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The Aarakocra were created by the Twin Old One The Horagares. They the closest in organization to that of the Secondborn, favoring family structures to govern their race and creating differentiating status between them. Due to being one of the only races capable of flight they have instilled fear in their enemies by dive bombing them from the skies.Some see their flight and remote mountainside homes as death defying and ‘brave’
Herald of Chaos [Fallen] & Herald of the Old Ways [Scourge]
The Aasimar are believed to be the reflections of humanity and their relationship with their spirituality. The few humans that worship or become corrupted by the Sundered one embrace its darkness and were transformed themselves. Those that believed in the Old Ways created mirrors of themselves that helped guide their understanding.
The Dragonborn were created by the Old One Senuna. They are considered to be one of the only Firstborn races to be shared between the the Old Ones apart from the Ratfolk. This is due, in part, to their innate tendencies towards to enforcing law and becoming soldiers / enforcers. Their adaptability to different environments and influences by other Old Ones has allowed them to take on many elemental facets other than that of Senuna’s judgemental fires.
The Kenku are presumed to be the creation of The Sundered One. The Sundered one hated the act of creation after it had seen what it had done when it created the Old Ones as the Kenku are its attempt to fashion a race. However they are only able to mimic the lives that The Old Ones have created and the Firstborn see them as almost aberrations, demonic or devilish but their existence as a failed creation, a mirror to the Firstborn, some have taken pity although that pity is not always welcome.
The Kobolds were created by the Old One Thonios. While other races have advanced their technology by craftsmanship and developing understand of the world, the Kobolds see life differently. Their adaptability to situations and ever changing threats have made them a formidable force, using what they can find and cobble together for offense, defense and sometimes even magic. Although they might be seen as diminutive and weak they have shown those that have have assumed superiority are utterly mistaken.
Ability Scores: Dex +2 Wis +1
Speed: 30 ft
Age: Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment: Kobolds are fundamentally utilitarian, making them most often neutral, but their reliance on the strength of their group and conviction to craftsmanship makes them trend toward law.
Size: Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
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.
Trapsmithing: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend up to 1 hour and an appropriate amount of gp worth of materials to construct a simple trap (Discuss with your GM on appropriate, time, material cost and trap mechanics). The health and difficulty of the trap is equal to your passive Wisdom (Survival) skill. The device ceases to function after 24 hours (unless it is activated), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such traps active at a time.
Pack Crafter: You have advantage on any artisans tools check if you can see another friendly creature successfully using the same tools.
Light Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you are in bright light.
Languages: You can speak, read, and write Common and Draconic.
The Lizardfolk we created by The Old One Nantosuelta although are far more primitive than the First Born counterparts. They live simply but at times violently. They have developed their own techniques for breeding wild animals and releasing them back into the local landscape due to their ever present appetite for meat which nearly starved them out. They are experts in both bonecraft and leathercraft and have yet to truly master metallurgy, or the written word.
The Minotaurs were created by the Old One Cernunnos. They are believed to be the cultivators of life in the Leylands, living in harmony with nature. Their pacifist ways lend them towards more diplomatic roles in society although their horns have been used by themselves and their enemies as weapons of war.
Ability Score Increase: Your Strength Score Increases by 2 Wisdom Score by 1
Age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
Alignment: Minotaurs believe that their fate is similar to the rivers that grant life, and thus tend toward chaos. They are loyal regardless of what motivates them and thus make as a good of an ally as a foe,devoted to their cause and seeing it flourish.
Size: Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Horns: Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.
Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Blessing of the Old One: You can transform a vial or pool of water into healing waters. When you bathe in these waters you regain 2d4+2 hit points, the number of dice increases to match your proficiency bonus. A creature can only gain hit points this way once per short rest. These waters last for hours equal to your proficiency bonus or until creatures equal to your proficiency bonus have benefited from healing in this way. Once per short rest.
Bestial Warden: You gain proficiency in Animal Handling and Intimidation
Hybrid Nature: You have two creature types: humanoid.
