Wednesday 7 December 2016

Races of Theril: Ther Mirrorling

Mirrorling
A mischievous race, blessed with the ability to assume the guise of any other humanoid. Little is known about when they entered the world, for they were made in secret and made no lands of their own. Many have become masters of politics and intrigue, others thieves extraordinaire, others simply live out their lives nobody aware of what they truly are.
Borne Out of Trickery
The Mirrorling were created purely out of Olimicks mischief. In their 'true' form, Mirrorling are tall thin humanoids, with slender long limbs and silvery skin. In this form they faces are featureless, with the exception of their eyes which are also featureless and work as mirrors. In their true forms it is impossible to distinguish two Mirrorling as they are truly identical. The true form is utterly genderless and hence cannot be used for reproductive purposes, In order to have children they must assume the form of another humanoid. Mirrorling are in fact the only race capable of breeding with other races, though the children are always changeling. A changeling who is bearing a child loses the ability to shape change. The form that the changeling is borne into becomes their 'natural' form and it is often the form that they choose to consider their own form.
The Great Deception
The divine trickster Olimick created the Mirrorling as a trick to the other gods, perhaps he intended the that at some-point that there would be no other races, this never came to fruition. The individual Mirrorling became far more interested in their own individual deceptions to pursue some grand scheme. All Mirrorling have a great love of lying, cheating and otherwise misleading everyone they come into contact with.
Silver Tongues and Silver Palms
In general Mirrorling have a great love of conversation, debate and banter. After all, there is nothing more enjoyable than a verbal deception. This combined with innate ability to deceive makes them incredibly skilled diplomats and politicians. Mirrorling are obsessed with the accumulation of wealth and the gaining of prestige, though they are rarely seeking fame. Thus it is likely a Changeling will seek out a career that provides them with both a high salary and a the respect and admiration of their colleagues, not just once but several times, in different fields. Many Mirrorling also put their talents to use becoming traveling merchants, always getting a favourable reception as they appear as the right race for the destination, this allows the establishment of trade routes as that link otherwise disparate societies such as the dark races with the surface dwellers.
The Truthless Voice
Mirrorling are compelled to lie, even to the point where they will deceive even in trivial cases amongst friends, like trying to conceal the content of a meal they just enjoyed. This is even more true when it comes to important details about a Mirrorling life. Trying to extract details such as age, parentage, even trying to discover their 'natural' form is as hard as distinguishing between two Mirrorling. This has a serious effect on how they interact with others around them, but also on how they perceive themselves. Mirrorling have no tongue of their own, but have a voracity for learning new tongues, and a skill for affecting accents.
Weavers of Falsehood
The secret of the arcane were quickly stolen from the Elves, long before Mysth taught all races the Arts. Unsurprisingly they had a talent for Illusion and Transmutation Schools. Their interactions with the dark creatures though taught the Mirrorling the secrets of Caris' Shadow Magic, though they quickly learnt of the dangers of its' use.
The Fickle Friend
To a Changeling, relationships are a rapidly changing concept. They adopt different personalities with their different forms, and associate within different groups. You may be friends with a Changling in one of their forms, but an enemy with another. This reflects on the psyche of the Changeling underneath the masks, the form friendships quickly, but are also quick to abandon them.
True Names, and the Rite of Truth
The life of a changeling is not just a quest for wealth and prestige, it is also a quest for truth; the truth of who they are. The first step in this journey is what makes an adult changeling; the ability to assume the true form. Often even before they learn to walk, a changeling begins to manifest their ability to shapechange, but assuming the true form alludes them for the first 10 or so years of their lives. The remaining half-century is filled with another quest, the search for their True Name.
Lip Service to the Divine
The Mirrorling don't really offer prayer to any gods, some may offer praise to Olimick, others observe the rites of Worpul. All though are willing to offer lip-service to the divine in order to maintain an identity.
Changeling Souls
The soul of a changeling drives them to their deceptions, and makes them fickle like their Gods. The soul of a changeling equips them with their infamous silvered tongues, and is also what drives their search for truth.
The Philosophies of Deceit
When one lives their life to deceive even the gods themselves, they inevitably consider the nature of their role in the world. Traditionally mirrorlings fell into one of three schools of thought, but the generation born after the breaking challenged the accepted schools and strived anew to find the truth of reality and their position in it.
Sleepers. Some Mirrorling conclude that they should serve the purpose of their creation, to slowly transform all Mortals into Mirrorling. From this, they conclude that the path they need to walk is one of abstinence, refusing the use of their powers of shape-shifting, and pretending to be of another race. Sleepers enforce their beliefs on their children, as their powers also betray them.
Collectors. Many Mirrorling in the pre-breaking world adopted the philosophy that it was their prerogative to live as many lives to the full. Such Mirrorling built up a roster of alternative forms, and measured their skill by how many such forms can be kept 'active' at any given time.

