Legacy

= Reference Table = The term "race" is misused when they're more like different species each with their own races, but folks have been misusing it for decades so I guess we'll keep doing it.

Below are the Core races, which are the races that you'll probably be able to use without much issue. You'll have to have good reasoning for them to be extremely far from home, though, as this setting takes place at a time where all of the known world isn't mapped by everybody. Humans are the most prominent.

Not all races listed can have children with each other, but Humans tend to have the most versatility in that respect. Even then, the vast majority of children born of two races adopt the race of the mother. = Core Races =

Human


Human
Found all throughout Almari, Humans are the leading force of change. They are the most varied race when it comes to appearance and cultures, with skin tones ranging from snow white to midnight black, eyes ranging from hazel to violet, and hair filling all the gaps in the color spectrum. By nature, Humans are social creatures, and fill their desire for interaction through trade, diplomacy, and conquest.

Age: Humans mature at around 17 and typically live to about 80.

Alignment: Considering that there is no real culturally defined "Human," there is no predisposition towards any alignment. They can be the most fervent of lawful to the most apathetic of evil.

Size: Humans are between 5 to 6 feet tall and weigh between 125 to 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Versatility: An ability score of your choice increases by 1.

Proficiencies: You are proficient in any one skill of your choice.

Languages: You can speak, read, and write Common Almaric and two other languages of your choice, one of which typically chosen by your region of birth (Diakana (Emin), Vuskali (West Vuskan), Mauresnic (Mauresna/Miriade), Kiraqra/Gillean (Laretha), Volhe (Volhaindhe), Astali, Valdesian.)

Names: Richter, Trevor, Khaliid, Sofia, Lusia, varies by region, literally as varied as IRL

Dragonborne


Dragonborne
Primarily hailing from Emin and Volhaindhe, Dragonborne are the product of an ancient cross between Humanoids and Dragons. Their scales are colored based on their bloodline affiliation, with colorations passed down from a random parent. Dual-tone colorations are extremely rare, but those born with them naturally garner widespread respect. Dragonborne culture has become very Human-esque over the past several centuries due to frequent interaction over the Vuskan-Emin border, but they retain their focuses on clan honor and earned respect. Dragonborne from the west of Emin tend to have horns, whereas eastern Dragonborne are more like Iskandar.
 * Gold, Brass, and Red Dragonborne are from Emin.


 * Black, Blue, Bronze, Copper, and Poison Dragonborne are from the Northern Mountains of Volhaindhe.

Attribute Score: As a Dragonborne, you have 36 points to allocate amongst stats and feats.
 * Silver and White Dragonborne are from the coldest tundras of Volhaindhe.

Age: Dragonborne mature at around 15 and typically live to about 85.

Alignment: Through culture, chromatic Dragonborne tend to align more with evil, and Dragonborne tend to align more with good. However, there is nothing stopping a chromatic Dragonborne from living a life of good, and vice versa. Dragonborne are rarely neutral when it comes to moral disposition.

Size: Dragonborne are between 6 to 8 feet tall and weigh between 180 to 400 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Draconic Resistance: You have resistance to the damage type associated with your scale color and ancestry.

Natural Armor : You have tough scales covering the majority of your skin, granting a good amount of physical protection. 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.

Tooth and Claw: Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages: You can speak, read, and write Diakana and two other languages of your choice.

Names: Jin, Arheem, Lorelai, Kira

Tiefling


Shrubland Tiefling
Inhabitants primarily of the shrublands of Vuskan, the mountains of Laretha, and the taigas of Volhaindhe, Tieflings are humanoids with an ancient relation to Fiends. The majority of Tieflings are skittish about open contact with Humans out of fear of aggression due to their fiendish appearances, but communities exist in larger cities where cultural heterogeny is more widespread. Tieflings enjoy a life of heightened experiences, which means exotic foods, fragrant incenses, beautiful clothing, and astounding festivals. Some Tieflings even embrace their heritage in a not-necessarily-evil way, through a fascination in death and the occult. Tieflings are characterized through their skin ranging from pale to dark red to cobalt blue, extremely varied horn structures, and occassionally cloven legs. Those that are native to central Laretha are more bestial in appearance. The majority of Tieflings have tails, but some communities see their removal as a coming-of-age rite.

Attribute Score: As a Tiefling, you have 36 points to allocate amongst stats and feats.

Central Tiefling
Age: Tieflings mature at around 17 and typically live to about 100.

Alignment: Tieflings are difficult to judge by Human standards. More "worldly" Tiefling societies tend to associate heavily with the Human standard of "good," but traditional societies that revolve around heavy ritual use may seem "evil" to other cultures.

Size:  Tieflings are between 5 and 6 feet tall and weigh between 130 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: 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.

Hellish Resistance: Due to your long-passed Fiendish roots, you gain resistance to an element determined by your heritage. Shrubland Tieflings gain resistance to Fire damage and advantage on heat-based Constitution saving throws against exhaustion, whereas Central Tieflings gain resistance to Cold damage and advantage on cold-based Constitution saving throws against exhaustion.

Infernal Heritage : As your strength grows, latent magics reveal themselves to you. Languages: You can speak, read, and write Kiraqran, Common Almaric, and one other language of your choice.
 * Central: You know the Thaumaturgy cantrip. At 3rd level, you gain the Fog Cloud spell, and can cast it once at base level per long rest. At 5th level, you gain the Detect Thoughts spell, and can cast it once as base level per long rest. Charisma is your spellcasting ability for these spells.
 * Shrubland: You know the Thaumaturgy cantrip. At 3rd level, you gain the Hellish Rebuke spell, and can cast it once at base level per long rest. At 5th level, you gain the Scorching Ray spell, and can cast it once as base level per long rest. Charisma is your spellcasting ability for these spells.

Shrubland Names: Azir, Joheim, Rehanne, Ydriss

Central Names: Rolliu, Maveus, Horirr, Belvari, Vallia, Iniyis

''From both regions, some Tieflings will opt to give themselves a "virtue name;" a name based on a virtue they wish to uphold. Iodos ("Light"), Creed, Sovereign, Jester, etc.''

Sahalia


Sahalia
The term "Sahalia" is inaccurate and generalized, created by Vuskali Humans for the many lizard-like races occupying the Material Plane. Sahalia in the desert regions of Emin tend to be like frilled dryland or desert lizards, whereas those in the marshes of Astali are more generally reptilian.

Culturally, marsh and desert Sahalia have picked up some traits from each other, but are ultimately unique. Marsh Sahalia have very deeply rooted cultural and mercantile traditions that have been contested by Human interaction for a very long time, whereas desert Sahalia live in communities known for consistent feats of desert architecture. Imagine pueblo architecture, but even more incredible.

Despite their distance from each other, similar vocal structures allow for a very strong relationship between Sahalia. Though this relation between the two is ultimately beneficial, it was formed through connections made in Human slave trades. Through population displacement by less-than-ideal historic means, many Sahalia of both kinds can be found in major urban communities in both Emin and Astali.

Attribute Score: As a Sahalia, you have 36 points to allocate amongst stats and feats.

Age: Sahalia mature at around 15 and typically live to about 75.

