Playable race of mythopoeia

Created by adam, alex, daniel, kyle, jordan, marcus, phillip, zach

The Awakened Ones

long ago in a time before recorded history the gods descended into the world to shape and form it. To make it ready for the children of the one. Upon completing their tasks these gods left the world and left behind 2 remants of their time here. First the crystals, material manifestions of the divine and arcane powers used to shape the world. The second god-seeds, the powerful seeds that would one day elevate the children to sentience. When the appointed time came the children found these seeds and each rose from a primal/animal state to that of the elevated, to those with minds. There are 8 races that arose as a result of contact with the seeds, they are as follows.


Drakken - Drake Born

The Drakken ascended when young wingless drakes found and contacted the god-seed left behind by the god Mrost. They retain much of there Drake like features including scales, reptillian eyes and mouths full of razor sharp teeth. They were born in the jungles of the southwest but did not remain their. Fear and Desolation or as the Drakken would say “Eagal and Sgrios”, is the motto and creed of the Drakken people. It sums up their history in two words. It was fear that drove the Drakken from their birth place in Maha Kreig. Their ancestors, the drakes, still roamed their homeland and saw the emerging species as prey. The Drakken, converging during an especially brutal Drake hunting season, fled the comfort of their once beloved home into the eastern desert. This new home was the land of desolation.



The desert is huge and expansive, yet, luckily, this does not deter the resilient Drakken. Being descendant from drakes, the Drakken can survive well enough with little food or water. After a series of vicious brawls that ensued shortly after departure from the jungle, the remaining Drakken appointed the largest of their species, Arkon as leader, or Stiuirich , of their Fasgan or horde. In order to navigate the expansive desert, Arkon decided to separate the Fasgan into smaller scouting parties known as Partads. The largest Drakken in the Partad became the that Partad’s emissary or Stiubard, to Arkon. It was the job of the stiubard to report the partads findings to Arkon in order to determine the Fasgans next movement. With this method they found numerous places within the hostile desert in which to carve out a life.


Drakken Stats


Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.

Age: Young drakken grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old Firyan child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size: Drakken are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Drakken Hide: You have an unarmored AC equal to 13 + DEX modifier.

Drakken Specialties:

You may choose 2 of the following traits

Ability Score Increase: Your Constitution score increases by 1.

Damage Resistance: You have resistance to the damage type associated with your draconic ancestry which is based on the color of scales you have.

Natural Weapon Tail: You can use your tail as a weapon. This acts as a melee bludgeoning weapon and does 1d6 damage + STR modifier.

Combat Charge: You can charge up to your movement speed and strike a target. The target takes 1d4 bludgeoning damage and if the target is medium or smaller it must make a DEX saving throw or be knocked prone.

Longstrider: Your base walking speed is 40 ft.

Elda - Elven Folk


The Elda were born in the depths of the world and were led to the surface by a root of the Great Tree after a generation of living underground.


Ashtinza Banni was the first matriarch of the modern Elda and Great Leader in the Battle of the Grove, this battle took place between the Elda that emerged from below the earth and the blighted ones dwelling in the forests of the Great Tree. During the battle, the Great Tree was severely wounded but victory was achieved. Ashtinza sacrificed her energy directly into the Great Tree, saving the Great Tree from death as well as forming a protective barrier around the grove. At only 354, Astinza was the youngest matriarch to leave this realm It is only known by the Banni family, that Ashtinza found a yellow crystal tied into the root of the Great Tree. She formed the crystal into the hilt of her sword which has been passed down to the eldest daughter of the Banni family once the matriarch releases her energy into the Great Tree sustaining its life.

Elda Stats



Ability Score Increase: Your Dexterity score increases by 2 for males and 3 for females.

Age: Although elda reach physical maturity at about the same age as humans, the elda understanding of adulthood goes beyond physical growth to encompass worldly experience. An elda typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size: Elda range from under 5 to over 6 feet tall and have very slender builds. Your size is Medium. They tails that hang from your head are generally waste length.

Speed: Your base walking speed is 30 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 can’t discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Trance: Elda 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.

Elda Specialties:

You may choose 2 of the following traits

Ability Score Increase: Wisdom +1.