Tricksters. Considered extremists amongst their kind, Tricksters make no effort to establish permanent forms, instead preferring to live their lives in as many forms as possible. Tricksters use their powers so often that they find it hard to assume a single form.

Seekers. Many born after the breaking questioned the interpretations of their forebears, and instead concluded that, much like how they seek out their true name, they should also persue their true form. Unlike the older schools, Seekers have a stronger sense of self, and resist the urge for rampant deception. To a seeker the old schools are a dismissal of self for the sake of deception, and the seekers rebel against that concept.

True Changeling. Finally, though very few in number, some Mirrorling took the quest for self of the Seekers school, and took it in the direction of changeling solidarity. Their changeling form was the true form, their true name the only name they needed. True Mirrorling would use their 'true' form, and true name as their general form, and only utilised their shapeshifting powers sparingly. True Mirrorling consider those of the other schools as hiding away from their heritage, and thus consider them inferior.
Mirrorling Traits
Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1
Age. Mirrorlings are considered adults at the age of 10 and generally lives for about 60 years.
Alignment. Mirrorlings focus on their own journey, making them strongly individual. They generally stand neutral on the issue of order and destruction.
Size. In their natural form all Mirrorling are exactly 6 foot 9 inches and weigh 56 pounds, their size in this form is medium. Your height, weight and size vary as you transform.
Speed. Your base walking speed is 30 feet.
Glibness. You gain proficiency in either Diplomacy or Deception.
Sculpt Flesh. During a short or long rest, you can change your appearance as per the change appearance aspect of the Alter Self spell, with the following exceptions: You can only use this ability to transform into a PC race, but are not restricted to the size or general shape requirements. This effect is permanent.
Shapechanger. As an action, you can polymorph into any small or medium humanoid form you have already taken via your sculpt flesh ability.

Languages. You can speak, read and write Common and two extra languages of your choice.