Alignment: Sahalia tend to act more in line with the power structures of nature, which may lead to a more neutral or evil alignment in the eyes of most Humans. Those that primarily live and interact with Humans tend to adopt their societal views, regardless of their general exclusion (and historical abuse) by Humans.

Size: Sahalia are between 5 to 6 feet tall and weigh between 125 to 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Deep Lungs: You can hold your breath underwater for ten times as long as other humanoid races. In addition, you gain the ability to make Constitution saving throws intended to continue holding your breath while attacked underwater at advantage. (Note: Typical underwater breath time for races is Constitution modifier x 1 minute.)

Desert Fortitude: You are acclimated to severe heat, and have advantage on heat-based Constitution saving throws against exhaustion. You require half as much water as other races.

Beastkin: You have advantage on saving throws against poison, and you have resistance against poison damage.

Languages: As an Emini Sahalia, you can speak, read, and write Ken'talo, Diakana, and one other language of your choice. As an Astali Sahalia, you can speak, read, and write Sahael, Low Astalic, and one other language of your choice.

''Names: Similar to some Tieflings, Astali Sahalia can choose their own names in life, if they so choose, which are usually based on something they recognize as their "label." For example, a famous Astalic Sahalian diplomat went by "Far-Traveler," who was known for ultimately freeing an entire community from forced servitude. They do have traditional names granted by their mother or, if the mother chooses, the community leader, with some examples being Nossik, Jhegu, Alskynde, Thshrael, and Vetetosk, with last names determined by the community they originate from, followed by their family name. They are sometimes portmanteau'd. ''

''Emini Sahalia have picked up elements of both Emini Dragonborne and Astali Sahalia naming conventions, with parents agreeing upon names at birth, but with some Emini Sahalia adopting the traditional Astalic naming convention as a nickname, usually without forsaking their original name in place of it. Some name examples include Ruvas, Orlas, Aliqull, Wuldaar, and Kriv'e. Emini Sahalia last names tend to be about five-to-eight syllables.''

Khyberi


Khyberi
Khyberi, native to Khyber and its surrounding islands, are tailless shark-like humanoids with horns protruding from the top of their heads. Their geographic separation from the majority of Human civilization hasn't stopped them from interacting with the rest of the world, with sailing vessels rivaling the craftsmanship of Dwarven tools. As semi-aquatic beings, Khyberi are naturally gifted swimmers. They have an inherent knack for projecting apathy, resulting in a natural prowess with lying. From birth, most Khyberi are trained as adept sword fighters.

Due to their skill in abstaining from telling the whole truth, their inherent prowess in water, and their penchant for exploration, Khyberi make great pirates, and can frequently be found working on ships and dockyards.

Khyberi-Human relations aren't without tension, for Humans have historically had a knack for enslaving Khyberi as laborers. This has led to many Human societies to see Khyberi as "lesser," and with Khyberi societies imposing extremely strict trade and visiting regulations on Humans. This persecution, however, had led to Khyberi having strong relations with Astali Sahalia, for their persecution is mutual.

Many Khyberi communities have a coming-of-age tradition of exiling a handful of their members to travel the world in pursuit of knowledge, adding to their massive cultural stores on their return. This culture of information-gathering doesn't lead to what we'd consider bureaucratic erudition, but instead a wide-scale heightened level of knowledge among commonfolk. This leads to a culture of extremely fast learners, and most common workers know multiple languages.

Attribute Score: As a Khyberi, you have 36 points to allocate amongst stats and feats.

Age: Khyberi mature at around 8 and typically live to about 80.

Alignment: Their "normal" is what Humans would consider "chaotic." They tend to be eccentric in their actions and confident in their endeavors, leaving to an affinity with chaotic and neutral affiliations. Khyberi that primarily interact in Khyberi societies are rarely evil, mainly because of the strong sense of community that's found in their homes.

Size: Khyberi are between 5 and 6 feet tall and weigh between 110 and 185 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet, and your swim speed while not wearing heavy armor is equal to your walking speed.

Lesser Darkvision: 30'

Deep Lungs: You can hold your breath underwater for ten times as long as other humanoid races. In addition, you gain the ability to make Constitution saving throws intended to continue holding your breath while attacked underwater at advantage. If you are completely void of physical exertion, you can comfortably remain underwater for up to 24 hours. (Note: Typical underwater breath time for races is Constitution modifier x 1 minute.).

Proficiencies: You are proficient in any one skill or tool of your choice, as well as with Longswords, Nets, and Whip Swords.

Languages: You can speak, read, and write Khyberi, as well as three other languages of your choice.

Names: Leilan, Karaera, Adetta, Riaska, Imeiask, Saki, Vel

Kobold


Kobold
Kobolds are described by many Humans as "mean lesser Dragonborne." Though they don't have any direct relation to Dragonborne, this statement is fairly true. Both races have ancient ties to Dragons, but Kobolds have found success in building massive underground or mountainside civilizations all throughout Almari. Kobolds tend to take astounding pride in their Draconic heritage, and will defend their legacy to the death. They are frequently manipulated by young Dragons to be used as minions, more often than not willingly.

Attribute Score: As a Kobold, you have 34 points to allocate amongst stats and feats.

Age: Kobolds mature at around 6 and *can* live to about 75, but the majority live to about 30. The life of setting hundreds of traps in enclosed tunnels is a dangerous one.

Alignment: The *vast* majority of Kobolds are evil, but those that break from the herd typically do so solely out of conflicting personal morals.

Size: Kobolds vary by region and clan, ranging between 3 and 4.5 feet tall, and 85 to 150 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet, with a climbing speed of 20 feet.

Superior Darkvision: You can see in dim light within 120 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.

Kneehunter: When you damage a creature with an attack or a spell and the creature's size is Medium or larger, 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.

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. Can be avoided with a hood, hat, or something else that keeps direct light out of your eyes.

Nimblefooted: When you take the Dash action, you don't provoke opportunity attacks and can move through space occupied by Medium or smaller creatures.

Languages: You can speak, read, and write Yipyak, Diakana, and one other language of your choice.

Names: Ono, Riko, Iska, Sud, Num, Kin, Eri, Koss, Gid, Pepsi

Skaven


Skaven
"Skaven culture" is an amazingly divisive subject. Prior to Human contact, Skaven were majorly woodland creatures inhabiting central Vuskan and marshland creatures inhabiting Astali. They lived largely nomadic lives, foraging and hunting in the woods during the warm months and residing underground in the cold. When they began interacting with Humans, however, a large chunk of the Skaven population saw the urban Human lifestyle as a far more ideal choice. Rural Skaven are particularly good farmers and craftsmen, whereas urban Skaven are skilled thieves, merchants, and traders.

Attribute Score: As a Skaven, you have 34 points to allocate amongst stats and feats.

Age: Skaven mature at around 10 and typically live to about 70.

Alignment: Rural Skaven tend to be lawful, whereas urban Skaven tend to vary depending on their *profession*.

Size: Skaven are between 4 and 6 feet tall and weigh between 90 and 160 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: 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.

Quick Reaction: Your proficiency bonus is applied to your Initiative bonus.

Small Frame: As long as you're not wearing Medium or Heavy armor, you can squeeze through Small spaces, even though you count as a Medium creature.