Languages: You can speak, read, and write Common and Sylvan.
The Ratfolk were created by the Old One, Anatheon to serve it in gathering information from the dying. Their innate abilities to communicate with each other non verbally allows them, in great numbers, to be a formidable academic force. Alone, their traits to gather information knows no bounds and many have found employment in both legal and illegal trades.
Ability Score Increase. Your Constitution score increases by 1. Your Intellect score increases by 2.
Age. Ratfolk reach adulthood at around age 2 or 3, with the fur on their bodies turning grey between ages 35 and up. Most Ratfolk however never reach 35 due to their curiosity and disregard for danger..
Alignment. Ratfolk hierarchy tends to stem from those that are most knowledgeable but not necessarily qualified leader. Most nets rely on network of information sharing and therefore highly chaotic. Ratfolk are rarely evil, but most are morally neutral due to their nature of hoarding information like gold.
Size. Ratfolk look hearty although for some that is more fur than anything else, standing about 2’4” and 3’6”, and weighing around 50–60 lbs. Your size is Small.
Speed. 25 feet.
Superior Darkvision. You are used to dark areas, and your eyes have adjusted to such. You can see in dim light within 120 feet of you as if it were bright light, and darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Innate Spellcasting. You know the message cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only rodents with it. Starting at 3rd level, you can also cast animal messenger with this trait. Once you cast it, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Undercommon and can beast speak to rodents.
Delver Adaptation: The dead lay in various environments and locations. Anatheon has blessed the Ratfolk with a unique trait far superior than others of its brood. Pick One.
Superior Flexibility. You can fit into spaces half your size without squeezing.
Superior Senses. You have advantage on Wisdom (Perception), and Intelligence (Investigation) checks that involve smell or sound.
Superior Stealth. You can attempt to hide even when you are obscured only by a creature or object that is at least one size larger than you.
Superior Immunity: You gain advantage on saving throws against being poisoned or diseases.
The Tabaxi were created by the Old One Nicnevern. Tabaxi can be found all over the Leylands. They consider the entire region their home have only established small encampments and villages, preferring a life of exploration and adventure. A Tabaxi’s intentions are never truly revealed until the last possible moment so that they cannot be betrayed, although this has been seen duplicitous and self serving by others.
Ability: Scores: Dex +2; Cha +1
Speed: 30 ft., climb 20 ft.
Age: Tabaxi have lifespans equivalent to humans.
Alignment: Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size: Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Darkvision: You have a cat’s keen senses, especially 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.
Feline Grace: Your reflexes and agility allow you to react with incredible swiftness, you gain advantage on dexterity saving throws from natural hazards and traps and as a reaction, can move up to 10ft if you succeed a dexterity saving throw.
Cat’s Claws: Because of your claws, you have a 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 modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talents: You have proficiency in the Perception and Survival skills.
Languages: You can speak, read, and write Common and one other language of your choice.
The Tortles were created by the Old One Belenos. Although the Tortles themselves have no fixed home, they are believed to have originated in the Northern territories where their guiding lights have helped shepherd the lost and ill-fated from doom. Nomadic and solitary in nature, it is believed by the First Born that if you were to come across one, their guidance will ensure good fortunes and thus their appearance is always celebrated.
The Yuan-ti were created by the Old One Bakanuwa. Their cold blooded nature is assumed to be not only part of their natural state but it is also believed that this is why they were created by Bakanuwa, as their lack of sentimentality and more objectified view of the world allows them to utilize divination and history in an unemotional way, granting them better control over their gifts. Recently a group known as the Vrael Olo, created by the Secondborn have abused the Yuan-ti to create Yuan-ti hybrids, corrupting their essence in hopes to gain their powers for themselves
Ability Scores: Wis +2; Int +1
Speed: 30 ft.
Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
Size. Purebloods match humans in average size and weight. Your size is Medium.
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.
Innate Spellcasting. You know the douse cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast augury with this trait. Once you cast it, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Languages. You can speak, read, and write Common, Abyssal, and Draconic.