can't choose Bludgeoning, Piercing, or Slashing damage for this ability.   Extra Language. You can speak, read, and write one extra language of your choice.   Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.   Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.   Light Armor Training. You have proficiency with light armor.   Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.   Mental Acuity. You have advantage on saving throws against being charmed and magic can't put you to sleep.   Natural Weapon. You are proficient with your unarmed strikes, which deal 1d4 Bludgeoning, Piercing, or Slashing damage (chosen when you take this ability) on a hit.   Nimble. You can move through the space of any creature that is of a size larger than yours.   Nimble Climber. You have a climbing speed equal to your walking speed.   Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.   Shield Training. You have proficiency with shields.   Skilled. You have proficiency in an additional skill of your choice.   Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.   Stone Lore. 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.   Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. 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 as another would from 8 hours of sleep.   Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.   Vocational Training. You have proficiency in an additional tool of your choice.   Weapons Training. You have proficiency with a martial weapon of your choice.
Moderate Abilities
These abilities are mostly sourced from D&D 5th Edition SRD content.   Breath Weapon. You can use your action to exhale destructive energy. This produces a 15 ft. cone/30 ft. line (chosen when you gain this ability) dealing X (damage type chosen when you gain this ability) damage.   When you use your breath weapon, each creature in the area of exhalation must make a(n) X (attribute chosen when you gain this ability) saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.   After you use your breath weapon, you can't use it again until you complete a short or long rest.   Extra Movement. Your base walking speed increases by 10 feet.   Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.   Innate Magic. You know one cantrip of your choice. When you reach 3rd level, you can cast a 1st level spell, chosen when you take this ability, once per day. When you reach 5th level, you can cast a 2nd level spell, chosen when you take this ability, once per day. Choose Intelligence, Wisdom, or Charisma as the spellcasting ability for these spells.   Living Construct. Even though you were constructed, you are an animate creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.   Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.   Medium Armor Training. You have proficiency with light and medium armor.   Natural Armor. When you aren't wearing armor, your AC is 12 + your Constitution 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.   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.   Polymath. Whenever you make an ability check with a tool, roll a d4 and add the number rolled to the check's total.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.   Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Undead. Even though you are dead, you are an animate creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.   Weapon Familiarity. You consider a martial weapon of your choice as a simple weapon for the purposes of proficiency.
Major Abilities
These abilities are mostly sourced from D&D 5th Edition SRD content.   Antediluvian Echo: Builder. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.   Antediluvian Echo: Strategist. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.   Antediluvian Echo: Watcher. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.   Feat. You gain one feat of your choice.   Heavy Armor Training. You have proficiency with light, medium, and heavy armor.   Magic Resistance. You have advantage on saving throws against spells and other magical effects.   Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.   You stay in the new form until you use an action to revert to your true form or until you die.   Undead Fortitude. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.   Wings. You have a flying speed equal to your base walking speed. You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.   You cannot fly if you are wearing armor you are not proficient in, armor not tailored to accommodate your wings, or a backpack not specially tailored to your wings.   If you choose to be unable to hover, returning to the ground at the end of your turn unless you move at least half your fly speed during your turn, you may also choose an additional Minor Ability.
These abilities are mostly sourced from D&D 5th Edition SRD content.   Damage Vulnerability. You have vulnerability to a specific type of damage, chosen when you take this ability. You may also choose an additional Moderate Ability, or two additional Minor Abilities. You can only take this ability once.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. You may also choose an additional Minor Ability.
Trade Languages:
Allantium. The language of the north, surrounding the Auridean and Kirvean seas.   Caldis. The language of the south and east, surrounding the Red Sargasso. Also known as Limbakosa Luminat.   Chieronomy. A semi-standardized, semi-improvisational international language of hand or foot gestures, body language, and partial vocalizations.   Kala. The language of the south and west, surrounding Cadota and Kireina.   Limbakosa Luminat. The language of the south and east, surrounding the Red Sargasso. Also known as Caldis.  