Proficiencies: You are proficient in Stealth.

Languages: You can speak, read, and write Skaven, Low Astalic or Vuskali (depending on your place of origin), and one other language of your choice.

Urban Names: refer to Human

Rural Names: Vahorn, Zevann, Traoberos, Kealis

Ravenfolk


Ravenfolk
Nobody, not even Ravenfolk, know where Ravenfolk came from. Because of their crow-like appearance, they are commonly associated with Albedo, even though there has been nothing to show any real tie between the two. Regardless, Ravenfolk are experts at fitting in to Human societies, and small pockets of them can be found throughout the world.

Attribute Score: As a Ravenfolk, you have 34 points to allocate amongst stats and feats.

Age: Ravenfolk mature at around 10 and typically live to about 85.

Alignment: Ravenfolk are as varied in their alignments as Humans are.

Size: Ravenfolk are between 4.5 and 5.5 feet tall and weigh between 115 and 180 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Sudden Attack: You have advantage on attack rolls against surprised enemies.

Mimicry: Ravenfolk can mimic any sound they've heard within the past week, or sounds that they've specifically practiced memorizing. Make a Deception check against target's Insight, success indicates that the target believes the sound was authentic.

Languages: You can speak, read, and write Common Almaric and one other language of your choice.

''Names: Warner, Elric, Isabelle, Jocelyn, etc. Long ago, Ravenfolk weren't capable of creativity and speaking clearly, so some follow their old naming conventions of onomatopoeia-based nicknames. An herbalist named Bottle Clink, a lockpick named Tink, an explosive craftsman named Hiss, a clockworker named Tick, etc.''

Dwarf


Dwarf
Though Humans are the oldest humanoids to walk Almari, Dwarves are a close second. Found primarily in the hills and peaks of Laretha, Dwarves have a strong bond with friends, family, craftsmanship, and tradition. The average Dwarf will rarely see much reason for travel, but those hungry for foreign knowledge or goods have little issue fitting in with other cultures. Through time, many Dwarves have started communities alongside Humans in Vuskan and, recently, Valdemar.

Attribute Score: As a Dwarf, you have 34 points to allocate amongst stats and feats.

Age: Dwarves mature at around 20 and typically live to about 200.

Alignment: Because of a strong sense of pride rooted in tradition, Dwarves are often lawful.

Size: Dwarves are between 4 and 5 feet tall and weigh between 150 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet.

Dwarven Resilience: You gain an additional 1 hit point per level. You have advantage on saving throws against poison, and you have resistance against poison damage.

Proficiencies: You gain proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer, as well as a tool of your choice.

Languages: You can speak, read, and write Gillean, Common Almaric, and one other language of your choice.

Names: Brauner, Ernyn, Ulgrum, Nasria, Kathrynn, Daesora

Ruri


Ruri
Native to the vast plains of Western Vuskan, Ruri are a race of nomadic bovine-folk given some form of Human-like sentience. They travel in caravans spanning miles upon miles, with their only interaction with other races being the product of happenstance and travel. However, it isn't unheard of for a Ruri to take interest in a Human settlement they passed by and break tradition by abandoning their herd to continue like with Humans.

Frequently mistaken for Minotaurs. Not a lot of people know the difference.

Attribute Score: As a Ruri, you have 32 points to allocate amongst stats and feats.

Age: Ruri mature at around 14 and typically live to about 95.

Alignment: Due to their strong sense of community betterment through physical action and mental fortitude, Ruri tend to be Lawful and Good.

Size: Ruri are between 6 and 9 feet tall and weigh between 250 and 350 pounds. Female Ruri tend to be larger than males. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Bull's Resilience: You gain an additional 1 hit point per level. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Horns: Your horns are natural melee weapons, with which you are proficient. When you hit with them, they deal Piercing damage equal to 1d4 + your Strength modifier.

Goring Rush: Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. A target hit by this attack must succeed a Strength saving throw (with DC determined by 8 + your Strength modifier + your Proficiency bonus) or be knocked prone.

Languages: You can speak, read, and write Ru'gana, as well as one other language of your choice.

Names: Aanra, Nuoma, Karras, Artus, Kinem, Hilalen, Iremas

Fey-blooded Elf


Fey-blooded Elf
Prior to recorded time, Sylvethris, the deity responsible for the majority of Fey humanoids, saw the malleable new Material Plane and wanted to leave their mark on it in a lasting way. This intent in itself gave birth to the first Fey-blooded Elves. Though they were created in the visage of Humans, their extended lifespans and isolated society patterns lead to them self-segregating en masse from other humanoid populations. With an extreme focus on honing self-crafts and arts over a timespan not possible for most other races, Fey-blooded Elves are frequently craftsmen and erudites with little reason for travel. They are regarded as the watchful eyes of the forests, and do not take trespassers kindly.

Post-Reconciliation, Fey-blooded Elves that have been steeped in Human civilization made the communal executive decision to distance themselves from all other civilizations to gain power through isolated study, with almost all of them moving to a large landmass to the northwest of Vuskan, Siniath Barre. This move consisted of about 3,000,000 Fey-blooded Elves.

Prior to this distancing, Elf-Human relationships were rare but possible, thus creating small and scattered generations of Half-Elves not quite accepted by either race. Characterized by fairer-than-average appearances, pale yellow eyes, pointed ears, and inherent Fey-like fluidity in gender, Fey-blooded Half-Elves are very easily distinguishable from Humans, despite their similarities.

Attribute Score: As a Fey-blooded Elf, you have 32 points to allocate amongst stats and feats.

Age: Fey-blooded Elves mature at around 25 and typically live to about 300, and typically only show signs of later age around 175.

Alignment: Fey-blooded Elves tend to veer towards Lawful and Good alignments due to their deep-rooted and isolated societal structure.

Size: Fey-blooded Elves are between 5.5 and 6.5 feet tall and weigh between 125 and 200 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Lesser Darkvision: You can see in dim light within 30 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.

Time's Reward: You gain proficiency and Expertise in one skill or tool of your choice.

Sylvethris' Blessing: You know the Guidance cantrip.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Fey-blooded Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, 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.

Languages: As a Fey-blooded Elf, you know how to speak, read, and write Common Almaric, Yjanic, and one other language of your choice.

Names: Rorric, Aelar, Syllaris, Naejea, Ylladi, Venda, Ravazana

Proniscan Elf


Proniscan Elf
Proniscans are the product of a large subset of Fey-blooded Elves pursuing a deeper sense of humanity through study of the Weave, leading to Arcane casters. This decision was received as an insult by Sylvethris, leading to them deciding to permanently scar and curse the entire subset in question. Sylvethris heeded their wish in the way that Proniscan Elves' physical appearances became more Human-like, but not in the way they'd hope. Regardless of their birth sex, Proniscan Elves appear effeminate, with their natural fluidity gone. Their lifespans were essentially halved. Their ears became about an inch longer than Fey-blooded, seemingly to act as beacons to Humans that they don't belong amongst them. Their eye color became red with irregularly-shaped pupils, their hair became dark, and their skin became pallid. In addition, their supposed infatuation with the arcane left their kin branded with arcane magic, and as thus, Proniscans are born with inherent magical abilities.

