Cities of progess raw TXT
Divided Rulers of a United Land
For over 800 years, the Eight Lords have ruled over the Cities of Progress, representing eight of the countries that used to stand independently on the continent before Empress Zoraida Perrieth (See @The Perrieth Family) united them. However, in all of that time, there have only been three full years of true peace. Their unification has only served to regulate their warfare, without lessening their conflicts. Each has their own ideas of how the world should function, and none of these are compatible with the rest.
Creators of the Boom
One of the main factors leading to the current Industrial Boom was the previous generation's Lords. The Lord of Kelmad (who is still in power currently) was the first to encourage technological advancement and this led to the {LINK}Battle of Duke's Pass--the largest territory gain since the beginning of the Eight Lord Dynasty. This land gain, in favor of Kelmad, was enough to convince the other Lords to follow suit to catch up and even the battlefield again. Since then, a lot of the Lords' energy has gone into improving weapons, vehicles, armor, and more in order to surpass their foes. This resulted in factories being made in order to mass produce these goods, as well as the layout of cities being changed in order to support new vehicles and jobs.
Mixed Views on Magic
One of the main points of disagreement between the Lords is their views on Magic. It has always been a controversial topic, but with more and more industries, the argument has become a fight between innovation and magic. Many of the Lords have made anti-magic laws in favor of a religious interpretation, while others simply believe it halts progress. Other Lords have refused to take part in the Boom due to their convictions in the magical ways of the world and their expertise in such areas, fighting desperately with the industrial Lords to keep their traditions alive.
The Current Lords
Revalor Ravaren, Lord of Kelmad
[img:4232947|right|250]Revalor Ravaren is one of two Lords who ruled both before and after the industrial boom, the other being the Empress Herself. As the inventor of the Elemental Circulator Clockwork Engine(ECCE), Revalor has no shortage of funds and no shortage of power in the rapidly industrializing Cities. After his invention took off and he climbed the ranks to Lordship, he immediately switched Kelmad over to purely industrial, using a commonly shared religion to discourage the use of magic and making his invention a vital part of everyday life. Revalor has continued to invent various parts of the boom, including the system that most industrially involved cities use to produce the most goods. He is unmarried and has no children, with no clear plans as to who the Lordship will go to when--or if--he dies. [br]Revalor is an elf, and he dresses as he did before he rose to power, just with a little more jewelry flourish. He is anti-magic and pro-technology, to the extent of persecuting those who practice magic if it does not support the industries. Although not currently at war, there are rumors he has plans to go into the Empress's territories soon. He is allied with Cleoll as of right now, despite his refusal to help in their war, and dislikes Stirulst, Rekja and Leodi.
General Lutharr, Lord of Cleoll
[img:4232992|left|250] Lutharr is only the most recent of several Lords to rule Cleoll, as every Lord before has died in an ongoing gruesome war against Rekja (see {ONGOING CONFLICTS LINK}). They are younger by a significant margin than the other Lords but more experienced and crafty than several. Throughout their few months as a general, their inventions have focused on small but devastating weapons, and there are rumors of a new weapon that targets magic users specifically. Although a major supporter of industrial warfare, Lutharr and the Lords who came before them do not have any legal repercussions for those who partake in magic, but rather a system that restricts their access to it and makes industrial workers and soldiers far better off. Due to the original Lord family being all killed, Cleoll no longer has a lineage of Lords, rather having the current top-ranking military official rule, so Lutharr's lack of a family is no problem. [br] Lutharr is a half-elf, and they have several mechanical enhancements replacing limbs and other body parts lost in the war. They are not necessarily anti-magic but definitely lean more toward industrial advancement. Cleoll is in the midst of a huge war against Rekja, as their views of magic and industry are so opposing, and consider the Rekjites their biggest enemy. They are allied with Kelmad currently and often exchange goods with Stirulst.
