Bone Marrow upon the Sequoia Throne
People of Noryjin
Aasimar: Few in number the Aasimar are seen as an omen in all lands although whether for better or for worse depends on the region. With hundreds of past lives clambering within their minds it is only a matter of time until they develop mental instabilities. Said to be birthed from celestial beings when the world was still young, the Aasimar possess an immortal soul. Upon death their souls leave their bodies and disappear into the Ether while it waits for a new body to be created. This process takes a seemingly random amount of time. Once the body is ready, the soul infuses it, and the Aasimar awakens as if from a dream. They hold all memories not pertaining to them or their old life, but those of the world. They can speak common and retain general info on the world, although do not know how much time has transpired
Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age: Aasimar age at the same rate as humans but live a few years longer.Unlike the other races, they start their life fully matured.
Alignment: Due to their celestial nature Aasimar are inherently good, however due to the strain that their rebirths place on their mind some can eventually turn to evil.
Size: Aasimar are built like well-proportioned humans. Your size is medium Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60ft as if it were bright light, and in darkness as if were dim light. You can't discern colour in darkness, only shades of grey.
Celestial Resistance: You have resistance to necrotic and radiant damage.
Creature of Light: You gain the light cantrip.
Memories of the Past: Tapping into memories of a former life you are able to recall details not known to your current one. Using this ability you gain advantage on a skill check. When this ability is used, the player rolls 1d100, if the result is 10 or less than their character has developed a new mental instability but this ability can be used again. If the result of the d100 roll is 11 or higher, the Aasimar must finish a short or long rest before using this again..
Dragonborn: Originally from the same swampy areas as the Elves, many of the Dragonborn have since changed locations after the elven occupation of their land began. While a greater number remained, refusing to leave the homes they have held for generations, those unwilling to stay under elven laws have seeped into the other kingdoms. Seen as mighty warriors, the Dragonborn are known as being some of the finest soldiers in all of Noryjin and comprise a large number of the current mercenaries.
Dwarf: Hailing from the northern regions initially, Dwarves are a hardy people. Living in or on the snow capped mountains, they have adapted to the harsh conditions of the region which is reflected in their personality. Recognizing strength, glory and honor as the three most important aspects of life, this often leads to them being viewed as barbaric. Divided into clans, the Great war had been the first time that all of their race united for one purpose.
Rom'sa'lanni: These elves travel Noryjin in bands, sticking to a nomadic lifestyle. Known as the Rom'sa'lanni, it is said that their people are nothing but tricksters and charlatans claiming that they can divine the future. With strong ties to their commune many Rom'sa'lanni view those that leave their confines as outcasts and betrayers.
Ability Score Increase: +1 Intelligence
Weapon Training: Gain proficiency with longsword, shortsword, longbow and shortbow.
Fey Step: You can cast the misty step spell once using this trait. You must finish a short or long rest to regain this ability.
Elves: Calling the marsh and swamplands of Noryjin home, the elves slender and gaunt frames cause them to appear death like. This appearance is made all the more haunting by their gray and ashen pallor. Adorning their bodies with bone jewelery and trophies from their kills, they prefer to dress in darker clothes. At one time the elves shared borders with Dragonborn lands however as a result of the Great War the Elves managed to conquer the small kingdom that they once owned.
Gnome: With staunch religious tenets forming the foundation of their society, gnomes take their worship of their gods rather seriously. Worshiping Ophenya primarily, gnomes of all denominations can be found all over the world. While they may not all worship the same god almost all are adhere to the practices of daily prayers.
Goliath: Deep within the jungles of Rew'raq to the south are the Goliath tribes that make up the Yihp'unt kingdom. These giants prowl the darkest places, prizing strength above all else. While often seen as aggressive, Goliaths find it hard to pass on a challenge, especially those involving tests of strength. Clustered together in tribes, the Goliaths for the most part stayed out of the Great War, functioning as hired swords.
Ability Score Increase: Your Strength score increases by 2
Age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Alignment: Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality.
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. Natural
Athlete: You have proficiency in the Athletics skill.
Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.
Languages: You can speak, read, and write Common and Giant.
Half-elf: Respected for their ability to solve problems, Half-elfs comprise the largest portions of the merchant caste. Often sought out to act as diplomats, they have managed to avoid the stigma that has been garnered by their elven bloodline. Half-elves still possess lighter skin tones and the dark hair of their elven kinfolk but are not as gaunt.
Half-orc: Hailing from all over the continent, half-orcs are often seen as being no better than their full blooded kin. While not as hated as Tieflings, their features do often bring up memories for those that have had poor encounters with orcs.
Halfling: Conquering the high seas, the nautical loving Halflings have built some of the fastest ships in Noryjin. Hailing from the Moonshine isles, the halflings also are well known for their strong home brew spirits. Using their ships to export the drinks through out Noryjin the halflings have built up a strong tolerance to alcoholic beverages.
Human: Humans have seeped into every kingdom, their short lives and lust for adventure propelling them further than any of the other races. Easily adaptable to any situation or environment, it seems like humans have permeated into all aspects of Noryjin society. They also control the largest kingdom within Noryjin and are said to be the cause of the Age of War.
Tiefling: These outcasts perhaps suffer the greatest scorn of all the races within Noryjin due to their demonic nature. With no land to call their own they are often forced to live in the cities in order to avoid the prejudice of the farm folk.
Warforged: Remnant from the old empire the warforged are the mysterious byproducts of an age long since passed. With the secrets of their creation having long since been forgotten the Warforged are slowly on the decline as they have no way to replenish their numbers. This has caused a large portion of their number to actively scour the world
Ability Score Increase: Your Strength and Constitution scores increase by 1.
Size: Warforged are generally broader and heavier than humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Composite Plating: Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
Living Construct: Even though you were constructed, you are a living 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.
Languages: You can speak, read, and write Common and one other language of your choice.