Monday 5 December 2016

Races of Theril: The Feral

Ferals
These beings were once human, now fallen into savagery. Animalistic in both appearance and behaviour, the Ferals form tight night tribes or leading their adopted kin the Orcs in vast hordes.
Betrayers of Peace
The Ferals were once humans, but they turned away from the peace of Shais and embraced Ogrum's war. The fall of the Ferals was the deed of Olimick, who appeared to humans across Theril and convinced them that the only path to peace was a war to end all others. Shais was disgusted by the eagerness and fervour which these humans took to war and revoked her blessings from them. This had the unfortunate effect of removing these traitors desire for peace, driving them to even greater acts of war.
Broken and Scattered People
Unlike their peaceful kin, the Ferals do not organise themselves into kingdoms and empires, instead forming small tight knit tribal groups, rarely exceeding a family or two. These clans are insular and rarely come together. Instead tribes are as aggressive to each other as they are to all other outsiders. There is an exception to this, some Ferals join the Orc Horde, often serving as leaders as they are more organised then the Orcs.
War Across the Wilderness
The Ferals are the only race on Theril that come close to the Orcs appetite for war. Over the generations the Ferals have become incredibly talented in their chosen form of combat. Unlike the Orcs, Ferals do fear death and hence favour a technique of ambush warfare over the Orcs preferred strategy of horde warfare. Incredibly skilled with bows, Feral warfare favours hit and run tactics and ranged combat, rarely closing into close quarters. Every member of Feral societies have a part to play in their eternal war, men and women fighting together and children being used for diversions and confusion. Ferals fight for no real purpose simply waring for their own enjoyment though the supplies that they steal are useful, as they lead nomadic lifestyles. Feral tribes are savvy enough to avoid major population centres, instead vying for control over the deep wilderness.
Heartless and Brutal
When the Ferals fell from Shais' grace, she revoked from them all her blessings. Thus Ferals lack the concepts of peace and love in their hearts. This is the main reason that Ferals live in such small communities, even as it stands these small tribes are prone to breaking apart with startling regularity. The concept of a life partner is almost all but foreign to the Ferals, with children often being born from mothers who were captured in raids or the like.
Savage Magic
Without the patience or temperament for a true appreciation of the arcane arts, few Ferals have a capacity for magic. Some become attuned to the lands they live on and may tap into the power of nature. Far more common though, Ferals who live within Orc society learn the simple and destructive forms of magic favoured by Orcs. Those ferals that head underground in search of the power of the Ogre are often disappointed, for Tar'Zarin has a different effect on them as it does on Ogres; turning their skin potted and leathery, their eyes murky and clouded and their flesh have a soft purple glow. This is the same way true Humans react with malignance, suggesting that ferals and humans are still in some way the same.
Hatred to All
Ferals consider all other life in some way lesser to their own, even those of their kin. This disposition makes it incredibly hard for Ferals to relate to others. Some rare exceptions can suppress their bloody urges and live life amongst the more civilized races, but these are few and far between. The Ferals extend their distaste for other life to the gods as well, offering no worship even before the breaking of the world. After the breaking the tribes were quick to forget even the existence of the gods, and instead turned to a form of ancestor worship.