Additional Languages:
Ahapaldi. The holy language of Osterode, revealed to St. Oster in a waking dream. It is mostly used in worship and spycraft. There are traces of the language found in texts of the early days of Aldeone.   Aldera. From lingua aldera. The living language of Aldeone, in use since there was an Aldish identity.   Asteriot. Spoken almost exclusively in the hollow mountains of the northernmost world.   Atalantium. The language of the inland Sunlit Chantry and the lands within their dominion.   Azasi. If you wish to engage in the dangerous politics of Masque, you ought to be fluent in Azasi.   Banka. A Dream-language related to Ogonjazik, and impossible to vocalize without submerging your head in water.   Chantais. Sexy vampire French.   Chelmska. This language of sailors has never been widespread. It is used locally on the Coast of Kirves, are rarely beyond it.   Cymraeg. Once spoken in the city of Lethen, which now crumbles, half-submerged in the sea. The descendants of the Bannog survivors of the cataclysm that destroyed their city are its most common speakers, as are those who seek the lost arcane knowledge buried in rare Lethic texts.   Elyneca. Before the unification of the giant clans of Mycia into a single empire, the clans all spoke their own variants of this language. A more complete codex was recorded at some point in the history of the Mycean Empire, but where it vanished to is anyone's guess.   Etelakalotten. A near-extinct language once spoken by the Tynou.   Fjala. This language is spoken without pauses. It can be understood by those lacking gills, but never spoken.   Gansu. The language spoken by orcs before the adoption of modern Kala. It is mostly used during traditional events and holidays.   Gwaelu. Similar to Cymraeg, Gwaelu is the majority language of Ystrad Gwael, and young Bannog learn it before their ancestral tongue. It is direct and practical, lacking much of the nuance, poetry, and esoteric dictionary of Cymraeg.   Halet. A religious language spoken almost exclusively by Tynou spiritualists. It is rich in oral history.   Jelan. A language spoken in Galanay, on the Red Continent,   Kaldys. Older than Caldis and younger than Murkalten, and mostly found in old navigation charts.   Kathrevousa. The language of the proud, imperial giants of the Mycean Empire. The spines of their golems are etched in this language, and it is used almost solely in their nebulous society.   Kawa. Not to be mistaken for Kala, a language of the neighboring orcs, Kawa is the native tongue of the Karta. It is the third most spoken language in Bramat, following Allantium and Kala.   Keel. The language of Fanden, and the language of modern owlery.   Koine Mycean. Soter was once little more than a trade cleruchy of Mycia, but now remains the last true bastion of giant civilization. Koine Mycean, the only surviving variant of the giant languages of the past, is the national language, and Soterite instructors are commonly exuberant at the prospect of teaching it to foreigners.   Kuiske. A language of unknown origin, according to the Tynou. It has hundreds of words for the many nuances of necromancy, yet lacks a satisfying way to say "Hello."   Ljuskavac. The majority language spoken within Vodozémenova's borders.   Mantrika. Found primarily in the jungle-cities of Sorvash, and very elaborate in the discussion of snakes and biology.   Matteray. Some have claimed this is the language spoken by wode tyrants, but who spends enough time around them to know whether that's true?   Medeweten. Technically the language adopted by the Hanseatic Internationale. Some guildfolk of Meersleuven still try to push it, but most people just speak a more common trade language. Sometimes called East Vanetmeer.   Murkalten. The extinct language of the near-extinct First Elves.   Ogonjazik. The language of dragons, except dragons usually don't exist. Learning and forgetting this language is a step toward earning your wings.   Pilluaritsi. Spoken by the soil-blessed people of southern Kireina. It is rarely heard in other lands, but is understood by most basidigari spores.   Sabik. Spoken along the northeastern shores of the Red Continent, and in Masque.   Svystka. The song-language of landbound lamia, suited well to paeans.   Svystkyy. The song-language of waterbound rusalka, suited well to ardor and profanity.   Tagagat. Rarely spoken anymore, this language can still be found on the roadside and alleyway shrines around Aldia.   Tarut. Refugees from Galanay once fled across the Sargasso Sea. They settled Makera, where this language is spoken. It has only become less static recently, as new loanwords and syntactic concepts are introduced by foreigner merchants.   Tlatolli. The language of Caltia, the estranged member of the Sunlit Kingdoms. Defined as a 'solar language, whatever that means.   The Aubade. Spoken primarily in Albwitu's elven legions, and considered by them as a true successor to Murkalten.   Thysium. The first recorded language, granted by Thysa to her followers in the Arbor.   Vanetmeer. Vanetmeer was once a language spoken throughout Aldia and northern Cadota, but now lingers only in the memories of native Sabrosans. Sometimes called West Medeweten.