Jie, Lord of Crovan
[img:4232834|right|250] Jie and their partner, Katherine, came to the Lordship immediately after half of their cities were forfeited to the Lord of Kelmad and the remaining decimated. Needless to say, any progress the Crovan nation was making was halted immediately as their citizens fell into disarray. In order to combat this, Jie replaced most of the torn-down buildings with casinos and other worldly pleasures, encouraging magical means to get rid of worldly plights. They have been handing out money, goods, and services to all of their citizens for seemingly no reason, and have paid several other Lords to prevent another invasion in their weak state. However, they are running out of money, fast. [br]Both Jie and Katherine are humans, and they will always be seen in vests and hats. They are pro-magic and neutral on technology, although most of their technology is imported, illegal, or stolen. They are not currently at war, are allied with Stirulst, and are resentful of Kelmad.
Dorjin Longbit, Lord of Stirulst
[img:4232953|left|250] Dorjin Longbit, like those that came before him, has refused to start or finish fights since he became a Lord at the beginning of the boom. Stirulst has, since the beginning of the E.D.L, remained neutral in all battles, choosing instead to profit greatly off of the warfare around them. By prioritizing efficiency and quality of goods, Dorjin has created the only non-Kelmadian weapons and vehicles that are worth buying from other nations and cemented Stirulst as a neutral force that nearly no one in the other cities could possibly disagree with. Most of the inventions were created by the Longbit family, utilizing both the ECCE and other, more magical creations to compete with Kelmad. This capitalistic fight between Stirulst and Kelmad has been raising tensions between the two power cities, and it can only be a matter of time before their pacifism is challenged again. [br]Dorjin and his wife Hesmyra are both gnomes, as have the leaders of Stirulst always been. They are pro-technology as well as pro-magic and utilize both frequently in all steps of the process of invention. Stirulst has never been to war since E.D.L, and the only time they were attacked, the Empress herself stopped the Cleoll army from advancing. They are allied or neutral with all other nations except for Kelmad, who views them as a competitor.
Celestia Shanarra, Lord of Leodi
[img:4232946|right|250] Celestia is hardly a Lord in the sense of a governmental leader who creates and enforces laws. Rather, she is a representative of the greater Leodi nation, only elected in order to exist in the society created by the Empress. Leodi is a nation that prioritizes choice, individualism, and freedom, all of which Celestia upholds to an extreme. She has, since her election five years ago, advocated for the dissolution of the Empire, much to the disdain of the other Lords and the Perrieth family. Many of the other cities view her and Leodi as disorganized and easy targets for future invasions, however, their strict borders at the two rivers have remained for nearly 400 years, despite several invasions from both sides. She has continued to fight for her land, and shows no sign of stopping anytime soon. [br]Celestia is a human, and her girlfriend is elven, both really inhabiting the "punk" side of "steampunk." They are pro-industry, but anti-factory, and pro-magic, but anti-traditional mindsets, and both are magic users themselves. Currently, on the defensive from the rumored Kelmadian invasion, Leodi is actively in a political war for more freedom. They were once allied with Tarod, and remain in good enough standing with the Empress, Stirulst, and Crovan. Kelmad is their biggest threat.
Kali Morrigan, Lord of Rekja
[img:4232959|left|250] Kali (also called Mother Morrigan) is an oracle as well as a Lord and claims to have foreseen the boom in her youth, as well as the horrific outcomes that would result from abandoning the magic of her ancestors. When she rose to the Lordship, she continued this belief and has been working tirelessly to prove that magic still stands up to technological advances, and, in fact, is far better. Her refusal to industrialize with everyone else excited other cities who believed that she and the rest of Rekja would become easy targets, however, she developed new ways of utilizing magic to her advantage and has stayed alive with the target on her back. By focusing all of Rekja's energy on improving their magical force, each new generation of sorcerers, wizards, and any other magic casters have both grown in power and in uncontrollability, verging on impossible. To Kali, however, the risks are worth the reward of keeping her people and their magic alive. [br]Kali is of many races, looking the most like a tall halfling, but shares many internal features with the kalashtar race. She is pro-magic and vehemently anti-industry, favoring tradition and ancestral work over the security that comes with modernity. Rekja is currently at war with Cleoll, and is allied with Leodi, against Cleoll and Kelmad. They were also at one point allied with Tarod.