Ability Score Increase: Your Constitution score increases by 1.

Magically Inclined: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Fleet Footed: Your base walking speed increases to 35 feet.

Hide in Natural Surroundings: You can attempt to hide even when you are only lightly obscured by natural foliage, heavy rain, falling snow, mist, or other similar conditions.

Wild Elda Magic: You know the produce flame cantrip. When you reach 3rd level, you can cast the goodberry spell once per day. When you reach 5th level, you can also cast the locate plants or animals spell once per day. Wisdom is your spellcasting ability for these spells.

Firya - Humans

When Ilfe left behind her lifeseed, she tossed it into the sea allowing the tumultuous and chaotic currents to carry it wherever they would. The Firya sprang to life in the many dotted islands of the Kambhar archipelago. Firya culture owes its diversity to the disjoint landscape of Kambhar. In the earliest years of their history, before the first sails and canoes, each island developed independent customs and stories.

A few things are common to all Firya though: a love of adventure & storytelling, a curious nature that spurs them on to exploration, and a furious desire for personal freedom.

Firya do not easily take orders from others, and as such there is no central authority in the Firya world – no kings or queens, no councils with their many decrees.

This is not to say that there is no law. There are things which are obviously abhorrent to all Firya, theft, murder, betrayal, but circumstances and perspectives often change the value of what is wrong or right. So, most of the time things are settled by the majority, or fists. Firya have a particular way with insults, too. Since it is much better to win over the majority than to fight things outs, Firya have become adept at arguing and insulting one another.

Firya spend most of their time on the water, fishing, trading, swashbuckling, and engaging in piracy. Land is where you go to fill up your glass, trade stories, and share a bed with a good woman.

Firya Stats


Due to their diversity Firya stats vary depending on what biome of the world the Firya was born and raised in.

Age: Humans reach adulthood in their late teens and live less than a century.

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.

Arctic: +1 Strength, +2 Constitution, +1 Wisdom; you gain advantage on saves against cold, and are considered naturally adapted to cold environments; you also gain proficiency with Athletics and Survival checks.

Desert: +2 Constitution, +1 Intelligence, +1 Wisdom; you gain advantage on saves against fire, and are considered naturally adapted to hot environments; you also gain proficiency with Nature and Survival checks.

Coastal: +1 Constitution, +2 Dexterity, +1 Wisdom; you gain proficiency with spears, tridents, nets, vehicles (water), and one tool from the following list: Carpenter, Cartographer, Navigator, Weaver, Woodcutter. You also gain proficiency with either Acrobatics or Athletics checks. Swimming does not cost you extra movement.

Forest: +1 Constitution, +2 Dexterity, +1 Wisdom; moving through nonmagical difficult terrain costs you no extra movement and you may move through nonmagical plants without being slowed by them and without taking damage from thorns, spines, or similar hazards. In addition, climbing does not cost you extra movement. You also gain proficiency with either Athletics or Survival checks.

Grassland: +1 Constitution, +2 Dexterity, +1 Wisdom; you base walking speed is 35 ft. and you gain advantage on Constitution saves involving forced marches. You also gain proficiency with Nature and Stealth checks.

Jungle: +2 Strength, +1 Dexterity, +1 Wisdom; You gain advantage on saves against poisons and diseases. You also gain proficiency with either herbalism kits or poisoner kits, and either Nature or Survival checks.

Mountain: +2 Strength, +1 Constitution, +1 Wisdom; Climbing costs you no extra movement. You gain advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness). You also gain proficiency with Athletics and Survival checks.

Swamp: +1 Strength, +2 Constitution, +1 Wisdom; You gain advantage on saves against poison and disease. You also gain proficiency with Nature and Survival checks.

Guruthos - Insect Folk


The Guruthos came to sentience amid the many flat mountains and rocky spires of the southern wastes. Drawn initial to the god-seed of Ilse which rested atop a large flat mountain. The Guruthos climbed together making ladders out of eachother to reach the seed. This first Guruthos to contact the seed became the firs Xomi and also became the first mind. Guruthos are insect like creature mostly biped but some quadrpedal with flightless wings. They share a hive mind with a Xomi, and make their home in the know burrowed and tunnelled flat mountains and spires.