The bull-headed people of the sunbleached Auridean deserts. They live deep within hollow mountain sanctums to withstand the sun's wrath. The technology they employ is based heavily on their understanding of arcane principles, and a great deal of it is dedicated to maintaining the vegetative ecosystems that support their sanctums. Most sanctums have unique names for their species; the more common name for the species as a whole comes from the writings of St. Agrippa, the Chantry explorer and missionary who made first contact.  


Born resembling humans or reborn resembling their original species, Aslatians are unique and horrifying. Their bloody rituals allow them great strength at the expense of those weaker than them.  


Even among the Aslatians, encouraged or forced to do horrible things for survival, there are normal people. They are the put-upon denizens of the Undercroft, a series of caverns filled with agrarian slums and crime, and they are endlessly subject to the cruel games of the Upper City.  


Where other cities worry about dream predators, Aslait manufactures them. The traditionalists of Aslait's Upper City are the Dreamers, ritualistic dream-murderers who consume the spirits of their victims in order to grow their own esoteric might.  


And then there are those who forgo subtleties of any kind and resort to outright cannibalism, devouring the strength right from their victim's steaming corpse. They gain power, but at a horrible cost.  


Sometimes referred to as demons, the Bannog are the horned survivors of the crashed city Lethen. They have settled along the Red Sargasso's coasts, but Ystrad Gwael remains their only extant seat of power. They have retained the caste structure that was present on the floating city.  


More bestial and varied than the Ysgolhaig are the Gweithiwr, the laborer caste of the Bannog, often having been engineered for specific duties. These muddled bloodlines have introduced more varied horn shapes, odd and striking skin tones, and often tails. They are tall by human standards.  


The imperious scholars and mages of once-renowned Lethen have clawed out their niche in the modern world. Governing Ystrad Gwael through might and the enduring Bannog caste system, their lives are full of opulence and discovery. Lacking many of the more bestial features or variability of the Gweithiwr, they are tall and broad, commonly standing more than head taller than their Gwaelu subjects.  

Basidigari Spores

Fungal people who germinate for a specific role. Many of them are sent abroad in service to the basidigar colonies of Redunon.  


The information gatherers and diplomats of Redunon, paramorphs are the most human of the basidigari spores, having actual faces. Meat-based paramorphs definitely do not exist.  


The warriors and laborers of Redunon, rhizomorphs are less commonly seen away from their own shores. They are germinated when the colonies require construction work done to welcome meat- or metal-based guests. They are bizarrely shaped, grown for their function rather than to soothe the foreign nerves.  

Dragon Aspirants

Transcending species, dragon aspirants are those who travel to the farthest north to learn from the King of the Holy Mountain. They are ascetics, cutting away everything of themselves except the burning obsession that first drove them to Agrippa's Spine. Lacking food and water, exposed to the intense radiation of the bizarre sun above, the weak die and the truly dedicated shed their past to be reborn as dragons.   They are more subtle and dangerous now than in the past, before airships usurped their place as masters of the sky, operating in coin and power to achieve their ambitions rather than raw force.  

Elves, Aulban

Also called the Second Elves, the Aulban were created after the destruction of the original elven homeland. They were built for war, and receive instructions from their rotating monarchs both consciously and unconsciously. Those who manage to escape their homeland find themselves lost in a large world, bereft of instruction and left to discover conventional morality by themselves.  


Those born during the reign of the Widow-Queen Vedra are vicious and austerely beautiful. They represent the worst of civilization, and are prepared to backstab each other and forge underhanded deals directly out of the crib.  


Those born during the reign of the Widower-King Erla are barbaric and cunning hunters. They represent the worst of nature, where beasts posture and rip out each others throats with little provocation. They often take on appearances symbolic of their environments, with claws, horns, and strange eyes all abundantly common.  

Elves, Murkalten

Also called the First Elves, the inhabitants of Murkaltheim were seafaring pioneers who colonized the untouched coastlines of an early world. Since then they have all but vanished, having merged with local human populations.  


Ghouls are symbiotes who mature inside the dead, repairing their adopted bodies to a state approximating life. The Karta, with whom they share a subterranean labyrinth, call them "Tallow Men" for their pallid, waxy appearances.  


Once the rulers of the southern world, giants are humanity writ large. Though subject to brutal reprisal for the deeds of the Mycean Empire, communities of giants and their descendants still exist in the world today.  


Driven from their homeland and left to waste away, ogres are the smaller descendants of the Mycean giants, having shrunk through the harsh necessity of their difficult lives. They are an unfaltering people, ready to face the hardships thrown at them by the world. Most ogres are fascinated by the lost histories and lore of their ancestors.  