Ginmire Fireborne, Lord of Tarod
[img:4232950|right|250] Perhaps the current most conflicted of the cities, Tarod is in the heat of a civil war started three years ago after the previous Lord died with no clear path of succession for the Lordship. Ginmire and her brother, Kafur, were the top candidates, and the previous Lord was undecided on the magic vs. industry debate, leaving it to the siblings to figure out. Ginmire was opposed to magic unlike her sorcerer brother, and, in order to save her city from the evils of magic and push them forward toward industry, she murdered Kafur. However, this caused a curse on her, inciting a fierce and uncontrollable fire to spring from her body with no warning, burning her and those around her. Now, Ginmire is on an inquisition of sorts, finding any magically inclined people in and beyond Tarod and killing all those unsuccessful at removing the curse. Several other nations are urging the Empress to step in, but so far all she has done is determined the other cities may not attack Tarod, leaving the city and its leader to their own devices. [br]Ginmire is a dwarf, although sometimes under her burned skin it is hard to tell. She is anti-magic and pro-industry but is willing to allow the magic that will remove the curse from her. Currently at war with her own people, many now view Tarod as a likely target once the war ban lifts, especially the pro-magic groups that lost an ally with the previous Lord.
Empress Zoraida, Eternal Lord of Perrieth and of the Dynasty
[img:4252906|left|250] Zoraida rules over all of the cities, overseeing them and their wars to ensure that they are as civilized as possible and to try and avoid another of the cities from being completely wiped out. She has had the position since the beginning of the E.D.L and shows no signs of stopping now. In addition to overseeing the other cities, she herself is responsible for the Cities of Perrieth and takes a back seat to the natural order of things. Her way of working involves little interference in the lives of the citizens and the other Lords, only stepping in when absolutely necessary. However, her sheer power is enough to keep most of the Lords from doing anything super heinous. To read more about the Empress and her daughter, Evelyn, see @The Perrieth Family [br]Zoraida and her daughter both are Elven, and they tend to dress more traditionally in gowns with the occasional industrial accessory. She has yet to reveal her opinions on the boom, and people in Perrieth often take a neutral stance or take whatever stance benefits them at the moment. No one dares attack the Empress's land, although there are rumors Kelmad may attempt for land gain. She is allied with everyone.
The Eternal Leading Family
Since the beginning of the E.L.D., the Perrieth family has been responsible for overseeing the @Cities of Progress. More specifically, Empress Zoraida has been responsible for supervising the continuing wars, and two generations of her descendants have come and almost gone, dying either in battle, in sickness, or in mystery. As it currently stands the family is stripped bare, with only the Empress and her great-granddaughter, Evelyn, still living and in power. [br]This power, however, is uncontested and supreme throughout the cities. Through all of the ongoing conflicts, the Empress has remained a watchful eye and her family a supporting power as she keeps another tragedy like the {link} Lost Nation from ever happening again.
Respected and Adored
For the most part, the citizens and Lords of the Cities appreciate the family's presence and recognize the good that they do for the nation. The Empress is respected for her sheer power and influence and is recognized as the most influential woman since before the Great War. For the most part, the Perrieth family need not interfere in the happenings around the cities, as the Lords are familiar enough with the treatise so as to not break the rules and require intervention. However, the few times she has had to put a stop to a certain war practice--an unfair display of violence, or an unreasonable assassination here and there--the people have stepped down and refused to contest her claim.