Guruthos are a peaceful, not built around warfare. Due to small stature, if Guruthos do get in a fight the advantage they always have is number and the unified mind.

Guruthos Stats



Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age: Guruthos reach maturity within 1 year of birth, while few live longer than 50 years.

Size: Guruthos range in size widely depending on their role in society and they type of larvae they grew from. Some are taller than normal humans, others are as short as Phuru. Your size is either small or medium.

Speed: Your base walking speed is 40 feet.

Hive Mind: As long as you are within 10 miles of a guruthos hive mind you can speak telepathically with any other willing guruthos. You have resistance to psychic damage.

Guruthos Specialties:

You may choose 2 of the following traits

Natural Armor: If you are wearing light or no armor, your base AC equals 14 + your Dexterity modifier. You can use a shield and still gain this benefit. guruthos that choose to wear armor must have it specifically designed, doubling its base cost. Magical armor designed for humanoids does not typically adapt to a guruthos multi-limbed body structure.

Standing Leap: Your long jump is up to 30 feet and high jump is up to 15 feet, with or without a running start.

Bite and Poison: You may use an action to make an attack with your bite. This attack deals 1d6 piercing damage plus your Strength modifier and you have proficiency with the attack. Creatures that take damage from your bite attack must make a Constitution save (DC = 8 + proficiency modifier + your Constitution bonus) or become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Creatures who succeed on any saving throw against your poison may not be affected by your poison attack again for 24 hours.

You may use this ability a number of times per day equal to your proficiency modifier.At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way.

Extra Limbs: You may have a total of 4 hands worth of items readied at any one time.

Hissho - Avian kin


The Hissho life seed was planted in the fertile region of 风峡 by the god Thlig. The earliest recorded history of the Hissho tells of a primarily agrarian culture sustained by the vast river that flows through the canyon/gorge. While life centered around the life giving river, known only as 水 (The Water), the Hissho made their homes in the high canyon walls and rocky spires dotting the gorge. These areas offer protection from the fierce winds that often surge through the coastal canyon structures. As agricultural knowledge, technique, and technology grew among the HIssho, the society shifted from a primarily labor based society to one of creation and art. The HIssho people are defined by their massive paintings that cover the walls of their canyon homes. Outside of painting, the Hissho also endeavor in the crafting of fabrics and earthworks. Rivaling their love of creation is the love of games and strategy. It is common practice for families to gather after an evening meal to play card (卡) or board games (板).


Hissho Stats



Ability Score Increase: Your Dexterity increases by 2 and your Wisdom increases by 1

Age: A hissho reaches adulthood at the age of 20 and they have been known to live as long as 200 years.

Size: Hissho are smaller and thinner than the average human, ranging from 5 to 5-and-a-half feet tall, and weighing between 90 and 120 pounds. Their wingspan is their most impressive feature, averaging 20 feet. Your size is medium.

Speed: Your base walking speed is 25 feet.

Keen Senses: You have proficiency in the Perception skill and may double your proficiency bonus on any skill check that involves sight.

Hissho Specialties:

You may choose 2 of the following traits

Echolocation: As a bonus action on your turn you can emit a shriek inaudible to creatures without this trait. Until the end of your next turn you have blindsight up to 30 feet away.

Jumper: Gain proficiency in Athletics and Acrobatics and your jumping distance is doubled.

Child of the Skies: Hissho have advantage on saving throws against lightning and thunder damage, as well as against spells or powers that manipulate air, such as gust of wind, wind wall, or an air elemental’s whirlwind power.

Talons: Hissho possess powerful talons on their feet and hands. They may choose to deal 1d4 slashing damage with their unarmed attacks instead of the normal 1 point of bludgeoning damage. Hissho monks and those trained in similar forms of unarmed combat, deal unarmed damage as their class indicates, but may choose to deal either bludgeoning or slashing damage with each unarmed attack.

Deafening Shriek: You let out a ear splitting shriek, each creature within 20 feet must make a CON saving throw or become deafened by you for 1d4 turns.

Jotus - Bicephal Wolfkin


Jotus are two-headed wolf-kin, born of the seed of Ethad in the time of creation. Each head has its own personality, and only one head can exert full control over the body at a time. The Jotus emerge in a harsh south eastern environment which includes tundra lowlands with lava fields and geysers, as well as forests and glaciers.