Modern Human society already sees Fey-blooded Elves as both dangers to be avoided and cowards for "fleeing" to Siniath Barre post-Reconciliation, but Human folklore sees Proniscan Elves as bad omens. Though lesser in number, Proniscan Elves can be found in and around most large Human settlements, including on Valdemar. Their name is derived from Proniscus, a flower found exclusively in the Feywild known to cause incurable insanity once ingested.

Attribute Score: As a Proniscan Elf, you have 34 points to allocate amongst stats and feats.

Age: Proniscan Elves mature at around 16 and typically live to about 150, and typically only show signs of later age around 115.

Alignment: Proniscan Elves tend to mirror the alignmental freedom displayed by Humans, though constant persecution may lead to Chaotic and/or Evil alignments.

Size: Proniscan Elves are between 5 and 6 feet tall and weigh between 125 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Sign of Humanity: You know two Sorcerer cantrips. At 3rd level, you gain a 1st-level Sorcerer spell of your choice, which can be cast once per long rest. At 5th level, you gain a 2nd-level Sorcerer spell of your choice. Charisma is your casting stat for them.

Darkvision: Your altered eyes (possibly unintentionally) grant you the ability to see in the dark. 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.

Languages: As a Proniscan Elf, you know how to speak, read, and write Common Almaric, Yjanic, and one other language of your choice.

Names: refer to Human

Aarakocra


Aarakocra
Constantly at odds with the mountain-native Goliaths, Aarakocra are Ravenfolk's skybound counterparts. Bound by an almost selfish sense of duty towards their clan of birth, Aarakocra are rarely found in the company of anybody but other Aarakocra. This, however, isn't an absolute, and Aarakocra that find themselves under the guidance of others are extremely loyal regardless of race.

Attribute Score: As an Aarakocra, you have 28 points to allocate amongst stats and feats.

Age: Aarakocra mature at around 8 and typically live to about 65.

Alignment: Though selfishness may lead to an evil moral disposition, the majority of traditional Aarakocra are lawful.

Size: Aarakocra are between 5 and 6 feet tall and weigh between 80 and 150 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet. While wearing Light or no armor, you have a flying speed of 20 feet.

Talons: You are proficient with unarmed strikes, which deal Slashing damage equal to 1d4 + your Strength or Dexterity modifier.

Proficiencies: You are proficient in Acrobatics.

Languages: You can speak, read, and write Pytaki and one other language of your choice.

Names: Kikkarik, Kralehk, Kaerrek, El, Yur, Kal, Morre

Goliath


Goliath
The offspring of a millenia-old interaction between Humans and Giants, Goliaths are technically Half-Giants. Native to the highest peaks of Laretha and Vuskan, high altitudes and low temperatures are no real hurdle for Goliath societies. Their view of conquest is similar to that of Orcs, with Goliath tribes being a common enemy of mountain-residing Humans, but their morals are rooted deeply in the concept of fair play. To lie or cheat is to forfeit your soul in the eyes of a Goliath.

Attribute Score: As a Goliath, you have 32 points to allocate amongst stats and feats.

Age: Goliaths mature at around 17 and typically live to about 80.

Alignment: Though exiled Goliaths are a different story, the *vast* majority of Goliaths are deeply lawful.

Size: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction reduce the damage taken by 1d12 + your Constitution modifier. After you use this trait, you can not use it again until you finish a short or long rest.

Mountainfolk: You are acclimated to extreme altitudes, and have advantage on altitude-based Constitution saving throws against exhaustion.

Giant's Fortitude: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Proficiencies: You are proficient in Athletics.

Languages: You can speak, read, and write Gillean and one other language of your choice.

Names: Vemak, Theodal, Beowulf, Kitheo, Nila, Agelai

Half-Elf


Half-Elf
Several generations ago, Elves made the communal executive decision to distance themselves from all other civilizations to gain power through isolated study. Prior to this distancing, Elf-Human relationships were rare but possible. Half-Elf mothers tend to bear Half-Elf children, thus continuing the Elven bloodline in modern communities. Characterized by fairer-than-average appearances, pointed ears, and naturally effeminate body structures, Half-Elves are very easily distinguishable from Humans despite their similarities. Fey-blooded Half-Elves tend to have pale yellow eyes, whereas Proniscan Half-Elves tend to have slightly abnormally shaped pupils.

Attribute Score: As a Half-Elf, you have 36 points to allocate amongst stats and feats.

Age: Half-Elves mature at around 18 and typically live to about 120.

Alignment: Due to not-quite-Human appearances, Half-Elves are a popular target for the scorn of Humans. They may be inclined to do good as some form of "compensation," but the majority of Half-Elves tend to lean more towards chaotic dispositions. This, however, tends to lead to the archetypical eccentric personalities Half-Elves are frequently known for.

Size: Half-Elves are between 5 and 6 feet tall and weigh between 125 and 225 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fey Blood: You have advantage on saving throws against being charmed. In addition, you gain an ability based on your ancestry: Versatility: An ability score of your choice increases by 1.
 * Drow: You gain Superior Darkvision, Sunlight Sensitivity, and proficiency in Perception.
 * Fey-Blooded: You gain Lesser Darkvision. In addition, magic cannot put you to sleep, and a long rest only requires 6 hours of sleep.
 * Proniscan: You gain Darkvision. In addition, you know one Sorcerer cantrip. At 3rd level, you gain a 1st-level Sorcerer spell of your choice. Charisma is your casting stat for them.

Proficiencies: You are proficient in any two skills of your choice.

Languages: You can speak, read, and write Common Almaric, Yjanic, and one other language of your choice.

Names: refer to Human, usually with some form of fey flair

Half-Harpy
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Half-Harpy
Native to mountainous regions, Half-Harpies are not actually the children of a Human and a Harpy, and are instead their own race entirely. Their ancient lineage can possibly be attributed to said relations, but nowadays, children from Human-Harpy relations are seemingly impossible. Characterized by feathered ears, unusual eyes, abnormally colored hair, taloned hands and feet, and, most obviously, wings, Half-Harpies are an unmistakable derivative of some form of Humans. Though they can't retract their wings, Half-Harpies can morph their hands and feet into more Human-esque forms, though their natural bestial form is far more comfortable for them.

Attribute Score: As a Half-Harpy, you have 32 points to allocate amongst stats and feats.

Age: Half-Harpies mature at around 16 and typically live to about 80.

Alignment: A life of free-gliding from mountain to mountain isn't necessarily known to nurture a lawful predisposition.

⁮Size: Half-Harpies are between 5 and 6 feet tall and weigh between 110 and 190 pounds. Your size is Medium.

Speed: Your base walking speed is 35 feet.

Bestial Nature: At will, you can transition your hands and feet from humanoid to bird-like, and vice versa. It is infinitely more comfortable for a Half-Harpy to have their hands in their natural, bestial form. Flight of Harpy: You have a flying speed of 10 feet, which increases to 20 feet while gliding.
 * Humanoid Form: -5 on Concentration saving throws, can wield weapons as normal.
 * Bestial Form: Can attack with talons (proficient, 1d4 + Str./Dex. mod.), -5 on attack rolls with wielded weapons.