Industrial Views
No one is certain what the Empress's views are about the industrial boom. She hasn't said anything since the creation of the ECCE regarding the rapidly growing factory life or the increase in ethics-based wars pitting industry and magic against each other. In fact, some nations are beginning to wonder if she ever will, hoping that she will intervene in certain conflicts regarding this before they go too far. Many believe she needs to intervene in the current Tarodian Civil War, or at least make a claim supporting one belief or the others to encourage the opposing cities to go with her, but she seems to be silent for now. Evelyn, as well, refuses to speak her thoughts. ##Members - Alive
Empress Zoraida Perrieth
[img:4252906|right|250] Zoraida is the most influential person in all of the cities, although no one knows what she is capable of. She has over 900 years to her name, a long lifetime even for elves like her, and this time has seemed to have little effect on her poised posture and sharp wit. The only thing that has changed in all those years is her level of influence, rising from a nameless soldier to the Empress of the cities. [br]Zoraida came to her first position of power five years before the end of the Great War Era when she was around 60 years old. The remarkably young elf led the Perrieth Military (then known as the Eclien Military) through the harshest years of the Great War and is widely considered the largest reason that the {link} Treatise of Peaceful Divison was created and agreed to. [br]When she came to military power, the Ecliens were the only supporters of the Lost Nation, sharing the large, landlocked middle of the continent and fending off attackers with each other. However, when the Lost Nation became a central target for the other nations, Zoraida had no resources to give and the nation ended up being completely destroyed in the largest battle of the War. The fallout was immeasurable, with tens of thousands from every country being killed, injured, or traumatized, and it was then that she put forth the idea of limitations on war. [br]The next few years, Zoraida's power extended far above her own nation. Pretty soon, people from all over were supporting her proposed solution: A system in which the wars would continue as they were, but with limitations. Extreme, genocidal, unfair types of war would be disallowed, with punishments for those who broke the code. Soon enough, her idea was popular enough that the Eight remaining nations--and their first-ever Lords--all signed the treatise and unified, electing Zoraida as the ruler of all the newly founded cities. [br]In the nearly 900 years that have passed, Zoraida has kept the peaceful divide rather well and nearly exactly to the treatise's terms. Very few adjustments have been made, and very few interventions have been needed. Because of this, Zoraida has become an omen of sorts, only appearing in times of great celebration or great peril. Many, especially those in poorer regions or lower classes who could never dream of even setting an eye on the Empress make tales of her and spread rumors of exactly what powers she has. Some believe she can never die, even if she were decapitated. Others believe she can change thoughts and realities with a wave of her hand. Some believe she was the true inventor of the ECCE. [br]In reality, very little is known about the Empress's abilities. As an ex-general of one of the cities' most powerful armies, it can be assumed she was either skilled with weapons, magic, or both. However, no one knows what it may be. With the industrial boom so prevalent, this question has become ever more relevant. Who really is the Empress?
Princess Evelyn Perrieth
[img:4135545|left|250]Evelyn (b. 868.1.16) is the only living descendant of the Empress, the only one to have never gone to war or gotten extremely sick. Her being alive is not the only thing that separates her from the vast majority of her family, however. All of the other members of the family--including the Empress--were known to be mysterious, withdrawn, and silent until needed. Evelyn, however, is an active advocate and supporter of her nation. She frequently volunteers in shelters, participates in rallies, and sits on councils as a vox populi of sorts. In her nation, she is known as an active and compassionate ruling force, and outside of it, she is viewed as a force of good keeping the neutral Perrieth nation afloat. [br]Because of her presence, more is known about Evelyn's opinions. On the industry/magic debate, Evelyn supports peace and harmony between the two, as is life in Perrieth. She loves progress but doesn't enjoy it being used towards war. She is openly against the peaceful divide and has encouraged those warring to cease fire and join together instead. Like her great grandmother, however, no one really knows if she is a magic user or trained in any specific class. Overall, Evelyn is just a good person who is capable of changing things, and she is determined to do so, peacefully.