The denizens of Soter are the last giants who can trace an unbroken connection to Mycia. They have survived, secluded from the hostile north, for generations, building something distinct from the wonders and sins of their precursors.  


Invasive vegetable idiots present in all habitable climates. Generally harmless, but bad for agriculture.  


Artificial constructs created by an extinct empire to fill various functions. They now seek to find their place in a world that has passed them by.  


The newest production of golem, created in service to the Gold Annex. They are similar to their older kin, but are superficially decorated with gold. The more gold displayed in the construction of a Chrysomai, the more important they are to the Gold Annex.  

Mark of Elpis

The first generation of golems, constructed gracefully and with the finest materials. They served as adjutants and clerical aides to the powerful.  

Mark of Surgiin

The second generation of golems, built with utilitarian forms to serve their respective functions. They were much cheaper to produce and were used to replace manual laborers for the most odious jobs. Much to the chagrin of the Mycean Empire, the paradigm of this eased construction was unlocked by an orc.  

Mark of Venant

The third and final generation of golems, built by the sociopathic Venant as machines of war. They were used in the bloody subjugation and genocide of the Mycean Empire's neighbors in Mycia and Cadota.  

Humans, Pureblooded

An adaptable species native to the Arbor, and having spread across the world since their awakening. Their distance from early elvish sailors has insulated them from the mutability inherent in those with elven blood.  


Those who remained in the Arbor and its surrounding environs. They have historically been a devout people, having been ruled by living gods since time immemorial, but with the loss of some and lacking nature of others, they are becoming more and more fractious. As clerics and the laypeople become more distant, and as the powerful plot and scheme against their neighbors, it seems the once-blessed fabric that holds their society together is near to tearing.  


Viewed with suspicion by their Chantry neighbors, the Caltiano are said to have come from the desolate northern mountains somewhen in the distant past. Though technically members of the Sunlit Kingdoms, they brought with them their own beliefs and traditions. Where the Chantry splits, they consolidate, forming a monolithic Auridean kingdom that threatens to overwhelm its neighbors.  

Humans, Elfblooded

The descendants of the early Auridean humans who spread across the world, coming into contact with elvish pioneers. They are quick to adapt to their environment and can have radically different appearances.  


Independent-minded citizens of Aldeone split between bustling, coastal cities and rustic frontier settlements. They are one of the few nations that possess airships, favoring aerostatic vessels to the aerodynes of their eastern rivals, and the grand cannons needed to shoot them down. They highly value engineering and the practical sciences, and the few powerful mages they produce are corollary to their national obsession with reinventing the divine.  


The pallid natives of the Storm Coast, whose culture emphasizes hospitality and reflects a profound respect for bargains. The voluntary sacrifice of an eye marks their nomadic priesthood.  


In the distant past, Azakeda mages tried to create a new sun and set their sky aflame. It still smolders today, staining the landscape in reds and oranges and yellows. The resultant endless growing period has given the Azakeda an international reputation as masters of agriculture, and the red grains they export feed half the known world.  


The human minority of Vodozémenova, and a passionate people who reform or overthrow governments at the drop of a hat. Their civic-mindedness is accepted by their neighbors, if not their penchant for change.  


The seafaring inhabitants of a hostile sea. They have settled along the Coast of Kirves, bringing the onset of civilization to a land not remote, but considered a frontier all the same.  


Similar in appearance to the Karta, the Cindered are what remains when someone survives possession by a fire spirit. They are human charcoal, but often retain some control over elemental fire in exchange for the suffering they continue to endure.  


The downtrodden natives of Ystrad Gwael. Their feudalistic society has long been in a state of chaos, used as a cudgel by the Aulban against the Bannog and by the Bannog against the Aulban.  


While some Cadotans fought back against the giants, others descended deep into the caverns and tunnels beneath the Tanah Mountains. There they found the Rembulan, an artifact that aided them in their isolation and gave them their distinctly melanistic appearance.  


Exiles from the early Sunlit Kingdoms who eventually made their way to the Storm Coast, escorted through the Broadhollow by a living god. In their short history they have seen the rise of the Hanseatic system, which they have diligently spread to neighboring lands.  


Living in an uneasy truce with their Sunlit Kingdom neighbors, the Sorvashi are a jungle-dwelling culture with a penchant for using biomancy to render elaborate, snake-themed mutations. To be more like a snake, according to them, is to be closer to their twin gods and to a more pure understanding of the world.  