Proficiencies: You are proficient in the Persuasion skill.

Languages: You can speak, read, and write Common Almaric, Pytaki, and one other language of your choice.

''Names: in their own cultures, which are usually self-sufficient and anti-pureblood harpy, their names tend to be explicitly Greek, whereas those raised among humans will have more human-y names. Greekish names are, like, Basil, Castor, Charon, Pollux, Astrid, Andrea, Nyx, etc.''

Half-Orc
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Half-Orc
Orcs, by nature, are creatures of conquest. Through the assertion of dominance over Human settlements, Half-Orcs might be born out of less than ideal encounters. Both Human and Orc mothers are capable of giving birth to Half-Orcs, with little distinction between those born of one or the other. Orcs typically use the "halfbreed" children for bloodsports, and Humans tend to see them as their aggressors, despite what their intentions may be. Half-Orcs are usually built like muscular Humans, and are characterized through their hued skin and lesser tusks.

Attribute Score: As a Half-Orc, you have 32 points to allocate amongst stats and feats.

Age: Half-Orcs mature at around 16 and typically live to about 80.

Alignment: With a life of glances and glares, Half-Orcs tend to sway more towards chaotic or neutral dispositions.

⁮Size: Half-Orcs are between 5 and 6 feet tall and weigh between 135 and 240 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: 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.

Relentless Endurance: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

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.

Proficiencies: You are proficient in the Intimidation skill.

Languages: You can speak, read, and write Common Almaric, Orcspeak, and one other language of your choice.

Names: refer to Human, often self-given in the case of those living in Human societies

Tabaxi
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Tabaxi
Hailing from the multitude of island civilizations south of Khyberi, central Astali, and scattered mountainous areas in Volhaindhe, the cat-like Tabaxi are driven by an innate curiosity of other cultures and the world as a whole. This predisposition pushes them to leave no secrets uncovered, no treasures or legends lost.

Astali-born Tabaxi tend to have long hair and tails, whereas those native to the multiple islands south of Khyberi tend to have darker fur colors, shorter tails, and less-humanoid hair. Tabaxi hailing from the mountainous regions of Volhaindhe tend to be mistaken for a different race, having blue fur/skin and white hair.

Astalian Tabaxi are frequently adept at being communicators between the local Human and more beast-like races such as Skaven, as well as being adopters of the local Eastern-esque culture. Island-born Tabaxi tend to be adept sea travelers and traders, or... "less moral" workers of the sea. Volhaindhe-born Tabaxi are extremely culture and history focused, defending their nomadic territory with their lives. To be accepted in a Volhaindhe-based Tabaxi society is to act as one of them.

Attribute Score: As a Tabaxi, you have 32 points to allocate amongst stats and feats.

Age: Tabaxi mature at around 17 and typically live to about 75.

Alignment: Tabaxi more interested in home life tend to vary, but those bound for exploration are naturally chaotic.

Size: Tabaxi are between 5 and 6 feet tall and weigh between 115 and 250 pounds. Your size is Medium.

Speed: Your base walking speed is 40 feet.

Night Sight: Once per short rest, you can enhance your feline eyes with Superior Darkvision for 10 minutes. While active, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

Claws: You have a natural climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Proficiencies: You are proficient in Perception and Stealth.

Languages: You can speak, read, and write Chattal and one other language of your choice.

''Names: Name-versions of nouns and adjectives. Jewel, River, Tome, Robin, Nim(ble), etc.''

Andra
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Andra
Hailing from the tropical, marshy islands between Valdemar and Khyber, Andra are salamander-like creatures that have been granted higher sentience by some unknown force. They tend to stay with their communities, but travelers are typically found due to high tide washing them away from home.

Attribute Score: As an Andra, you have 36 points to allocate amongst stats and feats.

Age: Andra mature at around 1 and typically live to about 20.

Alignment: Most Andra are still very salamander-like in their ways of thinking. In general, they tend to be pretty neutral; going along with what their party members suggest with pretty minimal input.

Size: Andra are between 2 to 3 feet tall and weigh between 20 to 40 pounds. Your size is Small.

Speed: Your walking speed is 20 feet, and your climbing speed is 20 feet.

Whistler Proficiency: Whistlers are essentially hollowed-out reeds with holes along their length and weights at the ends, attached to a string. When flung around, it makes a unique flute-like noise, with the pitch changed by increases in velocity.

Wet-skinned: You can breathe both water and air. If you don't submerge yourself in water for five minutes per day, you suffer one level of exhaustion.

Skitter: You can Hide as a bonus action.

Languages: You can speak, read, and write Gwah, but can understand one other language of your choice.

Names: *screaming*

Half-Tiefling
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Half-Tiefling
Simply the products of Human-Tiefling relations. Culturally, Half-Tieflings tend to be similar to Half-Elves in the way that they're not entirely accepted by either race they belong to, but compounded by their fiendish physical traits. Regardless, Half-Tieflings tend to be particularly charismatic, and can commonly be found in urban Human environments.

Attribute Score: As a Half-Tiefling, you have 36 points to allocate amongst stats and feats.

Age: Half-Tieflings mature at around 17 and typically live to about 90.

Alignment: Just as Half-Elves are, Half-Tieflings are generally inclined towards Chaotic behaviors.

Size: Humans are between 5.5 to 6.5 feet tall and weigh between 140 to 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Hellish Resistance: You gain resistance to an element determined by your parental heritage. Shrubland Tieflings gain resistance to Fire damage and advantage on heat-based Constitution saving throws against exhaustion, whereas Central Tieflings gain resistance to Cold damage and advantage on cold-based Constitution saving throws against exhaustion

Darkvision: 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.

Proficiencies: You are proficient in any one skill of your choice.

Languages: You can speak, read, and write Common Almaric, Kiraqran, and one other language of your choice.

''Names: Highly depends on who named them. Can be fully Human, fully Tiefling, or a hybrid.''

Drake
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Drake
Extremely long ago, a small group of creatures with the traits of Dragons, Nagas, and Humans were forged from specific divine circumstance. These creatures repopulated among themselves in the oases in Central Emin, and eventually adopted a name off of their word for the annual desert bloom: A'algheban. Due to Humans having very poor tendencies at following chosen naming conventions of those they "discover," the term Drake was instead adopted as an easier word for them, regardless of the fact that A'algheban aren't actually drakes. Regardless, Drakes tend towards societies based on balanced social grounds, with even the highest of nobles participating in the ritual of conducting six hours of physical labor a day, every day. Those that are not able-bodied or that have other specific reasons to work are excused for as long as they must, but to actively shirk your responsibility to work in a Drake society is to be exiled. Because of their unique organ structure, Drakes tend to not get sick in the same ways as Humans, Dragonborne, or Nagas, and their blood can be transfused either way with any of these races. Strangely enough, Fey creatures have a negative reaction in the presence of a Drake, not quite unlike an allergy to them.

Some populations of Drakes living in coastal Emin adapted to the cooler climate long ago, causing them to grow fur, thick manes, more draconic snouts, and more prominent horns (re: Asriel-esque). Despite their appearance, Drakes are technically mammals.