Members - Deceased
Zoraida's Three Children
Zoraida cared for three children, although their parentage isn't entirely verified. No one knows the exact birthdays of the children or has any clue as to who their father may be, but their presence in the cities is unmistakable. They were estimated to have been born between the years 60-90 E.L.D., but were not made public knowledge until 113 E.L.D. When they were presented to the public, Zoraida claimed they were the successors to the title of Empress/Emperor, but that they must prove themselves above their siblings in order to be given the title. [br]The three children--Winona, Cordelia, and Emerson--each took very different paths toward success. [ul] [li]Winona sought glory in battle, leading the Perrieth Armies from defensive to offensive. She lead the army for over 100 years when she died in one of the greatest Perrieth losses against the Tarodians in 254 E.L.D. [/li] [li]Emerson, on the other hand, sought to live a life of luxury and impress his mother using his regency and class. He married a sorcerer and ex-general named Alarica Caifiel, and together they had two children before both fell extremely ill during a plague and died in 422 E.L.D.[/li] [li]Cordelia outlived her two siblings but was by far the least respectable of the Empress's three children. After a youth of studying in solitude, she ran away a few years after Winona's death and was pronounced dead. It wasn't until 335 years later (589 E.L.D.) that she was found to be a serial assassin and bounty hunter working for the cities indiscriminately and was put to death for treason against the Peaceful Divide later that year.[/li] [/ul] Zoraida moved the Emperor/Empress title on after Emerson's death and placed the responsibility on his two children. However, the Empress's lack of age was starting to show at this point, and many wondered if a new ruler would even be necessary.
Emerson and Alarica's Children
Although there is no doubt that, given more time to do so, Emerson and Alarica would have had more children, the two that lived left legacies perhaps even more impactful than the previous generation. [ul] [li]Dearil (b.388 E.L.D.) was a mixture of his two aunts--the commander Winona died trying to be with the ruthlessness and bitterness of Cordelia. Blessed with the magical powers of his Mother, he joined the military as a foot soldier in anger at Cordelia's betrayal. He quickly rose the ranks due solely to his incredible ability in battle and in 617 E.L.D. Dearil was named the General of Perrieth's army. The advancements were almost instantaneous. The land they claimed nearly tripled in size, and the cities that had viewed Perrieth as a target began fearing the newly militarized group. In the end, the Empress herself stepped in to prevent Dearil from destroying two of the other nations that tried to rise up against him. When he refused to listen and continued on with his battle plan, he died in 752 E.L.D. in the first seconds of battle from seemingly nothing.[/li] [li]Conary (b. 419 E.L.D.) lived in her brother's shadow mostly. Raised by servants of the Empress after her parents' deaths, Conary learned to love the people surrounding her and advocate for them. She spent most of her youth on the battlefield before her brother stepped foot on it, working behind the scenes as a medic, despite her less-than-adept magical capabilities. After a rather devastating injury in 615 E.L.D., she left the army with one of the other medics, Rhys Inafir, and together they lived in near anonymity for several years. However, once Dearil's destructive ways became clear, they became intense advocates against him and she returned to the Empress to urge her to stop the wars. When Dearil refused to yield, Conary went to the battlefield herself, the same day he died. The rest of her life was lived in advocacy for those suffering from the war, promising that should she become Empress, she would find a way to stop the deaths. Conary and Rhys had two children before they and their eldest disappeared during a rally to reconcile technology with magic in 882 E.L.D.[/li] [/ul]Perhaps the most dramatic of the generations, these two siblings created a massive rift in the family and in the world that carries on today. However, there are larger problems to worry about than family drama. Especially considering that there is only one left alive.
