RacesFour major peoples live in the Northrealms: the men of the Blue Islands and the Plains, the ephemeral Ladies of the Forest, and the scaled inhabitants of the Smoldering Islands.
The Ladies of the Forest are the eldest and most ancient of the Northrealm’s inhabitants. Resembling the forests that they call home, their rituals and spells were practiced from the Red River to the Frozen Plains. Now they live only in the deep woods, birthing daughters and struggling to keep their ancient lore.
When the Smoldering Islands rose from the sea, and the anghwis first spread their wings, their unhatched eggs rolled down the mountains into the valleys between them. Separated from the heat that nurtured them, they hatched small, weak, deformed. Despite their weakness and frailty, they managed to rise up to a fraction of the glory due to them by their blood.
Then, nearly one hundred fifty years ago, a new people came from the south. The first of them came in canoes to the western isles covered in blue rocks. Then men came up the Red River, driving the Ladies of the Forest ever further back. Scattered in countless clans, these men roam the hills, swamps, and plains.
Blue IslanderThe first men to arrive in the northrealms, the blue islanders are famous for their ferocity and savagery.
Ability Score Increase. Your Strength Score increases by 2 and your Constitution score increases by 1.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to long days in the mines, you have become accustomed to seeing with little light. 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 cannot discern color in darkness, only shades of gray.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
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.
Languages. You can speak Ghwa and Tong. Neither language has a written form.
Lady of the Forest
The eldest of the races in the northrealms, the ladies have been fading for centuries, even before the arrival of Men. Many of your grove-mothers fear that the war with the Wolf-King will spell the end of your race.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Speed. Your base walking speed is 35 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 cannot discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Creature. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Trance. You don't sleep, instead you meditate deeply, remaining semiconscious, for four hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting this way, you gain the same benefit that a human does from 8 hours of sleep.
Ritual Training. You know one 1st-level druid spell. This spell must be a ritual spell and you can only cast it as such. Wisdom is your casting stat.
Languages. You can speak Ghwa and Sylth.
Plain Striders
The most recent arrivals in the northrealms, having come from south of the Red River some 150 year ago, their arrival drove the Ladies deep into the forests, the mountains, and the swamp.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Speed. Your base walking speed is 30 feet.
Feat. You gain one feat of your choice.
Skills. You gain proficiency in one skill of your choice.
Languages. You can speak Ghwa.
Smoldering Islander
Native to the northern islands, you bear the blood of one of the Six Flames, the gods and goddesses living within the six smoking mountains that give the islands their name.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Speed. Your base walking speed is 30 feet.
Blood of the Gods. Your scales show your lineage, allowing all to see which of the gods you claim descent from.
• Azkrez, the Hungering Conquest. Your scales are a deep black with red lines like molten rivers. You have proficiency with glaives.
• Mazkol, the Winter Maiden. Your scales are white as fallen snow, and your eyes are as blue as the summer sky. You have proficiency with shortbows.
• Orzuzak, the Whip-Tail. Your scales are a forest green, and your muscles are like corded rope. You have proficiency with whips.
• Tahkrek, the Dark Shadow. Your scales are a dull grey with smoky patterns all across your body. You have proficiency in the Stealth skill.
• Urthezinol, the Yellow Spring. Your scales are a vibrant yellow and your eyes are a vibrant green. You have proficiency with herbalist kits.
• Yeshkev, the Scholar. Your scales are a mottled brown with patterns that take the form of runes. You have proficiency in the Arcana skill.
Breath Weapon. You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15 ft. cone must make a Dexterity save. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level. After you use your breath weapon you can't use it again until you take a short or long rest.
Damage Resistance. You have resistance to fire.
Languages. You can speak Ghwa and Zush. If your blood is of Yeshkev, you can also read and write Zush.