Attribute Score: As a Drake, you have 32 points to allocate amongst stats and feats.

Age: Drakes mature at around 15 and typically live to about 90.

Alignment: Civil Drakes are generally Lawful, with very few finding the need or desire to succumb to the greed and vices that make one Evil.

Size: Drakes are between 5 to 6 feet tall and weigh between 130 to 210 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Suntouched Blood : You are immune to most diseases.

Drakeblood: As an action, you can rapidly repair physical wounds with your unique blood, restoring an amount of hit points equal to 1d4 + your level. This ability can be used once per long rest.

Desert Fortitude: You are acclimated to severe heat, and have advantage on heat-based Constitution saving throws against exhaustion. You require half as much water as other races.

Languages: You can speak, read, and write A'algheb and one other language of your choice.

Names: Elouatl, Aeanla, Moi-s'ei, Safiya, Enriel

Naga
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Naga
Naga, native to central Emin, are generally highly religious folk. Most of their societies are devout followers of select groups of the Coetus Prima, particularly Sarenrae, Londren, Riven, and Tymora. This spiritualism is reflected through what is deemed important by their societies, namely free expression, equal fortune, hard work for the societal good, and an unfaltering sense of community. Though they prefer peace over all, their environs rarely allow for non-militarism, which results in most outer towns being almost entirely combat-ready; similar to how Human settlements have farms surrounding them. Naga have been known to be kind to weary travelers (until they find a reason not to be), and have very little trouble fitting in with other Emini societies. Sandstone buildings, vast covered marketplaces, and a strong, spiritualistic, nature-centric nightlife are the trademarks of a native Naga society.

Attribute Score: As a Naga, you have 34 points to allocate amongst stats and feats.

Age: Naga mature at around 16 and typically live to about 65.

Alignment: Neutral Good is a good generalization for most Naga cultures. Not entirely respectful of all instated cultural norms, especially by outside forces, but not overly violent or chaotic.

Size: Naga are between 5 to 6.5 feet tall, 12.5 to 15 feet long, and weigh between 250 to 450 pounds. Your size is Medium.

Speed: Your base walking (slither) speed is 35 feet.

Lesser Darkvision : You can see in dim light within 30 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.

Snakebite: As an action, you can deliver a venomous bite. Make an unarmed melee attack roll against a target within 5 feet. On a hit, the target takes 1d10 acid damage. This damage increases by 1d10 when you reach 5th, 11th, and 17th level.

Serpentine Hardiness: You gain an additional 1 hit point per level.

Slither: You cannot be knocked prone by normal means.

Desert Fortitude: You are acclimated to severe heat, and have advantage on heat-based Constitution saving throws against exhaustion. You require half as much water as other races.

Languages: You can speak, read, and write Hist and one other language of your choice.

Names: Sreshala, Deva, Yaiti, Kisharma, Erisa, Kiwali

Feyfolk (wip)
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Feyfolk
[description goes here]

Attribute Score: As a Feyfolk, you have 34 points to allocate amongst stats and feats.

Age: XXXX mature at around XX and typically live to about XX.

Alignment:

Size: XXXX are between XX to XX feet tall and weigh between XX to XX pounds. Your size is XXX.

Speed: Your base walking speed is XX feet.

Feature :

Feature:

Languages: You can speak, read, and write XXX, and XX other language of your choice.

Names: = Esoteric Races =

Mirashai
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Mirashai
Long ago, a band of Abishai decided that they would somewhat like to pursue their own form of "humanity" on the Material Plane. Following this decision, Tiamat immediately banished them from the Nine Hells, cursing them with mortality, removing their wings, and stripping them of the majority of their powers. In addition, she specifically banished them to Western Vuskan, of which was home to some of the most varied and harshest lands, along with being the harbor of the fewest amount of creatures bearing "humanity" at the time. However, despite repeated attempts on their lives, this group of banished Abishai, or Mirashai, persevered. They grew in population, and eventually became their own society. However, as seems to be typical of creatures bearing "humanity", the Mirashai slowly grew separated into chromatic tribes. Wars between the groups were uncommon, but natural resistances to elements grew the distance between the tribes. The blue Mirashai took to the deserts, the green to the forests, the red to the mountain valleys, the white to the mountaintops, and the black to the swamps. Their cultures are crude, but keep their original mission statement alive by attempting to mirror Human societies. They avoid direct contact due to their recognition of the fact that they are, literally, Fiends.

Attribute Score: As a Mirashai, you have 30 points to allocate amongst stats and feats.

Age: Mirashai mature at around 20 and typically live to about 200.

Alignment: Mirashai societies as a whole tend to follow Abishai's Lawful Evil tendencies, but individual Mirashai tend to sway more towards neutrality simply out of spite towards Tiamat and other Fiends.

Size: Mirashai are between 6 to 8 feet tall (though their typical stance makes them appear about a foot shorter) and weigh between 150 to 275 pounds. Your size is Medium.

Speed: Your walking speed is 30 feet.

Exile's Heritage: Depending on your color, you gain different spells and resistances, as shown below. 1st-level spells gained at 3rd level can be cast once per long rest. Your casting stat is Charisma. Thematically, if applicable, your inherently known spells are cast from your mouth.

Scales of Tiamat: 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.

Hellborne: You are both a Humanoid and Fiend, and as such can be affected by game effects involving both.

Languages: You can speak, read, and write Vecta and one other language of your choice.

''Names: Shorter, more Human-y Dragon names. Iomur, Ixxala, Lorsyn, Endo, Aldroin, Kairios''

Fé'anaam
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Fé'anaam
Similar to Elves in the way that they're Fey products of Sylvethris, Fé'anaam (fay-anom) are Elves bestial counterparts. Though both races were granted humanity when they were given a place in the Material Plane, Fé'anaam took the bare minimum, whereas Elves took enough to appear almost Human. Fé'anaam, though not particularly rare, are typically found in smaller tribes, with occasional 'hub towns' connecting tribes to the outside world. Their Fey heritage still persists in the form of their unique inherent powers. These powers are what steer most Fé'anaam towards being Druids, Rangers, nature-based Clerics, Farmers, Apothecaries, and other nature-centric life paths. Fé'anaam societies are extremely focused on keeping tradition alive, but not against listening to the voices of the youth when it comes to societal practices and issues regarding foreign affairs. Some Fé'anaam are motivated to explore, to which their tribes will typically approve of, but their parents might not. Similarly to most creatures with strong ties to Sylvethris, most Fé'anaam appear androgynous, and societal gender roles are far more lax than what we know as Humans.

Attribute Score: As a Fé'anaam, you have 32 points to allocate amongst stats and feats.

Age: Fé'anaam mature at around 18 and typically live to about 250.

Alignment: Most Fé'anaam would consider themselves lawful good due to their respect for others' lives and ties to their home societies, but compared to Human standards of law, they might be universally considered neutral good.

Size: Fé'anaam are between 5 and 7 feet tall and weigh between 150 and 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Naturefolk: You have proficiency and Expertise in Nature. In addition, you have advantage on Perception checks while in natural environments (primarily forests), and can move silently while in said environments.

