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     5th edition race: [[Alraune (5e Race)|alraune]] ---- These beautiful men and women, humanoid from the waist up but veiled by large petals are known as '''[[Alraune (5e Race)|alraune]]'''. Vines sprout out of the base of their bulb, for nutrition, and smaller vines grow up out of the bulb, wrapping around their humanoid forms. Alraune's anatomy is far closer to that of a plant than a humanoid's. As a result thereof, their occurence is limited to biospheres where the climate is temperate, supporting plant growth. Alraunes tend to shy away from other races, hiding in the deeper parts of the forest - Should they come across a [[5e SRD:Human|human]] it's often only from the treetops or as an inconspicuous form within their bulbs. [[Alraune (5e Race)|Alraune]] are born under rare circumstances; it is only when the potent magic from the Feywilds seeps into the material plane and binds the soul of a recently deceased humanoid to a flowers' seed that they come into existance. Alraune tales are purely shared by word of mouth and often carry little significance. If anything, their existence is only recorded by the faint whispers of the forest. Although they don't form societies or even groups in the traditional sense of the word, alraune are still a part of nature and are willing to share their territory with allies if they find that this could be benificial to themselves. Should their domain become endangered, they will fight alongside others to regain control. As a sunflower [[Alraune (5e Race)|alraune]] you are usually good and gentle towards other races. As a rose alraune you are not as friendly, but are easily the most charismatic of the strains. Venus alraune do not typically actively search for relationships with other races. They are the most territorial and predatorial of the three strains and seem to have a particular preference for meat.  +
     5th edition class: [[Apocalypto (5e Class)|apocalypto]] ---- Hooves stampeded in the muddied earth, pulling up the terrain in clods and blowing them away in a fell swoop. Hell-bound souls filled the thundering skies as a hooded '''[[Apocalypto (5e Class)|apocalyptic harbinger]]''' swept by, freeing the heads of goblins from their bodies as his allies feel necrotic forces rejuvenate them. He has but a pale visage under the dark hood and he relishes none of it, yet bows to his duty to enact death. As empires spread across the world, old civilizations crumbled to dust as the pages of history were turned. Such is the tide of time. At the forefront of these disintegrating foundations are the [[Apocalypto (5e Class)|apocalyptos]], harbingers of destruction and desolation. A single glimpse of their defining steeds is but a sure sign your kingdom and land shall soon be in ruins. Weep as pestilence renders the homes empty and deathbeds full. Wail as famine overtakes the fields with poor harvest and bodies wither in strength. Scream and cower in fear from the raging war which tears nation by nation, husband from wife and father from son, spilling blood and gore indiscriminately on the battlefields. Stare in awe as death sweeps the remainder, taking those weary and weakened from the devastation and laying them to their final rest. However, once the desolation has been had, the [[Apocalypto (5e Class)|apocalypto]] may ride across the lands, defending villages and townships... or laying waste to them as well. This way, they build their reputations as just bringers of destruction. To be unknown as an apocalypto is to have failed one's duty due to the particular nature of the job.  +
     Revised 3rd edition class: [[Artificer (3.5e Class)|artificer]] ---- '''[[Artificer (3.5e Class)|Artificers]]''' are masters of crafting unique and powerful items. They make them faster, better, and cheaper than any magic users that dabble in the [[SRD:Creating Magic Items|arts of creation]] do. The artificer has magic running through his veins due to draconic heritage; much like the [[SRD:Sorcerer|sorcerer]] the artificer is in a position of potentially great magic combined with extraordinary crafting abilities. While artificers are able to mimic the spell requirements for magical item creation, they are unable to cast any [[3.5e Spells|spells]] at all. Instead of the abilities others receive, an artificer is greatly defined by what he makes over the course of his life. His abilities are defined by the [[3.5e Equipment|items]] that come into his possession, so unlike other [[3.5e Classes|classes]] he is not forced into any one position or role. Artificers remove a lot of the issues that prevent parties from making their own magical items by improving the barriers of [[SRD:Creating Magic Items|crafting]]. Artificer's abilities are primarily limited by his crafts, and they can help him fulfill a specific role exceptionally and fulfill various functions: an artificer can make a suitable ranged and melee combatant, and his treatment of a party's equipment is a welcome support function for all sorts of parties. An artificer's advancements vary greatly depending on their decisions, on their personality, and what they expect to deal with throughout their life.  +