A Life of Violence
From the day they are born a Feral's life is dominated by violence. Their mothers usually perishing in childbirth or soon after from violence, younglings must look after themselves. Scavenging for food in the community when they are young and trying to contribute in exchange for food as they grow older. The line between adult and child is blurred, though a Feral reaches maturity at the age of 8 it is not uncommon for a feral to have already had children by this time. Bloodshed is the most likely cause of death for a Feral all throughout their life; children often killing each other in an attempt to secure food, and adults are often killed in combat both inside the tribe and with enemies. Surprisingly enough it is Ferals in Orc communities that are likely to live out full lives, with very few making it to half a century.
Chosen by Ogrum
The constant warring of the Ferals attracted the attention of Ogrum, whom the Ferals began to worship fervently. In return Ogrum shaped the Ferals, into more brutish forms appropriate for their war-hunger. Ferals appear almost human, but take on a more bestial appearance, though the specifics of their bestial nature varies by tribes. They may also worship regionally appropriate deities, such as Frigaes in colder climates, or Pharlor in deserts.
Feral Souls
It is the soul that seperates a Feral from a human infact. For it is in the soul that Shais’ curse and Ogrum’s blessing lies. Conditions that disrupt the soul, such as Malignancy, reshapes Ferals into something more akin to what humans look like. Ferals who bear attunement to the planes for example, though retaining their physical characteristics take on personality akin to their element, freeing themselves from their eternal hatred.
The Diverse Tribes
Not all Ferals look the same, there are six broad categories of Ferals which share common features. It is not necessarily true that these different types of Ferals are geographically separated but this is mostly the case. Ferals of different types are never found in the same clan though. Different tribes are found in different geographical regions.
Tundra Tribes. In the frozen north the Elkstride and Wolfpack rule. Often competing for territory and resources in the harsh north, these Ferals adapt to conditions differently. The Elkstride migrate regularly, herding to survive. The Wolfpacks are much more territorial and rely on raiding and hunting. Both have taken to worshiping Frigaes, and have great respect for the frost giants.
Forrest Tribes. The Ferals of the forrests of Theril compete with elves to survive. Almost hunted to extinction. Bearhide, Elkstride and Wolfpack all have fleeting holds on the forest, but most are inevitably pushed into the planes.
Plains Tribes. The Ramhorns, Boartusks and Catclaws roam the plains, pestering caravans and generally disrupting trade. They are most frequently found in the north east of Old Theris, though some more bold can be found on the inner coasts.
Horde Tribes. Some tribes of Ferals are found among the Orc hordes. Most frequently joining the Horde is the Boartusks, though some Ramhorns and Wolfpacks also join. Among the horde Ferals tend to rise to positions of leadership.
Broken Tribes. Few tribes survive in the Broken Lands, but the Catclaws manage to eek an existence from scavenging land trade between the Shallow seas and Brekngrunhelm.
Feral Traits

