Jarazon Races

  1. Loxodons

    1. “They found that they were looking at a most extraordinary face.  Yet the eyes captured their attention, these deep eyes were now surveying them, slow and solemn, but very penetrating. They were brown, shot with a green light. Often afterwards, Orich tried to describe his first impression of them.  'One felt as if there was an enormous well behind them, filled up with ages of memory and long, slow, steady thinking; but their surface were sparkling with the present; like sun shimmering on the outer leaves of a vast tree, or on the ripples of a very deep lake.' " -Orich, Human adventurer about an Elder Loxodon

    2. Built for the Ages

      1. Built like the stone their skin often resembles, Loxodons are one of the most resilient creatures on the continent. Loxodon are extremely broad and hefty weighing much more than their size would often imply.  Their ability to withstand attacks both physical and mental showcase why Loxodons are often left to their own devices.

    3. Long Memory, Stoic Nature

      1. As the saying goes “A Loxodon Never Forgets”, with lifespans rivalling and occasionally exceeding those of the Elves, a Loxodon can befriend a human and live to see his far flung descents see old age.  While the Elves tend to compartmentalize their long life spans into specific sections, Loxodons view their lives as one continuous journey to be remembered and cherished as they lumber forward through time.

    4. The Great War

      1. Millennia ago before Humans landed upon the continent a Great War enveloped the entirety of Jarazon and lasted centuries reshaping the continent and it’s inhabitants to such a dramatic degree that the world has yet to truly recover.  Loxodons were the caretakers of the Great Plains, yet as war between the Centaurs and the Elves pushed the Centaurs across the Bitrend Range they came into contact with the peaceful trunked folk.  The Loxodons attempted resistance but had no real military experience and were eventually routed losing a vast majority of their population.  Their numbers have yet to recover from this devastation.  Yet oddly as a whole the Loxodons do not hold a grudge against Centaurs, rather instead viewing their fall as a result of their lack of vigilance and preparation. In fact, the best Centaur Tribes boast a Loxodon among their number in a leadership or healing capacity.

    5. Monasteries and Wanderers

      1. Centuries ago the Loxodons’ held a tribal system yet after the great war many have taken to seclusion in their peaceful monasteries. These monasteries welcome all and treat their guests with unrivaled kindness. Others choose to live a life of movement.  These wanderers never stay in one place in long, each with their own motivation to keep moving but growing restless once familiarity sinks in.  These wanderers occasionally join a party of adventurers, providing their knowledge and experience that is often lacking in the hot blooded veins of other humanoids. 

    6. Open Arms and Kind Words

      1. Loxodons view all kindly folk with kindness and friendship, often forgiving slights both small and large for the sake of harmony.  One must do a great act of evil or show a lack of any compassion or remorse to earn a Loxodons ire.  Those who do become enemies of a Loxodon better run as fast as their legs can carry them, Loxodons will fiercely protect their friends, the innocent, and their stalwart ideals.  While their general view of Orcish culture is one of a disappointed parent they will not pass judgment of individual folk without any personal interactions.

    7. Loxodon Names

      1. There are a very finite number of true Loxodon names as each child is named after their Mother or Father based on Gender. Female Loxodons are not known to have more than 1-2 children in their long lifespan which helps mitigate this confusing concept.  They have no secondary names amongst their own culture and seem to understand who is being referred to at all times. Yet other races often find this naming practice confusing and will assign nicknames to those they get to know.

      2. Male Names:  Ixon, Arjan, Jatya, Ujana, Rinjya, Sarbo, Borya, Oruja, Nambu, Arpajaxa, Ushuma, Barula

      3. Female Names: Gama, Uron, Darut, Erdu, Libampa, Beru, Jananya, Rashna, Pyaha, Hami, Narujan, Mayajin

    8. Loxodon Traits

      1. Ability Score Increase.

        1. Your Constitution score is increased by 1

        2. Your Strength score is increased by 2

      2. Age.

        1. Loxodons mature slower than humans reaching full maturity around 50 years of age, yet can often seem much older due to their mannerisms and perspectives.  Loxodons live on average around 800 years, yet some notable exceptions have breached a millennium.

      3. Alignment.

        1. Almost without exceptions Loxodons are lawful, believing in personal responsibility, constraint, and order. They tend toward good as well, yet some have been known to be neutral as time shows them the necessity of evil for the existence of good.