Conary and Rhys's children
In the most recent generation, Conary and Rhys had two children together. One of these is Evelyn, who you can read more about above. [ul] [li]Joah (b. 809) did not live enough to leave much of a legacy. He seemed to be following in the altruistic footsteps of his parents, however, as he began to attend rallies and speak with them at events, pushing for peace and harmony. He disappeared with his parents during a rally to reconcile technology with magic in 882 E.L.D.[/li]
The Cities of Progress have plenty of issues, but bigotry and racism that other worlds fall victim to is of little issue here. People of all races, genders, abilities, and more are widely accepted, and the typical stereotypes of other fantastical worlds hold no merit. This is why ability scores will be based on either class or nation of origin. This is a critical difference between characters in this system and in other 5e games. Here are some frequently (and some not so frequently) seen races that you may decide to play as.
##Seen Frequently
These races make up around 80% of the population and are typical folks you may see around the Cities. Some are more numerous than others and certain nations due to their geographical location have different racial makeup, but in general, these are the races you'll find around the cities. Most subraces are seen, as well as some specific variants. Stats can be found in the Details drop down menu beneath each race, as well as some traits that the PHB suggests but may not work for every build (Suggested Characteristics). Work with the DM to determine the exact stas that your character will have.[br]
[img:4270082|left|150]### Dwarves
Dwarves are small and resilient, whether they be fighting on the battlefield, working in a factory, or studying ancient magic. With a rich history dating back to the Colonial Era, Dwarves have solidified their status in the cities. More than that, however, they often get into incredibly long conflicts due to their long age, either with each other or with other races that live as long as them (Elves, gnomes).
[br]Currently, many dwarves are fleeing the nation of Tarod. Many flocked to the nation as the only dwarf lord of the era ruled there, but the inquisition that has begun there is causing many to flee. Magic (often a religion) has always been central to tarodian dwarves, and this destruction of it can be distressing for all.[br]
[spoiler][b]Age.[/b] Dwarves 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. [br][b]Size.[/b] Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.[br][b]Speed.[/b] Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.[br][b]Darkvision.[/b] 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.[br]
[b]Dwarven Resilience.[/b] You have advantage on saving throws against poison, and you have resistance against poison damage.[br]
[b]Languages.[/b] 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.[br]
[br][h4]Suggested characteristics[/h4]
[b]Ability Score Increase.[/b] Your Constitution score increases by 2.
[br][b]Dwarven Combat Training.[/b] You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.[br]
[b]Tool Proficiency.[/b] You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.[br]
[b]Stonecunning.[/b] 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.|Details[/spoiler][br]
[img:4607161|right|150]### Elves
The race of the Empress and the founder, Elves have a long legacy in the Cities of Progress. Like the dwarves, their long lifespans can cause long conflicts between them and members of other older races, often leading to wars that last for human lifetimes between the same two lords. Elves are found mostly everywhere in the cities, but out of the two races see the worst wealth disparity. Elves are either very rich and powerful, or very poor and downtrodden, and very few fall into a comfortable middle class. Depending on the area, elves can be viewed in very different ways.
[br]Elves have a lot of representation in the current lordship. The Perrieth family gives them a lot of sway, as does the the lord of Kelmad. Many of the wealthy elves side with Lord Ravaren and the industry side of the wars.[br]
[spoiler]
[b]Age.[/b] 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.
[br][b]Size.[/b] Elves range from under 5 to over 6 feet tall. Your size is Medium.
[br][b]Speed.[/b] Your base walking speed is 30 feet.
[br][b]Darkvision.[/b] 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.
[br][b]Fey Ancestry.[/b] You have advantage on saving throws against being charmed, and magic can't put you to sleep.
[br][b]Trance.[/b] Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
[br][b]Keen Senses.[/b] You have proficiency in the Perception skill.
[br][b]Languages.[/b] You can speak, read, and write Common and Elven.
[h4]Suggested characteristics[/h4]
[br][b]Ability Score Increase.[/b] Your Dexterity score increases by 2.
[br][b]Alignment.[/b] Typical elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.|Details[/spoiler][br]
[img:4607173|left|150]### Gnomes
Gnomes are known for their communities and ancestry. There are several areas around the cities where gnomes take up their residences, and these are frequently bustling with activity and new ideas. They can be found behind machinery, in trenches, or deep in a spell book, but will more often than not find a desired group of people within wherever they go.