Ability Score Increase. Your Dexterity score increases by 1.
Age. Ferals reach adulthood in their early teens and are unlikely to live past a half century.
Alignment. Ferals tend towards individuality and destruction, they live in small tribes that roam the countryside fighting amongst themselves.
Size. Ferals vary widely in height and build depending on their animalistic nature, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, you size is medium.
Speed. Your base walking speed is 35 feet.
Bestial Nature. You gain a feature that depends on your subrace, described below.
Headstrong. You have advantage on saving throws against being frightened.
Hardy. Your hit point maximum increases by 1, and it increases by 1 each time you gain a level.
Languages. You can read and write Common.
Bearhide Feral
Taller and Broader than most other Ferals, Bearhide Ferals are coated in coarse fur and thick skin. Commonly found in the sparse forest in the North of Old Theris. Less outwardly aggressive than other types of Ferals, they are much more likely to simply isolate themselves from other tribes or races. That said they are fiercely territorial and are much more likely to live alone than in tribes.
Ability Score Increase. Your Constitution score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bestial Nature. When unarmored, your AC is equal to 11 + your dexterity modifier.
Ramhorn Feral
Short and Nimble, Ramhorn Ferals can be found in the mountainous regions all across Theril, with the exception of those on Massalia. They live in surprisingly large tribes of four or five families and eke a living by raiding caravans that move through exposed mountain passes.
Ability Score Increase. Your Dexterity score increases by 1.
Mountains Stubbornness. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Bestial Nature. You have a climb speed of 30ft.
Elkstride Feral
Native to the Frozen Wastes, the Elkstride Ferals are the most isolated of all the Feral types. Tall and with lanky limbs, they sport tuffs of fur across their body and tend to decorate themselves with the pelts and antlers of the beast from which they get their name. Elkstride Ferals spend more time fighting with each other then most types of Ferals, bit have out of necessity become herders.
Ability Score Increase. Your Dexterity score increases by 1.
Fleeting Stride. You have proficiency in the stealth skill. You can attempt to hide even when you are only partially obscured, such as by tall grass, falling snow or other natural phenomena.
Bestial Nature. Your base walking speed increases to 40 feet.
Wolfpack Feral
Perhaps amongst the most savage of the Ferals, the Wolfpack Ferals sport golden yellow eyes and keen senses. They are ubiquitous in most of the wilderness of Old Theris. The tribes form skilled hunting packs that are incredibly effective at seeking the kill, but often get torn apart when times are tough. When a pack disperses often some seek out the Orc hordes to join their ranks, whereas others may try to join new packs and begin the hunt anew.
Ability Score Increase. Your Wisdom score increases by 1.
Savage Attack. When you score a critical hit with a melee weapon attack you can roll one of the weapon's damage die one additional time and add it to the extra damage of the critical hit.
Darkvision. Accustomed to hunting at night, 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 colour in darkness, only shades of grey.
Bestial Nature. Whenever you make an Wisdom (Perception) check that relies on sound or smell, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Boartusk Feral
Short and Stocky, the Longtusk Ferals sport two tusks from which they draw their name. Hyper-aggressive, these are the Ferals who are most likely to be seen joining with the orc-hordes and are often found wherever the hordes are.
Ability Score Increase. Your Strength score increases by 1.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright you can drop to one hitpoint instead. You cannot use this ability again until you finish a long rest.
Bestial Nature. If you move at least 20 feet in a straight line and then hit a target with a melee attack on the same turn the target takes an extra 1d6 slashing damage from your tusks. If the target is a creature, it must succeed a saving throw with DC equal to 8 + your Strength Modifier + your proficiency bonus or be knocked prone.
Catclaw Feral
Lithe and Nimble, Catclaw Ferals are often found in the deserts of Broken Lands. Catclaw Ferals posess sharp claws and keen eyes. Preying on caravans that move through the region, these ferals form tight-knit but small tribes.
Ability Score Increase. Your Dexterity score increases by 1.
Nimble. You have proficiency in the Acrobatics skill. You can move through the square of any creature that is of the same size or larger than yours.
Bestial Nature. You can make an unarmed strike as a bonus action with an empty hand. You can use your Dexterity for its attack roll and damage bonus, and this attack deals 1d3 slashing damage.
Sharkfin Feral
Bulging and Powerful, the Sharkfin Ferals a dorsal fin, sharp teeth and leathery skin. Blood-thirsty, these Ferals roam the oceans and seas of Theril looting and pillaging.
Ability Score Increase. Your Strength score increases by 1.
Powerful Swimmer. You have a swim speed of 30 feet.
Bestial Nature. You can breathe in air and water.