Mycia and the Red Continent are home to a great number of reptilian species; some terrestrial, some aquatic, and some amphibious.  


Akin to small axolotl, they are a species dedicated in large part to war. Usually this is conducted among each other, for Vodozémenova is rarely at war. Their greatest export to the outside world are mercenary companies armed with black powder.  


Often called "Sergs" and akin to small dinosaurs, Lysergosauros are a feathered, tribal people with a grudge against the inhabitants of Fanden and a deep love for spices. They are able to spit acid, both their greatest weapon and their most common cause of death.  


Akin to, shockingly, salamanders, the salamandra crawled out of a dream in the distant past and now live in the real world. They remain skeptical about whether or not that was a good idea, but have found comfort in the shallows of the Red Sargasso. They have a very high per capita of philosophers.  


Akin to small geckos, the Tokay are raised in an agrarian society. Disdaining war and consumed with a burning passion for stories, they often travel abroad into the world of giants.  


These short-lived mutants of Strelag dominate the Red Sargasso. They are hatched in tanks, raised in nurseries, and sent to sea until they die. Few of them escape this life, and those who do wear watersuits simulating the oceanic environment they're adapted to.  


The human inhabitants of Cadota were vastly altered by the passing of Gesarbaatr, the hero-god who gave them the means to survive their oppression by the Mycean Empire. In the many years since these elements have become dormant in their blood, but the orcs remain the steadfast and determined descendants of the ambush predators who fought back the giants in bloody guerrilla wars.  

Blue Herd

The traditionalists of society in the Surgiin Empire are the Blue Herd, still living in tribes, in villages ruled by elders. They are the nomadic remnant of a time not long passed when life was uncertain. They gave rise to the expert horsemen who were able to carve for the orcs their own niche in the world once the giants were gone.  

Golden Herd

More common in cities and the more civilized corners of Cadota, the Golden Herd are the descendants of the proud warriors who changed the odds for their species. They have grown in a time of abundant peace, where shrewd business deals cause more bloodshed than border skirmishes. Their rampant industrialization has left them without the cultural touchstones held so dearly by the Blue Herd.  


A single-sex species of spiritual songstresses native to the southern seas and shores. They are politically shrewd, and have formed the backbone of Vodozémenovan culture since the beginning.  


Often considered the "devils" of Aslait, chimera are sirens through a nightmare kaleidoscope. They are hatched from fleshy, egg-like sacs, and become hybrids by force, stealing traits and cunning from those they kill.  


Belonging to the skies, harpies are the synthesis of human and bird, with proud wings and vicious talons. Each harpy has its own unique placement and coloration of feathers, with similar patterns suggesting familial bonds.  


Belonging to the earth, lamia are the synthesis of human and snake. Like harpies, they each have a unique pattern of scales, growing finer the farther they are from the ground.  


Belonging to the seas, rusalka are the synthesis of human and fish. They are commonly scarred by their experiences in the deep, and are unique among the sirens for their ability to temporarily adopt a fully human guise to go ashore.  


These giant owl-people were some of the earliest inhabitants of the world. Their death-positive civilizations are located in mountainous regions, where their dead are reanimated as thralls to perform menial labor.  


Whether through dark magics or mere coincidence, death is not always the end. The corporeal and incorporeal undead of the world are not always hostile, and more often than not are simply seeking their place in a confusing world.  


The golden undead, inhabitants of a land forever basking in the splendor of sunset. They provide sanctuary to the undead of the world unable or unwilling to cope with their condition, confining them where they can do no harm, and offer an alternative to those fearing the silence of death. Though strange, and though their government of lich-kings and manes can be draconian to its own subjects, their land presents a safe and exceptional destination for tourists.  

The Dreamless

Sometimes, the horrors witnessed after death are enough to spark a metamorphosis. Rarely, the dead will return to a state of un-life through sheer necessity, embracing a waking half-life to escape their defenselessness in the Dream.  


Some rare individuals manage to rest free from the manacles of fate after they die, and remain in the world as disembodied spirits. Sooner or later all manes fade away, returning to the heart of the Dream or becoming twisted into monstrous nightmares which haunt the sleeping.  

Wode Tyrants

The deep places of the world, whether ancient forests of the darkest recesses of the seas, are home to the wode tyrants. They are akin to massive trilobites, and are often draped in robes of thick moss or seaweed. Speaking comes to them with some difficulty, but they seem drawn to concentrations of civilization, trading strange treasures from their hordes for mere baubles.

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