[br]Because of the Lord of Stirulst's reputation of remaining neutral, people are more inclined to put trust in gnomes and they have gained a bit of a reputation because of it. This means they find it very easy to get along with all types of people, regardless of their biases.[br]
[spoiler]
[b]Age.[/b] Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.[br]
[b]Size.[/b] Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.[br]
[b]Speed.[/b] Your base walking speed is 25 feet.[br]
[b]Darkvision.[/b] 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.[br]
[b]Languages.[/b] You can read, speak, and write Common and Gnomish.
[h4]Suggested Characteristics[/h4]
[b]Ability Score Increase.[/b] Your Intelligence score increases by 2.[br]
[b]Gnome Cunning.[/b] You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.|Details[/spoiler][br]
[img:4607265|right|150]### Half-Elves
Half-elves belong to multiple worlds, and therefore can fit in anywhere in the cities. They don't have many areas that they call their own, and frequently exist in both predominantly human and elf spaces. They have been around for as long as humans and elves have, and have been used as fodder in war for just as long as that. No sort of leaning toward industry or magic at all, more free spirits than certain other races
[br]The Lord of Cleoll is one of the first half-elves to ever take a lordship, and their young age is concerning for many half-elves. Any disaster under their wing might look devastating for the half-elf's appearances. However, as a supporter of industry, magically-inclined half-elves are in a tough bind.[br]
[spoiler][b]Age.[/b] Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
[br][b]Size.[/b] Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
[br][b]Speed.[/b] Your base walking speed is 30 feet.
[br][b]Darkvision.[/b] Thanks to your elven heritage, 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.
[br][b]Fey Ancestry.[/b] You have advantage on saving throws against being charmed, and magic can't put you to sleep.
[br][b]Skill Versatility.[/b] You gain proficiency in two skills of your choice.
[br][b]Languages.[/b] You can read, speak, and write Common, Elven, and one language of your choice.
[h4]Suggested Characteristics[/h4]
[b]Ability Score Increase.[/b] Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.[br]|Details[/spoiler]
[img:4607333|left|150]### Halflings
Halflings are often found in governmental positions, in comfortable areas, or in command of battalions--but rarely in the fight. Respected in positions of power, and known for being able to get out of tough binds, halflings are often at the center of long disputes, their longer age making their wars last for longer than others. They are also one of the oldest races in the cities, having had several halfling kings before the wars began.
[br]The lord of Rekja, many lower-ranking government officials, and several generals are halflings. However, so are many factory workers, criminals, and normal folk. They are spread out across the cities pretty evenly.[br]
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[b]Age.[/b] A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
[br][b]Size.[/b] Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
[br][b]Speed.[/b] Your base walking speed is 25 feet.
[br][b]Lucky.[/b] When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
[br][b]Nimble.[/b] You can move through the space of any creature that is of a size larger than yours.
[br][b]Languages.[/b] You can speak, read, and write Common and Halfling.
[h4]Suggested Characteristics[/h4]
[b]Ability Score Increase.[/b] Your Dexterity score increases by 2.
[br][b]Brave.[/b] You have advantage on saving throws against being frightened.
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[img:4607395|right|150]### Half-Orcs
[spoiler][b]Age.[/b] Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. [br][b]Size.[/b] Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. [br][b]Speed.[/b] Your base walking speed is 30 feet. [br][b]Darkvision.[/b] 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. [br][b]Relentless Endurance.[/b] 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. [br][b]Languages.[/b] You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. [h4]Suggested Characteristics[/h4] [b]Ability Score Increase.[/b] Your Strength score increases by 2, and your Constitution score increases by 1. [br][b]Menacing.[/b] You gain proficiency in the Intimidation skill. [br][b]Savage Attacks.[/b] 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.|Details[/spoiler]
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