Thursday 1 December 2016

Races of Theril: The Naga


Naga
Proud and resilient, the Naga were scattered across the harshest of environs, where they eked a living in the places no other races could flourish. They build no cities, instead preferring to live in more sustainable small tribes that wander the harsh lands of Theril. Their strict honour system binding them together and preventing them from descent into barbarous hordes.
The Descendants of Survivors
The Naga were created by Shissa from the remnants of her former creations, giant reptiles who were destroyed by Paern after they threatened his balance. To ensure the survival of her creations, Shissa crafted her new beings in the shape of mortals and partitioned Silnai to make them mortals. Naga are about 8 feet long, but rarely draw themselves to more than 6 feet above the ground. They have scaled skin, with a single tail appendage extending bellow their wiry but muscular torsos. Their scales come in a variety of pigments, but browns and greens are more prevalent. Their faces lack noses, as they smell by tasting the air, their eyes have slit pupils and lack eyelids. Naga's have quite wide mouths and can unhinge their jaws. They do not grow hair, but most Naga grow crests that become increasingly elaborate as they age.

Honour and Debt
Naga are bound by a strict honour system, more so than all other races. These concepts are know as Honour and Debt is different to other honour systems in two ways; the first is that the Naga themselves is the one who judges that they have debt and that Naga also determines when that debt has been repaid. The second is that it is considered dishonourable to bring up the past debt of another after it has been repaid. It is also somewhat strange in the sense that your accumulation of honour and debt are  independent of each other.
Amongst Naga it is considered a great honour amongst Naga to touch an armed enemy while themselves unarmed and to save the life of a foe, conversely being touched by an unarmed opponent or having your foe save your life are among the greatest debt. To repay this debt the Naga would demand to be taken subservient to that foe. In the case of being touched by a foe they become Peace-bound, touching no weapon and taking no part in battles for a day less than a year, following the orders of the rival clan. To repay the debt of having your life saved is to be taken Deathless, a Naga serves for the rival clan until he can save the life of one of their foes clansmen, the be taken both peace-bound and Deathless (that is to be taken Life-Bound) is a rare occurrence indeed, in this case both take effect until the Naga can satisfy both conditions.
Scales Stronger than Armour
To a Naga, the act worth the largest amount of debt is donning armour. Such is the shame that a Naga will end their life if they willingly don armour of any type. This is due to the fact that Naga put great pride in their scales, which have the ability to turn spears and arrow head as well as armour of metals. Naga take great pride in maintaining their scales, typically polishing much of it before raids. Naga wear no clothing, except when being taken peace-bound or deathless when they don a white tunic.
Driven to Toughness
Shissa created the Naga to outlive all things, after the disaster that befell her previous creations. Thus the Naga are driven to survive and become more resilient. This reflects in the lives of all Naga, who train for survival through their childhood and all throughout their lives Naga are driven to prepare for catastrophe.
Clan and Caste
The clan is a fundamental unit in Naga  culture, more so than individual families. All Naga are loyal to their clan of birth, which rarely exceeds 50 members. Within the clan there are a number of castes, the first is the Child caste; who cannot be taken peace-bound or deathless, nor are to be attacked in raids, children are recognisable by the strip of red cloth they wear around their forehead. When about 20 the young Naga approaches the Wise Ones, and presents the path they wish to take, and with their approval will discard their red band and adopt their new role in the clan. Most prestigious of the castes are the Blacksmiths, a clan tends to have only 1 or 2 full fledge blacksmiths, who cannot be taken peace-bound or deathless. The Spear and the Bow castes serve as raiders and hunters respectively. Some tribes keep a separate caste for the Shield Maiden who are guardians of the clan. Finally the Herder and Carer castes are responsible for looking after beasts and children respectively. Once assigned to a caste a naga serves that purpose for life (unless taken peace-bound or deathless), and there is equal opportunity to attain honour in each castes by performing your role well. Naga naming is complicated to explain to none-naga, only really used when talking about a naga who is not present. The name in the empathic language is an instantaneous description a Naga’s disposition and scent. When translated into the other naga languages a name gets distilled into an object, such a an animal, plant or geographical feature.
The City of the Sleeping Dragon
Some Naga are beyond the castes, these are the Wise Women who lead the clans, and the Clan Chief who lead the clans forces. To become Wise Women or Clan Chief the prospective must receive the blessing of their clan and then make a pilgrimage to the City of the Sleeping Dragon. the City of the Sleeping Dragon is the only city built by the Naga, it sits without inhabitant, located high in the mountains. Even before the breaking this trip was challenging, as located in the City of the Sleeping Dragon the prospective would face challenges they refuse to speak of. The challenge has been greatly increased as the City of the Sleeping Dragon is located at the edge of the world and spends some time outside of existence. When a Wise Woman returns successful from the trail, she has a single white scale at the centre of her forehead, when a Clan Chief returns he possesses the likeness of a red and gold dragon on his primary arm.