      4. Size.

        1. Loxodons stand between 6 and 8 feet tall and average about 500 pounds.  Your size is Large.

      5. Speed.

        1. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

      6. REMOVE Thick Skinned

      7. Basic Healing Experience: Loxodon all have a basic knowledge of healing magics and can cast the Save the Dying cantrip.  Wisdom is your spellcasting ability for that spell.

      8. Strong Willed: You have advantage on saving throws against psychic, and you have resistance against psychic damage.

    9. Long-Lived.

      1. Loxodon have advantage on history checks

    10. Languages.

      1. You can speak, read, and write Common and a language of your choice 

    11. Subraces

      1. Bald Loxodons

        1. As a Bald Loxodon you grew up on the Great Plains to one extent or another and as such share an affinity with its landscape.  You are attuned to nature as well as the people who inhabit it.

        2. Ability Score Increase

          1. Your Wisdom score is increased by 1

        3. Basic Nature Experience.

          1. Loxodon all have a basic knowledge of the earth and as such you can cast the Druidcraft Cantrip.  Wisdom is your is your spellcasting ability for that spell.

        4. Well Traveled

          1. You’ve met many different races across the continent and have picked up fluency in an additional language of your choice

      2. Woolly Loxodons

        1. Woolly Loxodons are covered in fur from head to toe.  Originally hailing from the Northern Isle, but as the Orcs grew in number and aggression they were pushed over the ocean to the continent.  They have since blended into normal Loxodon society.

        2. Ability Score Increase

          1. Your Constitution score is increased by an additional 1

        3. Cold Resistance

          1. Your thick coat protects you from the most extreme cold.  You have immunity to cold damage.

        4. Frosty Glare

          1. You’ve existed in such cold environments that you’ve learned to channel minor cold energy.  You can cast the Frostbite Cantrip.  Wisdom is your spellcasting ability for that spell.

  2. Leonin

    1. “I’ve travelled across the entire continent and met many Leonin as different as snowflakes, but i have always believed that all Leonin live by a simple creed.  What’s mine is mine and what’s yours is negotiable.” -Orich, Human Adventurer

    2. Fragile but Agile

      1. Quick to bruise but adept at avoiding confrontations and physical harm, the Leonin learned the limitations of their physical stature long ago and have adapted to avoid harm whenever possible. Standing between 4 and 5 feet tall, with bones not unlike those of birds, Leonin have to be careful in extremely harsh winds to avoid injury.  Covered head to toe in hair of varying in lighter colors from red to straw blonde.  How the hair is groomed varies greatly across the different families.  While Leonin are adept at avoiding danger, when confrontation is unavoidable they can hold their own using a wide array of weapons.  Leonin utilize the talents of individuals in a complex weave that creates a group that is truly stronger than the sum of it’s parts.  Fighting in synchronization with their families Leonin often surprise their foes with their coordination and tactical supremacy.

    3. Time is Money

      1. Leonin live very similar maturity rates and lifespans to humans but very rarely live past 50 years of age.  Although not accepted as adults until their mid teens, Leonin are encouraged to participate in society at ages as young as 7 years old, especially in those areas concerning finances.  Their education growing up is centered around self-protection, languages, mathematics, and the art of flattery and social skills.  Female Leonin undergo additional education in governance and managerial skills.  Leonin who live to old age are considered an invaluable resource and are greatly revered by all.

    4. Safety, Coin, Family

      1. Leonin value these three things above all else often in that exact order.  Understanding that they fall near the bottom of the physical stature list, they have learned how to blend into their surroundings and hone their reflexes.  “Better fled than dead” is a common Leonin phrase, finding unique and clever ways to escape dangerous situations is a point of great pride for many Leonin.  Learning from their families at a young age to be master negotiators and merchants, Leonin are adept at all skills related to growing personal fortune.  While not necessarily accepted this can often include less legitimate forms of wealth acquisition.  After taking care of themselves and their fortunes there is little that Leonin will not do for their families.

    5. Mother Knows Best

      1. The Leonin have a matriarchal society designed around familial structures.  The Matron of each family is responsible for safety, monetary success, and advancement of her own pride.  These prides often encompass up to 3 generations and as many 50+ individuals.  Each Matron chooses her successor in case of her own death, some even go so far as to create in depth Hierarchies so all the females know where they stand, this is a more common practice is times of great upheaval especially as it relates to war. Each Matron responsible for more than 25 heads sits on The Karista Council that meets at semi-annual conferences in the capital city of Havenfurt.  Males are usually charged with protection of the pride as well as with the education of Leonin Youth. 