The God of Death and Darkness, Ethad, crafted the Jotus from ivory and obsidian. Prior to the Age of Awakening, Jotus live in small hunting packs and are largely feral. During the Age of Awakening the packs are aligned by a solar eclipse – at the moment of the eclipse – as the world became darker the packs howl at the circle of light – the first howl grants them awareness of their kindred for the first time and each pack rushes to exert their dominance over one another through a bloody deadly brawl. Finally a pack emerges with dominance over all, the alpha of this pack is hailed as king – the formal title being “herra tvö andlit” or the lord of two faces.

Jotus Stats



Ability Score Increase: Your Strength score increases by 2.

Age: Jotus mature a little faster than humans, reaching adulthood around age 16. They age faster and rarely live longer than 65 years.

Size: Jotus are larger than other races and they range from 5 to 7 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Dual Minds: You have 2 heads, which means you will have 2 INT, WIS and CHA scores and modifiers. Each time there is a full moon your minds will fight for control for the next lunar cycle. Roll 3d20 for each mind and the mind with the highest total wins.

Jotus Specialties:

You may choose 2 of the following traits

Keen Senses: You can choose either sight or smell and you can triple your proficiency bonus when relying on this skill.

Harrowing Howl: You let out a terrifying howl, each creature within 20 feet must make a WIS saving throw or become frightened of you for 1d4 turns.

Claws of Iron: When making an unarmed strike your melee attack does 1d6+ STR modifier slashing damage.

Frostborn: Due to life in the tundra you have advantage on saving throws against non-magical cold damage and effects, and you have resistance against non-magical cold damage.

Ongwir - Orcs


Ongwir are given life via the gods leaving behind the life seed. The Ongwir life seed will be left behind by the god of hunting or rage/anger or beasts. The Ongwir are driven to gather together due to Bleeding Earth , bringing forth dark skies, grey clouds and black ground. The Ongwir gathered around the source, a Volcano Ugatûl. They still have their center of religion at this point.

The Ongwir believe that Earth was bleeding due to the damage they and other races have done to it. Ongwir for the first time gathered together to make amends to the Earth. The main religious center for the Ongwir is at Bgrazguk on top of the Ugatûl.


Bgrazguk Religious center of the Ongwir, smaller population consisting of mainly Keepers Many take a pilgrimage there for advice from the High Shaman as well as a declaration of Holy War Consists of religious structures and guidance for the Earth Blood.


Ongwir Stats



Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Age: Ongwir mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Size: Ongwir are larger and bulkier than Firya, and they range from 6 to 7 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to life near an active volcano, you have superior vision in lightly obscured 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.

Ongwir Specialties:

You may choose 2 of the following traits

Menacing: You gain proficiency in the Intimidation skill.

Relentless Endurance: When you are 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.

Burning Lands: Due to life near the volcano you have advantage on saving throws against non-magical fire damage, and you have resistance against non-magical fire damage.

Phuru - Dwarven Folk


The Phuru dwell in the frozen lands of the north west and the surrounding tundras. There are 8 tribes that used to live in harmony together, a great earthquake tore the Phuru apart literally seperating them via a vast canyon that filled with the icy waters of the western ocean. The tribes were broken apart and reformed into 2 clans on opposite sides of the chasm. The chasm also revealed a large trove of crystals which caused the Phuru to build their dwellings down the walls of the chasm. The 2 clans live now on opposing sides of the great tear. A complex system of ropes and pulleys span the chasm that allow for goods and news and people to travel across the gap. Though peaceful in their dealings there are those among the 2 tribes that seek to unify the clans by overtaking the other and appointing their leader as high king.


Phuru Stats



Ability Score Increase: Your Constitution score increases by 2.

Age: Phuruians 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.

Size: Most Phuru stand between 3 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.

Phuru Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Phuru Specialties:

You may choose 2 of the following traits

Ability Score Increase: Your Wisdom score increases by 1.

Ability Score Increase: Strength +2.

Phuru Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Tremorsense: Living in an area with high tectonic activities allows you to sense movement via tremors within 20 ft of your self.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.