A Spirit of Resilience
Shissa built the Naga to last, down to their souls. The spirit of a Naga never ceases to give up, resisting death no matter how harsh the odds. Very little can break this determination, the most common source is a loss of honour.
Those that Speak
The Naga are capable of conveying complex ideas through body language and pheromones, their tongues though are incapable of the style of speech used by other races. There is one exception to this, found in The rarest of all the castes the Great Speakers. Chosen by birthright, by the will of the gods. The Great Speakers have the powers to weave magic. This caste applies to both arcane and divine casters, as the Naga consider the two functionally equivalent. They are named for their ability to ‘speak’ the complex language of hisses that Shissa speaks, allowing them to complete verbal components. The Great Speakers transcend the tribes, their talents belong to all Naga kind. They are in a sense beyond  the system of honour and debt possessing honour beyond measure for their talents, but are indebted to all Naga's  beyond repayment. The Naga are a shamanistic people, they worship the gods they can see around them. A Naga who lives by the sea will pray fervently to Posida, but if they were to journey into the mountains they would cease that worship, instead offering praise to Tersque. The Great Speakers are the exception to this generality as they  are expected to be the physical embodiment of a single deity.
The Honourless
Some Naga though are corrupted by malign energies that alter their forms and minds. These naga lose their scales and their honour. Their bite is venomous and the communicate without physical interaction. But their greatest sin is the fact that they wear armour over their scaleless skin.
The Septs
The Naga are split into cultural and physiological groups called Septs. Traditionally there were 4 Septs, but the breaking caused rapid climate change and the Naga adapted, leading to the rise of a new Sept. Naga of different Septs consider each other as outsider just as they do with members of other races.
The Desert Sept. Found in the desert, these Naga are more austere than most. The barren wastes teaches how to conserve in all things; food, water, wood, even words. The skin of these Naga are browns of varying colours, with light and dark matching the sands where they grew up. The naga of the desert sept have developed a language of three stroke characters often written in the sand, the stagnant deserts hold the script for some time. Naga of this sept pray most often to Pharlor.
The Jungle Sept. At a glance some feel the life of a Jungle Sept Naga is one of plenty compared to other Naga Septs, this is an illusion. Though more plentiful in life and water, the Jungles of Massalia are a harsh lands. The vast majority of species of plants and animals are poisonous, and the two great waterways that traverse these areas are dangerous to spend time about. In the nights the air is thick with insects, many of which carry horrible diseases. For the naga of this Sept it is knowledge that maintains survival; knowledge of what's safe to eat, where the freshest sources of water can be attained and what plants offer cure to the ailments that stricken the jungle. The jungle floors are hazardous, so these naga have become masters of moving in the trees. Life in the jungle has been made harder still after the breaking, by the appearance of strange reptiles of vast stature, which now compete for the limited resources available. Nagas of this sept are of green hues, best to fit in amongst the foliage. The Naga of this sept speak a language of hand signs, as communication doesn't need to occur at distance. Naga of this sept often worship Arbus.
The Swamp Sep. The way of life of this sept has been all but annihilated. The vast marsh that once covered the northern tip of Massalia were submerged by the rising sea levels. Some few clans have retained a living in the small areas of marshlands left, but many struck out into the newly formed mangrove to eke a living there. The remaining naga of this sept have fallen low, forsaking the ways of Honour and Death for a life of savagery, to outsiders, naga of this sept are considered no more than animals. They share a pallid blue to pale green colouration with their descendants the Mangrove Sept.
The Mangrove Sept. Much of the lands that were once marsh have been turned into mangroves, deciding not to eke a living in the vanishing marshes most of the former swamp sept set out to live a life at the ocean's borders. Naga of this sept have become incredible swimmers, and have mastered the art of retaining breath for long periods of time. There is much food to be attained in the mangrove, but the greatest challenge is to attain fresh drinking water. So hard it is to acquire, that the naga of this sept have taken to diluting all fresh water with salt water, and even though few generations have passed since the forming of this sept, naga of this sept are now capable of tolerating much stronger dilutions. The drawback is that they no longer can stomach pure water, which makes them quite ill. Mangrove naga that travel abroad must bring salt to season their drinking water with to prevent this from happening.
The Mountain Sept. The smallest of all the septs, these naga live in the harshest of conditions. High in the mountains of Massalia, the rain cannot reach, and the lands are dry and airless. Yet somehow these naga survive in such severe conditions, drawing water from the stones and sustaining their livestock on sparse nutrition. The naga of this sept are considered greatest of all the septs for their choice of home is by far the hardiest. Yet still their numbers dwindle. The naga of this sept speak in addition to the Naga tongue a tonal language of whistles, which can be heard at great distances over the mountains. There scales are a variety of greys in colour
Naga Traits