    6. Curiosity Cat

      1. Leonin rarely leave their families to become adventurers but those who do are often after ways to acquire their own personal fortunes that doesn’t require competition in business with their family members.  They excel mediator positions and often act as spokesman for their party.  When fighting seems imminent though most will make themselves sparse whenever possible. 

    7. Bigger Smiles Equals Bigger Profits

      1. Never one to turn down a new friend (especially one with deep pockets), Leonin view all races as possible profitable partners and so rarely make enemies.  Although try and steal from a Leonin or cross them in a business venture and you’re likely to find a dagger in your back when walking home from dinner. 

    8. Leonin Names

      1. Simply titled Cub until each Leonin chooses their first name on their 14th Birthday. A Leonin changes their name many times over their lifespan and it is not unusual for them to have more than one, dependent on whom they are dealing with. All Leonin bear the Name of the Matron above them as their familial name.  One easy way to tell a Matron from another Leonin Female is the lack of a familial name.

      2. Male Names: Ekele, Jazal, Ebaro, Slix, Kolum, Agar

      3. Female Names: Sooz, Planir, Klativ, Coroth

    9. Leonin Traits

      1. Ability Score Increase.

        1. Your Dexterity score is increased by 1

        2. Your Charisma score is increased by 2

    10. Age.

      1. Leonin reach physical maturity around the same time as humans and rarely live beyond 50 years of age.

    11. Alignment

      1. The Leonin as a general rule are a lawful people as chaos rarely makes for stable earnings.  Yet you will find a broad spectrum of alignments in their very individualistic culture.

    12. Size.

      1. Leonin stand between 4 and 5 feet tall and average around 75 pounds.  Your size is Medium.

    13. Speed. 

      1. Your base walking speed is 30 feet bipedal, and 40 feet on all fours.

    14. Darkvision.

      1. Your Feline eyes give you extremely powerful eyesight. 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 grey.

    15. Keen Senses.

      1. You have proficiency in the Perception Skill

    16. Quick Reflexes

      1. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

    17. Languages.

      1. You can speak, read, and write Common, Purrese, and 1 language of your choice from the Standard Language List

    18. Subrace 

      1. Desert Leonin

        1. A majority of Leonin fall into this category, they make up the merchants, guards, investors, bankers, and hunter gatherers of the Leonin people.  You spent your childhood wandering among the desert dunes and observing the traditions of your people.  While not as exotic as the other subraces you are part of a rich heritage to be proud of.

        2. Ability Score Increase

          1. Your Intelligence score is increased by 1

        3. Dessert Weapons Training

          1. You have proficiency with the bolas, longspear, shortbow, Saber, and Slingstaff

        4. Like the Shifting Sands

          1. You have advantage on Survival Checks in Desert climates

          2. You have advantage on stealth attempts when in Desert Climates

      2. Nitari

        1. Occasionally, a Cub will be born with completely black fur and black pupil less eyes.  These Leonin are known as the Nitari. Nitari are taken from their families at birth and raised by a secret sect somewhere in the Berkaw Dessert. Trained from a young age to be the assassins of the Karista Council.  They are trained in numerous languages, stealth, poisons, and simple yet useful spells.  They generally avoid all contact with their own kind beyond the Matrons themselves (to whom they are completely and utterly obedient), treated with both respect and fear by their own kin.

        2. Ability score Increase.

          1. Your Dexterity score is increased by 1
        3. Nitari Weapons Training

          1. You have proficiency with the dagger, shortsword, shortbow, longbow, hand crossbows, and rapiers.
        4. Nitari Magic Training

          1. You know the dancing lights cantrip.  When you reach 5th level you can cast the darkness spell twice per day.  Charisma is your spellcasting ability for those spells.
        5. One with Shadows.

          1. You can advantage on stealth attempts when in shadows or darkness. 
        6. Superior Darkvision

          1. Your Darkvision has a radius of 120 feet

      3. Sea Sworn

        1. In stark contrast to the strong matriarchal society which exists on land, there exists a Males only collective who oversee the large naval empire of the Leonin People.  Those Leonin who choose to join the large merchant fleet and navy of their people must pass a series of rigorous tests both physical and mental.  After the tests successful applicants undergo a secret ritual which imbues in them supernatural abilities.  These Leonin are much more physically imposing than their land dwelling relatives and can hold their own in any manner of conflict.