Lifebringer: You know the Druidcraft cantrip. In addition, once per long rest, you can touch a target creature to cure them of one poison they're suffering from over the course of 1 minute.

Languages: You can speak, read, and write Fé'ana, Sylvan, and one other language of your choice.

Names: Typically based on nature, with things like Clay, Sol, Aquarius, Umbra, etc.

Half-Dragonborne
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Half-Dragonborne
Extremely rarely, a divine mutation with female children born of a Human and Dragonborne relation can cause them to, instead of being one or the other, adopt traits of both races. Though generally reviled in Human civilizations, Half-Dragonborne are considered holy children in most (but not all) Dragonborne cultures, typically with good reason. Something about these folk seems to attract divine attention, making for adept holy spellcasters and clerics, along with a higher chance of being born with some form of sorcerous magic. Whereas children typically born of a Dragonborne and Human may have draconic/humanoid eyes, Half-Dragonborne have clawed feet, horns, full-body scales, pointed ears, and tails.

All Half-Dragonborne are female at birth. Children can still be born from Human and Dragonborn relations, but best chance is that the child is born with the mother's race.

Attribute Score: As a Half-Dragonborne, you have 32 points to allocate amongst stats and feats.

Age: Half-Dragonborne mature at around 20 and typically live to about 150, only showing signs of aging around 125.

Alignment: Societally, Half-Dragonborne are more inclined towards lawfulness. They tend to serve as heralds between communities, especially in times of war.

Size: Half-Dragonborne are between 5.5 to 6.5 feet tall and weigh between 150 to 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Divine Bloodlines : You know a cantrip of your choice from the Cleric spell list. At 3rd level, you gain a 1st-level Cleric spell of your choice. At 5th level, you gain a 2nd-level Cleric spell of your choice. Your spellcasting ability for these spells is Wisdom.

Natural Armor : You have tough scales covering the majority of your skin, granting a good amount of physical protection. 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.

Draconic Resistance: You have resistance to the damage type associated with your scale color and ancestry.

Languages: You can speak, read, and write Common Almaric, Diakana, and one other language of your choice.

Names: 

Reinling
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Reinling
Reinlings are essentially the rare Celestial antithesis of Tieflings, without the possibility of isolated bloodlines. When a Human manages to have a child with a Celestial, a Reinling is born. Reinlings are only capable of bearing Human children, but divine entities are capable of directly blessing a Human child and thus creating a new Reinling. They are typically contacted and given a specific purpose in life, which leads to the majority becoming some form of adventurer or agent of change. Reinlings are characterized by angel-like features and otherworldly skin tones, eye colors, and hair colors.

Attribute Score: As a Reinling, you have 32 points to allocate amongst stats and feats.

Age: Reinlings mature at around 17 and typically live to about 135.

Alignment: Reinlings tend to associate their beliefs with the Celestial entities of which they descend from, but this can widely vary based on their Divine Path.

Size: Reinlings are between 5 and 6 feet tall and weigh between 125 and 200 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Healing Hands: As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest.

Divine Path: You choose one of two divine paths: Protector or Fallen. Features gained at 1st, 3rd, and 5th levels are dictated by this choice, as shown on the table below. Protectors are almost always Good, whereas Fallen tend to be Neutral victims of circumstance. The majority of Reinlings are what would be considered Protector Reinlings, primarily because specific negative circumstances tend to be required to make one Fallen.

Languages: You can speak, read, and write Yjanic, Common Almaric, and one other language of your choice.

''Names: Typical angelic names, usually given by their overarching deity through a vision. Ezrael, Gaghiel, etc.''

Dhampir
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Dhampir
The result of Vampire-Human relationships, Dhampir are only born unto a Human mother and Vampire father. Vampiric fathers rarely take responsibility for the comparatively short-lived child, and Human mothers bearing a Dhampir child are destined to die at childbirth; their humanity siphoned to create a non-monstrous child. Dhampir are, effectively, slated for a life of self-sufficiency and persecution. Their relatively pale appearances and extended canines (that serve no purpose) are frequently cause for them to be driven out of civilizations by lynch mobs who are weary of creatures of evil residing among them. Because of constant persecution, Dhampir have a natural magnetism towards adventuring lifestyles, and their fiendish blood may drive them to seeking some form of higher divine guidance.

Attribute Score: As a Dhampir, you have 34 points to allocate amongst stats and feats.

Age: Dhampir mature at around 17 and do not die of old age.

Alignment: Dhampir that rebel against their dark bloodline will typically be fervently good, whereas those succumbing to the appeals of unrestricted power tend to be evil. Neutrality is not impossible, but circumstance makes it less than common.

Size: Dhampir are between 5 and 6 feet tall and weigh between 125 and 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Superior Darkvision: You can see in dim light within 120 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.

Bloodline Arcana: At 1st level, you know the Friends cantrip. At 3rd level, you know the Charm Person spell, and can cast it at base spell level once per long rest without expending a spell slot. At 5th level, you know the Misty Step spell, and can cast it at base spell level once per long rest without expending a spell slot. Your spellcasting ability for these spells is Charisma.

At 7th level, you can Wild Shape into a Wolf for up to 1 hour. At 9th level, you can Wild Shape into a Bat for up to 1 hour.

W.I.P MAKE INTO TABLE

Dusktouched: You have resistance to Necrotic damage.

Transpose Life: Once per short rest, you can use your bonus action to imbue your next melee weapon attack with life-draining energies, dealing an additional 2d6 Necrotic damage. You gain half (rounded up) of the Necrotic damage dealt with this ability as hit points, with the leftover gained as temporary hit points. Increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

This ability can instead be used as a bonus action following a successful grapple, in the form of a blood-draining bite.

Languages: You can speak, read, and write Common Almaric and two other languages of your choice.

''Names: refer to Human, usually with a name given by their vampiric parent. Or just, like, Alucard.''

Kimaera
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Kimaera
Ironically, the life of this race was borne from the goddesses of death, Albedo, Alrita, and Alveda. Remarkably secretive, Kimaera essentially function as operatives for said deities, working to maintain the balance between life and death. Outside of those travelling to fulfill their duties, the vast majority of Kimaera reside in Eastern Vuskan. Be it hunting the Undead, preventing wars through persuasion and diplomacy, or stunting plagues, Kimaera remain undeniably stalwart in their purpose. Outside of their patches of feathers and scales that mark their heritage from deities closely related to Wyverns, Kimaera resemble Humans. Female Kimaera are only capable of bearing two children in their lifetime, but can do so asexually. Their ability to self-resurrect once in their lifetime brings with it a physical change in the form of horns, which is seen as a symbol of status among other Kimaera, showing maturity and sacrifice.

Attribute Score: As a Kimaera, you have 34 points to allocate amongst stats and feats.

Age: Kimaera mature at around 20 and typically live to about 3,500.

Alignment: All Kimaera are Lawful Good. They are experts in practicing self-restraint.

Size:  Kimaera tend to be slightly taller and slimmer than Humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Hunter's Vision: 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. This range is increased to 120 feet for 1 minute after attacking (with the intent to kill) an Aberration, Fiend, Undead, or any other Evil-aligned creature. While one of these creatures is within your range, you can see them through all walls, and know which direction they went if they were to exit it.