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1
Age. Naga are considered adults at about the age of 20 and generally lives well into their second century.
Alignment. Despite their lack of language, Naga lead highly ordered lives, and are opposed to individuals and those who bring about destruction.
Size. From head to tail Naga grow to be about 11 foot long, but rarely draw themselves above 6 feet off the ground. Your size is medium.
Speed. Your base walking speed is 25 feet.
Empathic Communication. You do not communicate using spoken words, instead communicating through body language and scent. You can communicate freely with other Naga within 30ft so long as you can see and smell them, but cannot be comprehended by Non-Naga. You are incapable of using spoken languages, though you can comprehend them. You have disadvantage on all Charisma checks that would normally require verbal communication.
Armoured Scales. You have natural armour +2 and you have resistance to piercing damage. You cannot where armour.
Languages. You can read and write Common and one extra language of your choice.
Jungle Naga
The naga of the jungles are lithe climbers, accustomed to life in the trees. Their green scales adapted to life in the lush but perilous Jungles of Massalia. Their language of hand signs are capable of communicating more intricate ideas then naga empathy, but it is developed to occur only over short distances, as the jungle inhibits long distance communications.
Tree-dwellers. You have a climb speed of 30ft and you roll with advantage on Acrobatics and Athletics checks to move through dense foliage or trees.
Hand Sign Language. In addition to any other modes of communication, you know and can communicate using a language composed of hand gestures.
Mangrove Naga
The naga of the mangrove have adjusted rapidly to their new homes, swamps that have flooded into salt water mangroves. Naga of this sept tend towards turquoise or sandy coloured scales to blend into the shores and shallows. They have developed a language of clicks which are produced without releasing airs, which is muddy when used above water but travels quite far beneath the water.
Sea Serpent. You have a swim speed of 30ft and can hold your breath for 15 minutes.
Clicking Language.  In addition to any other modes of communication you, know and can communicate using a language composed of rapid clicks of varying rhythm.
Desert Naga
The naga of the deserts have learnt how to eke a living out of the dry wastes and shifting sands. Mostly nomadic, with herds of desert dwellers that the traffic from oasis to oasis. Their scales are coloured yellows and brown. They have developed a script that they write in the sand, as there is little shifting in much of the sand, scripts can last for weeks, allowing communication between the scarce population of the deserts.
Sand Scavengers. You gain proficiency in Survival and you have advantage on all survival checks to forage for food and water.
Desert's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Symbolic Language.  In addition to any other modes of communication you know and can communicate using a language composed of three stroke symbols, both when written in the air or on a physical surface.
Mountain Naga
The naga of the mountains are considered hardiest of all naga. Cursed with scarce food and water they are masters of enduring. Their scales are tones of grey with some being almost white. They have devoloped a language of whistles, that bounce of the mountains allowing communication at a distance, even beyond sight.
Durable. You have advantage on Death Saves.
Whistled Language.  In addition to any other modes of communication, you know and can communicate using a language composed of tuned whistles.
Scaleless Naga
Though rare, those that fall to Malign influences become scaleless. Their name is a bit of a misnomer, they in fact still have scales but they are concealed below a layer of pulpy skin. Their bites are quite venomous, which is considered a dishonour, as naga loath the use of toxins. Their worst dishonour though is their use of armour. The scales are gifted with telepathy, this doesn't help the nagas image with other races, as the only ones who can communicate readily outside of Massalia are those with corrupt intent.
Scaleless. You do not gain the Armoured scale trait. In its stead you have resistance to slashing damage. Not only can you wear armour, you have proficiency with light and medium armour.
Venomous. You can use your action to deliver a deadly bite. After making a successful unarmed strike against your target, they must make a Constitution Saving throw. The DC for this saving throw is your 8 + Constitution modifier + your proficiency bonus. The target takes 2d6 Poison Damage on a failed save, and half as much damage on a successful one. Further if the target fails their save they gain the Poisoned condition. The damage increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 16th level.
Telepathy. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a common language with the creature for it to understand your telepathic utterance, but the creature must be able to understand at least one language.
Malignant. When making  Charisma (Deception), Charisma (Persuasion) or Charisma (Performance) checks against creatures without this trait you do not add your proficiency bonus.