        2. Ability Score Increase

          1. Your Strength Score is increased by 1

        3. Sea Sworn Weapons Training

          1. You have proficiency with the shortsword, cutlass,  and dagger

        4. Ritual Effects

          1. You know the Shape Water cantrip.  When you reach the 5th level you can cast the Gust of Wind spell twice per day. Charisma is your spellcasting ability for those spells.

        5. One with the Sea

          1. You can see underwater just as well as above.

          2. You can hold your breath 3x what you would be able to normally.

  3. Centaurs

    1. Quote

      1. “His brow is seamed with line and scar;

      2. His cheek is red and dark as wine;

      3. The fires as of a Northern star

      4. Beneath his cap of sable shine.

      5. He looks some king, so solitary

      6. In earnest thought he seems to stand,

      7. As if across a lonely sea

      8. He gazed impatient of the land.

      9. Out of the noisy centuries

      10. The foolish and the fearful fade;

      11. Yet burn unquenched these warrior eyes,

      12. Time hath not dimmed, nor death dismayed.” 

        1. -From the Diary of Orich, Human Adventurer about Strongflank III

    2. Strong and Proud

      1. Beyond the tattoos that adorn their flanks and the cut of their mane, Centaurs are eerily similar to each other other in build and colorization.  Besides the rare exception, Centaurs are large creatures with tightly knotted muscles and strong if rather plain facial features. This physical similarity can be thought to be a driving force for their focus on personal accomplishments and notoriety.  A Centaur regardless of occupation or fame will be the first to tell you their name and exploits.  Their confidence is not that stoicism and superiority of the haughty Elves, but rather a grand story to be told and shared with all who will listen. 

    3. The Great War

      1. Millennia ago before Humans landed upon the continent a Great War enveloped the entirety of Jarazon lasting centuries, reshaping the continent and its inhabitants to such a dramatic degree that the world has yet to truly recover.  Centaurs were originally considered brothers and sisters of the Elven folk living in the forests that ranged from the Bitrend Range all the way to the Grey Sea.  They allied with the Elves to pursue the destruction of the Dwarves and Orcs.  Yet religious fanatics gained traction within the Elves and ignited a racial war that broke their familial bonds with the Elves and lead to an exodus into the Great Plains, torching many of the great forests in their retreat.  This brought them into direct conflict with the Loxodons, who they routed with relative ease.  Centaurs have all but forgotten The Great War and have chosen to pursue personal interests as opposed to grand political and military conflict.

    4. Warriors to Scholars

      1. Centaurs believe that an individual’s worth is based on the notoriety and respect given to their name.  Whether that fame was achieved through martial prowess, miraculous healing, or sagely wisdom is irrelevant.  They then have skilled artisans tattoo pictographic representations of these great scenes onto their body so that all may see.  These images are often magically enchanted to create moving scenes upon the bearer’s skin. In the past the Centaurs were a truly warrior-like people with very little variance in attitude towards other races.  In more recent times Centaurs lack any great enemy to their homeland and as a result some tribes have branched off from their military roots and set their sights on more scholarly pursuits ranging anywhere from charting stars to musical theory.  Centaurs of any calling often join Adventuring Parties to help grow in skill and notoriety even beyond the confines of the Great Plains

    5. On the Move

      1. All Centaurian cities, besides the capital of Klawsden, are nomadic tent cities that rarely stay in one location for longer than a full moon cycle.  These nomadic people follow a large cyclical pattern of travel that was set by tribe elders centuries ago.  Proper maps of the Great Plains will depict city locations based on time of year and moon phase.  These cities can contain anywhere from one tribe of two dozen Centaurs up to four large tribes encompassing 300 individuals, such as Weld. All Centaurs are eligible for the title of Golande who lives in the palatial grounds of Klawsden, chosen by popular vote after the previous occupants’ death.  While this title holds little legitimate power it is a symbolic representation of the pinnacle of personal achievement, various Golande have held varying levels of involvement with Centaurian political machinations.  The tales of each Golande are told long after their passing, their tattooed hides decorate the grand hall of Klawsden Palace.

