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  1. To Rule the Ashes
  2. Lore

2.b Races

Elf
The Altermir are a race are the ageless remnants of a once vast empire that have long since collapsed to time, the Dread, and human conflicts. They hold a deep animosity in their hearts for all other peoples, keeping their boarders locked tight against the influences of other culture in an attempt to preserve what pieces of their own remains. Some venture out of the vast forests of their ancestorial lands, but few return unchanged by their time abroad.

Ability Score increase: Increase your INT by 2 and CHA by 1. Skip if you use an Essence.
Age: Reach maturity in their teens, however their life span is some 200 or more years.
Alignment: Elves do not tend toward one alignment or another, but as a society they have become closed off from the rest of the world as much as they can, seeking safety in the small pockets of what they have remaining.
Size: Slender build and roughly the size tall as humans. They are medium sized.
Speed: Your base walking speed is 30FT
Darkvision: You can see in dim light out to 60FT as if it was bright light and darkness as if it was dim light. You are colorblind while doing so.
Keen Senses: You gain proficiency in Perception.
Martial Society: When you roll a 1 on an attack, you may reroll it, but must keep the second roll.
Skill Versatility: Gain proficiency in two skills or tools of your choice.
Languages: You can read, speak, and write Elven and Common, along with one other of your choice.

Elf (Soulless)
It is rare, though less so in the current age, that elves are born with out what people would consider a soul. They have large black eyes, a distinct lack of morals and emotions, and an almost child like view of the world, learning from moment to moment. They are considered tools in elven society and second class citizens at the better of times, rarely being allowed outside the boarders of their master's estates. A noble family bearing one of these in their line is a mark of shame and an omen of doom, leading to most to end up orphans or slaves.

Ability Score increase: Increase your INT by 2 and DEX by 1. Skip if you use an Essence.
Age: They age as elves do, maturing physically in their teens and living somewhere to 200 years, though it should be said they rarely live a full life and often develop mentally slower than their peers.
Alignment: True Neutral almost exclusively. The lack of a soul seems to render them with out the morality that makes the concepts of good and evil or law and chaos make sense to them.
Size: They have size similar to their elven kin, you are a medium creature.
Speed: Your walking speed is 30FT.
Arcane Anathema: You can not cast spells, even if you have taken a class that grants you access to the spellcasting ability. You have advantage on SVs to resist a spell effects. If you are subjected to a spell that allows you to make a save to only take half damage, you instead take no damage and half damage on a failed save. You may use magic weapons with no hinderance.
Darkvision: You can see in dim light out to 60FT as if it was bright light and darkness as if it was dim light. You are colorblind while doing so.
Keen Senses: You gain proficiency in Perception.
Martial Society: When you roll a 1 on an attack, you may reroll it, but must keep the second roll.
Skill Versatility: Gain proficiency in two skills or tools of your choice.
Languages: You can read, speak, and write Elven and Common, along with one other of your choice.

Dark Elf
The Zyrmok are cousins of the Altermir, hailing once from the mountains across the sea in northern Klevnakov. They were driven out by the awakening of the Wyrm Chagrnom, whom stole most of their population into the darkness, blighting them with its cursed blood, twisting them forever. Those that remain are the remnants of their tribes, looking to survive or free theirs from the claws of the dragonspawn blight.

Ability Score increase: Increase your DEX by 2 and INT by 1. Skip if you use an Essence.
Age: They reach maturity in their teens, and their life span nearly doubles their elven cousins at 400, baring violence or disease.
Alignment: They tend toward chaotic alignments, due to an innate fear of the enslavement of their entire race at the enthrallment of the Wyrm. They value freedom above all.
Size: Slender and slightly taller than most humans, they are medium sized.
Speed: Your walking speed is 30FT.
Child of Winter: You have resistance to cold damage and You have advantage on CON SVs against weather conditions and extreme temperatures.
Keen Senses: You are proficient in the Perception skill.
Zyrmok Weapon Training: You are trained in the Zyrblade and Daibow.
Quick Response: You have advantage on initiative.
Light Resistance: You have advantage against the Blind condition.
Languages: You can speak, read, and write Zyr, Common, and one other of choice.

Jotunkin
Those born with the blood of giants of old in their veins. Massive by the standards of even the largest of other races. Though, it is because of that size that they are so gentle and aware of their strength. They are well suited for labor and warfare, but also make apt builders and craftsmen. Their appearance ranges from pale to dark brown, with stark wiry hair that can grow thinly or so thickly that they could be confused for another race all together.

Ability Score increase: Increase your STR by 2 and CON by 1. Skip if you use an Essence.
Age: Mature in their early teens, however rarely live 70 years even with out violence.
Alignment:
They are as a culture honest and forthright, favoring loyality over many things. Law prevails over their customs and social interactions.
Size:
Your size is between 7 and 8 FT tall, with massive bodies in excess of 300LB even when there is little fat to speak of. Your size is large.
Speed:
Your walking speed is 25FT
Huge Stature:
When you use a weapon with the versitile property, you always use the "two handed" damage value, even when you use the weapon one handed.
Imposing Presence:
Gain proficiency in Intimidation or Persuasion
Thick Skinned:
+1 AC when not in heavy armor.
Lessons of Stone:
You gain one tool proficiency of choice and proficiency in the History skill.
Languages:
You speak, read, and write, Common and one language of choice.

Hoardkin


Ability Score increase: Increase your DEX by 2 and CHA by 1. Skip if you use an Essence.
Age:
Alignment:
Size:
Speed:

Born to Be Wild:
Ceaseless Stamina:
Darkvision:
Regeneration:
Toughness:
Languages:
Subrace: