The Playable Races of Isorropia

Dwarf
Background
The first Dwarves lived deep within the earth, isolated from the affairs of the surface world and were the chosen race of Ora, God of Time. Ora’s mentorship and blessing gave the dwarves exceptionally long lives, living several millennia, an innate ability to see ahead into fate, and small control over the passage of time itself. Before the Collapse their tunnels crisscrossed the entirety of the disc, though now only the deep dwarven cities under the Shallow Sea remain.
After the Collapse, spurred by a vision of the world above, the deep dwarves sent seven expeditions upwards to reach the surface. These first settlers were the strongest and hardiest of the dwarves who were left. Six of the expeditions found suitable land to settle and founded the mountainhomes, though the seventh expedition was lost. Unbeknownst to the explorers, leaving the depths had immediate and lasting effects for the dwarves. The children born on the surface were forever changed; though faster and better suited for life on the surface they were much shorter lived. These first surface explorers became the mountain dwarves. The next wave of settlers poured into the valley and founded farming settlements. Their new lives were difficult but the they grew resilient, though also losing their longevity in the process. These dwarves became the hill dwarves.
In total, about 5 million deep dwarves remain in the depths under the Shallow Sea. Most of the dwarves who live on Isorropia now live on the surface. The Silver-Iron Empire, the empire founded by the mountain and hill dwarves of the surface, is home to 35 million dwarves. There is no sign that any other dwarves survived the Collapse.

Traits
Ability Score Increase. Your Constitution score increases by 2.
Age. The Dwarves who are most frequently seen on the surface, the dwarves of the mountains and hills, mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Deep dwarves are the exception, retaining their connection to Ora, God of Time more closely than their brethren. Deep dwarves are so long lived that many of the mortal races falsely believe them to be immortal. A deep dwarf child takes up to three centuries to mature past adolescence and, if war and disease haven’t killed them prematurely, a deep dwarf can expect to live between 5 and 6 millennia.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Strong tendency towards lawful, tendency towards neutral.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, 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 can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Children of Fate. Once per day you can cast Augury spell as a ritual. The material components are still required in order to cast the spell.
Subrace. Three subraces of dwarves exist on the plane of Isorropia: deep dwarves, mountain dwarves, and hill dwarves. Choose one of these subraces:

Deep Dwarf
Ability Score Increase. Wisdom score increases by 1
Ability Score Decrease. Dexterity score decreases by 1
Slow and Steady. Your base walking speed is reduced to 20 feet
Ora’s Chosen. Once per day you can use your action to bend the flow of time around a character you can see within 30ft. The effect depends on whether you use this ability to speed up or slow down the passage of time.
Slow Time. Choose a wiling creature that you can see within range. For 1 round time slows around the character, allowing it to move at lightning speed. The target’s speed is doubled, it gains +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action its turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Hasten Time. Choose a creature that you can see within range. For 1 round time races past it, making its movements slow to a crawl. It must make a Wisdom saving throw or the creature’s speed is halved, it takes -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On it’s turn it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
Wisdom is your spellcasting ability score for this spell.

Mountain
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.

Hill
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Elf
Background
Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. The different gods who watched over the elves left varied impressions on the elven culture, and as such no broad generalization can be made about the beliefs of the elven people. See the subraces’ sections for the beliefs of each.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elven Weapon Training. You have proficiency with the dory, shortsword, and longbow.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4
 hours a day. (The Common word for such meditation
is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Subrace. The elves of Isorropia are divided into three large racial groups centered on their respective city-states. Each of these ancient cities won the favor of a different god when the plane was young, and through thousands of years of blessings and guidance by their different divine patrons the elves grew both culturally and physically distinct from one another. Choose one of these subraces:

Osyvergas
Alignment LE
Ability Score Increase. Your Charisma score increases by 1.
Born Swimmer. Whenever you make a Strength (Athletics) check to swim, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Thalassa’s Chosen. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once per day as a 1st-level spell. Once you reach 5th level you can cast the Calm Emotions spell once per day. Charisma is your spellcasting ability score for these spells.

Snyakratic
Alignment LN
Ability Score Increase. Your Strength score increases by 1.
Katakasi’s Chosen. You have advantage one saving throws against being exhausted. In addition, once per long rest you can use this ability to reduce your exhaustion by 1 level.

Anfydoric
Alignment CG
Ability Score Increase. Your Intelligence score increases by 1.
Aitheras’s Chosen. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.

Half-Elf
Coming soon

Half-Orc
Coming soon

Halfling
Background
There are two main sub races of Halflings based on their patron god. The lightfoot haltings were the only humanoid inhabitants of the valley that become the Silver-Iron Empire, and interbreeding with the dwarves has led to the rise of a third “sub race”. The Lightfoots live in villages of their own or in larger cities of other peoples. The Wildlings are halflings blessed by Allagi, the God of Change. They live in the wild areas of the world in tribal bands, scavenging food from other larger predators and hunting small animals.

Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they
are traveling.

Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.

Wildling
Ability Score Increase. Your Wisdom score increases by 1.
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.
Allagi’s Chosen. You have resistance against necrotic damage and can eat spoiled food without consequences.

Lightfoot
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Selini’s Chosen. When in view of the Shattered Moon you automatically pass saving throws against being frightened.
Darkvision. You can see in dmim 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.

Dwarfkin
Ability Score Increase. Your Constitution score increases by 1.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
(Half?)Children of Fate: Once per day you can cast Augury spell as a ritual. The material components are still required in order to cast the spell.
Age: Halflings with Dwarven blood live a bit longer, living closer to 250 years old

Human
Background
The humans of the plane were chosen by three different gods depending on where they lived. Each was given a different boon.

Traits
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

The Peoples of the Great Plain and the Broken Lands
Agnoas’ Chosen. When you make your first attack on your turn, you can decide to channel the blessing of Agnoas. Dong so gives you advantage on melee weapon attack rolls using Strength during the turn, but attack rolls against you have advantage until your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. Once you reach 5th level you can use it twice before a rest. Once you reach 10th level you can use it three times before a rest.

The Peoples of the Desert and Jungle
Lios’ Chosen. You can spend ten minutes in direct sunlight in silent meditation to regain hit points equal to 1d6 + your Constitution modifier. This ability can be used once before taking a long rest. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

The Peoples of the Shores and Snow
Selini’s Chosen. You have advantage on saving throws against being frightened when in view of the Shattered Moon.
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.

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The Playable Races of Isorropia

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