Grim Arcanum: At 3rd level, you know the Disguise Self spell, and can cast it at will. At 5th level, you know the Augury spell, and can cast it at will. At 7th level, you know the Tongues spell, and can cast it at will. Your spellcasting ability for these spells is Charisma.

Soulbound: Once per month, you are resurrected on death. You remain safely in the Astral Plane for 1d4 days on death, during which time you can freely commune with Albedo, Alveda, and Alrita. After this time, you are reborn at a known safe location of your choosing. Post-reincarnation, small horns sprout from your forehead, and the feathers on your body become more prominent.

Languages: You can speak, read, and write Llambic, Common Almaric, and three other languages of your choice.

''Names: Singular latin-y nouns. Vita, Amare, Gavidia, etc.''

Corvian
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Valdesian Corvian (Warforged)
Valdemar is an unforgiving continent. Undead walk the land in broad daylight, ancient curses lay both dormant and active in the ruins of civilizations on top of civilizations, and the few post-Reconciliation settlements are young and vulnerable. Though life may be fleeting, souls have a habit of persisting, and none know this better than the few enchanters and enchantresses capable of producing a Valdesian Corvian. Forged of the arcane conduit metal Corva, Corvians are living, breathing, soul-bound continuations of those that were brought back from death through this alternative method. Corva, when bound to a soul, becomes almost human. Corvians hearts produce Corvian blood, which takes on a greyish-white hue. They require nutrition and oxygen to function, but cannot be poisoned through conventional methods. They have no vocal cords, instead projecting voice through arcane means. They are more of a "second chance" than a means of immortality, for they still have a shelf life, and re-binding a soul twice or more is nearly impossible. Because of the arcane nature of Corva, Corvians are still fully capable spellcasters.

Attribute Score: As a Corvian, you have 32 points to allocate amongst stats and feats.

Age: Corvians retain the same appearance at all ages, but typically live to about 200.

Alignment: Fully depends on the moral character of the inhabitant soul.

Chassis: On the creation of a Corvian, they are given a chassis. This chassis effects their size, weight, speed, and armor class. You are proficient in your chosen chassis. Corvians gain no Armor Class benefit from wearing armor, '''and can never change their chassis. '''They can, however, benefit from the use of a shield. Rest: Corvians do not sleep, instead requiring a period of self-petrification to remain fully functional. Instead of the usual long rest of 8 hours, a Corvian remains inert for 4 hours a day to recharge. During this time they are unable to take any action and can not be woken by any means until their recharge is complete. They count as being Petrified for the purpose of taking actions, being targeted, et cetera. Corvians can choose to remain inert. While inert in this way, Corvians are recognizable as living creatures, but age ten times slower.
 * Light: 11 + your Dexterity modifier AC, 35ft movement speed, 5.5'-6' height, 250~ lbs.
 * Medium: 13 + your Dexterity modifier (max 2) AC, 30ft movement speed, 5.5'-6' height, 300~ lbs.
 * Heavy: 16 AC, 25ft movement speed, disadvantage on Stealth checks, 5.5'-6.5' height, 350~ lbs.

Corva Blood: You are immune to poison, disease, and Poison damage.

Soul Strands: Due to the disconnection involved in keeping your soul intact while still placing it in a new vessel, your soul is less attached to you than if you were a newly-living creature. You cannot be resurrected by anything lower than a 5th-level spell.

Languages: You can speak, read, and write languages known in your past life.

Names: Whatever they had in their past life.

Lacertia
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Lacertia
Lacertia, due to their semi-draconic appearance and proximity to Dragonborne in Emin, are frequently confused with being descendants of dragons. However, this assumption is unfounded, with Lacertia being their own tribal lizard-like race in their own. Characterized by societies very apparently split between the cultural entrepreneurs and militaristic conquerors, both of which work together to progress their society as a whole, Lacertia are seen as "to Dragonborne what Orcs are to Humans" by most of Vuskali civilization. This theory was probably sprouted out of the fact that Dragonborne and Lacertia have fought consistently over the last uncountable centuries over control of Emini land, and after Dragonborne began interacting openly with Humans and with Lacertia still remaining isolated, rumors to garner military support spread. Simply put, they're burly lizard people.

Attribute Score: As a Lacertia, you have 30 points to allocate amongst stats and feats.

Age: Lacertia mature at around 10 and typically live to about 80.

Alignment: The majority of Lacertia are lawful, with their pride in their home societies being almost genetic. The more artistically-minded folk will probably veer towards goodness, whereas the military-folk will, despite their avoidance of cruelty in most cases, be more inclined towards neutrality.

Size: Lacertia are between 6.5 to 7.5 feet tall and weigh between 225 to 400 pounds. Your size is Medium.

Speed: Your base walking speed is 40 feet.

Lacertian Brutality: When you hit with a melee weapon attack or thrown weapon lacking the Finesse property, you deal an additional amount of damage equal to your proficiency bonus.

Natural Armor : You have tough scales covering the majority of your skin, granting a good amount of physical protection. 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 Jivera and one other language of your choice.

Names: Jerraskm, Kou'erralle, Lerratta, Resatsse, Neirsk

Cambion
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Cambion
Not all interactions between summoners and Incubi/Succubi are without consequence. Sometimes, they may result in a part Human, part Fiend child, cursed to walk the Material Plane. Though appearing mostly humanoid, Cambion typically have pallid skin, red eyes, and wings/tails/horns that can be hidden and sprouted at will.

Attribute Score: As a Cambion, you have 30 points to allocate amongst stats and feats.

Age: Cambion mature at around 17 and do not die of old age.

Alignment: Lawfulness really isn't much of an option for Cambion, particularly due to not being accepted by any organized civilizations out of principle. However, those that forsake their hellish heritage tend to align towards Neutral or Chaotic Good.

Size: Cambion are between 5 to 6 feet tall and weigh between 125 to 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fiendish Arcanum: At 1st level, you can cast Disguise Self at will. At 3rd level, you know the Charm Person spell, and can cast it once per short rest without expending a spell slot. At 5th level, you gain the ability to sprout wings, granting a flight speed of 20 feet. Your spellcasting ability for these spells is Charisma.

Laced Tongue: You gain proficiency and Expertise in Persuasion.

Hellborne: You are both a Humanoid and Fiend, and as such can be affected by game effects involving both.

Vital Siphon: Being a part-Succubus/Incubus, you have the ability to regain vitality through the consumption of another living humanoid's vital substances, with the most potent being blood. Depending on the amount (and type) consumed, you regain an amount of hit points, gain an amount of temporary hit points, or gain certain bonuses, as determined by the DM. If you haven't consumed in this way for five days, you gain one level of exhaustion, with all levels of exhaustion removed on feeding. You can benefit from consumption in this way an amount of times equal to your Constitution modifier per long rest.

As an example, drinking a goblets-worth of fresh Human blood restores 1d4 + your level hit points, with any leftover health granted as temporary hit points.

Languages: You can speak, read, and write Common Almaric, Gehennan, and two other languages of your choice.

Names: Cambion will usually refer to themselves by a singular name, be it fiendish or human-esque. = Languages =