    6. All About Me

      1. Centaurs view all other individuals as supporting characters in the epoch that is their own life.  Regardless of race or alignment Centaurs will gladly take the aid, friendship, or even animosity of others in order to help create a grand story centered around themselves.  All Centaurs possess at least a little flair for the dramatic and will try to incorporate this into their conflicts, relationships, and day to day activities.  Some militaristic tribes still hold ancient grudges with the “tree-hugging Elves”, yet most have no problems with them in this age.

    7. Centaurian Names

      1. Centaurs are extremely proud of their names, which they choose themselves once they know what their life goal is.  Centaurs never change their names and strive to create a completely unique name. Occasionally a Centaur will choose a name of a great “Golande” in the hopes of emulating their achievements and become the second of that line.

      2. Example Names: Strongflank, Keeneyes, Thunderhooves, Farseer, Loudmouth

      3. Tribal Names. Orastes, Guluth, Nizar, Ukh, Plarn, Janar

    8. Centaur Traits

      1. Ability Score Increase.

        1. Your Strength score is increased by 2

        2. Your Charisma score is increased by 1

    9. Age.

      1. Centaurs age at a rate slightly accelerated compared to humans, reaching maturity around age 10 but living to be around 150 years old.

    10. Alignment.

      1. Centaurs tend to the extremes of alignment, but rarely descend into evil.  They are generally either lawful good or chaotic neutral.

    11. Size

      1. Centaurs stand 4-5 feet to the top of their back and an additional 2.5-3 feet to the top of their head.  They weigh around 350-400 pounds

    12. Speed.

      1. Your base walking speed is 40 feet.

    13. Charge

      1. If you move at least 30 feet in a straight line towards a creature and hit it with a melee attack, you deal an additional 1d4 damage of the weapons type.  This increase to 1d6 at 6th level, 2d6 at 11th level, and 3d6 at 16th level.

    14. Lances.

      1. For the purposes of using Lances, you count as being Mounted.

    15. Languages.

      1. You can speak, read, and write Common

    16. Subrace

      1. Dwarf Centaur

        1. Once in a blue moon a runt is born in a litter of Centaurs, Dwarf Centaurs never grow greater than 3 feet to the top of their back and only an additional 1.5-2 ft to the top of their head. weighing roughly 125-150 pounds of muscle.  As a general rule Dwarf Centaurs are treated well by centaur society but special accommodations are rarely made for their small stature.  Dwarf Centaurs are often overly competitive as a way to compensate for their diminutive stature.

        2. Ability Score Increase

          1. Your Dexterity Score increases by 1

        3. Naturally Stealthy

          1. You can attempt to hide when you are obscured only by a creature that is at least one size larger than you.

        4. Competitive Blood

          1. You can reroll any single dice rolled in a check, you must use the new dice roll.  Do not add any proficiency bonuses or other modifiers. This action may not be made again, until you have completed a short or long rest.

      2. Forest Centaur

        1. Although your people moved to the Great Plains centuries ago you still feel a strong connection to the Great Trees your ancestors called home.  Forest Centaurs are often self designated protectors of the few forests which exist east of the Bitrend Range.  Forest Centaurs often forgo traditional Centaur tattoos, instead choosing to decorate their manes and hide with natural paints and different herbs.  Usually Forest Centaurs possess a peaceful yet protective nature, occasionally groups of Forest Centaurs have been known to descend into barbarity, often after the destruction or abuse of their forests,  and become extremely aggressive to all outsiders.

        2. Ability Score Increase

          1. Your Wisdom Score is increased by 1.

        3. Fey Experience

          1. Whenever a Fey creature attempts to charm or deceive you, you have advantage on the corresponding ability check.

        4. Additional Language

          1. You can speak, read, and write Sylvan

      3. Grassland Centaurs

        1. Having lived on the Great Plains for centuries a majority of the Centaurian race has adapted to their current surroundings.  Growing larger and faster with each generation.  Grassland Centaurs make up a large majority of the population and as such are considered to be the “typical centaur”. 

        2. Ability Score Increase

          1. Your Constitution score is increased by 1.

        3. Great Dash

          1. You can use a Great Dash action to double your movement speed for 2 rounds.  This action cannot be made again until after completing a short or long rest.

        4. Grassland Knowledge

          1. Whenever you make an Intelligence check (Nature) on a something pertaining to the Grasslands you are considered proficient in the Nature skill and double your proficiency bonus to the check, instead of your normal proficiency bonus.

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