     Revised 3rd edition prestige class: [[Blood Knight (3.5e Prestige Class)|blood knight]] ---- '''[[Blood Knight (3.5e Prestige Class)|Blood knights]]''' are an order of nongood knights dedicated to the service of vampirekind. Normally they can be found under a [[SRD:Vampire|vampire's]] servitude, acting as its assassins, battlefield commanders, battlefield guards, sentries, or a source of its gathered information. Others can be found serving vampirekind. By feasting on the fresh blood of fallen creatures [[Blood Knight (3.5e Prestige Class)|blood knights]] gain use of special abilities that resemble [[SRD:Vampire|vampires']] natures. Their forefront combat-focus, servitude, and special actions make them valuable to those they cooperate with. Others find them to have a quite frightening presence; wearing dark, blood-stained armor and surrounded by necromantic magic the first instinct of most ordinary people is to flee in terror. The most powerful blood knights are vampires. ''"We're still knights. We still believe in chivalry and honor and all those knightly virtues. We're just... not as friendly."'' -[[Count Meinhard (3.5e NPC)|Count Meinhard]], [[SRD:Human|human]] [[Blood Knight (3.5e Prestige Class)|blood knight]] Although not choosing the path of a vampire, aspiring [[Blood Knight (3.5e Prestige Class)|blood knights]] often wish to augment themselves with things which resonate with vampires, gain knowledge from vampirekind, attune themselves to vampires more, or later join the ranks of vampires. Such characters normally find [[SRD:Vampire|vampires']] abilities to be useful when overcoming obstacles.  +
     Revised 3rd edition deity: [[Cassia (3.5e Deity)|Cassia]] ---- '''[[Cassia (3.5e Deity)|Cassia]]''' is a goddess of selfish, irresponsible, licentious behavior. She takes advantage of perceived and actual wrongs committed against groups of people, and encourages them to rebel against the system they are in. Once that is done, whether it is a success, failure, or somewhere in between, she encourages her followers to "liberate" themselves by shedding all social commitments, responsibilities, and all duties. Morality, ethics, and respect for real liberty and justice all fade under her influence, as the people degenerate into an abyss of sinful behavior and pleasure-seeking. When [[Cassia (3.5e Deity)|Cassia]] first enters a region, she appears in the woods and other isolated areas, and tells poor women that a new divinity has arrived in the land and will protect them. She also appears to women who are overstressed or feel repressed or oppressed in some way. [[Cassia (3.5e Deity)|Cassia]] is a rare individual; she has undergone apotheosis and rose from mortal to divine. Born to a callous noble elven family, she was taught to have a disregard for people poorer than her and was raised to believe that the great masses of the peoples of the world only existed for the benefit of a few exceptional individuals. She was raised with servants to do everything for her and she was never taught the value of responsibility or integrity. As a regular [[SRD:elf|elf]], she had a weak but beautiful and graceful body, and a keen mind with keen senses. Because of her persuasive talents, Cassia eventually became an [[SRD:Archmage|archmage]] and like many archmages, decided to produce a masterwork: her own divinity.  +
     Revised 3rd edition creature: [[Celestial Dire Lion (3.5e Creature)|celestial dire lion]] ---- A pride of '''[[Celestial Dire Lion (3.5e Creature)|celestial dire lions]]''' consists of related females and offspring and a small number of adult males. Groups of female lions typically hunt together, preying mostly on large ungulates. The lion is an apex and keystone predator, although they will scavenge if the opportunity arises. While lions do not typically hunt humans selectively, some have been known to become man-eaters and seek human prey. [[Celestial Dire Lion (3.5e Creature)|Celestial dire lions]] spend much of their time resting and are inactive for about 20 hours per day. Although lions can be active at any time, their activity generally peaks after dusk with a period of socializing and grooming. Lionesses do most of the hunting; with each lioness having a favored position in the hunt, either stalking prey on the "wing" then attacking, or moving a smaller distance in the center of the group and capturing prey in flight from other lionesses.  +
     5th edition race: [[Celtic Born (5e Race)|celtic born]] ---- <div align="center"><q>Their manner of fighting, being in large measure that of wild beasts and frenzied, was an erratic procedure, quite lacking in military science. Thus, at one moment they would raise their swords aloft and smite after the manner of wild boars, throwing the whole weight of their bodies into the blow like hewers of wood or men digging with mattocks, and again they would deliver crosswise blows aimed at no target, as if they intended to cut to pieces the entire bodies of their adversaries, armour and all!</q></div> Aside from their physical prowess, there is another thing that sets the celtic born apart from other humanoid races - Their shamans paint intricate patterns on each tribe member who has come of age, each and every pattern unique. It is speculated that the spirits of the deceased or perhaps the Gods themselves guide the hand of the shamans into these patterns, connecting the fighter with his ancestors. This religious ritual is important, if not the most important, part of the preparation for war. The bright blue warpaint is made up of woad and lard. The woad is corrosive - it contracts the skin, getting the adrenaline pumping for battle and in many cases, it even scars the skin over, causing many warriors to be permanently marked by their unique patterns. Their ever-present warpaint has earned them the name "Pict Warriors", which derives from an ancient language, meaning "Painted Warriors". They are often found wearing tunics made of wool or linen, with simple armlets. Their winter attire includes a heavy cloak as well, with a rim of animal fur. These cloaks are often adorned with a brooch in the shape of their tribe sigil that holds it together.  +
     4th edition creature: [[Crypt Thing (4e Creature)|crypt thing]] ---- When adventurers first intrude the aberrant '''[[Crypt Thing (4e Creature)|crypt thing's]]''' lair, it will match their demeanor (although never so friendly as to be suspicious). It will ask the intruders to leave its crypt. If the intruders persist, the crypt thing will use vanishing trick on the target that seems least able to resist (the party [[4e Index (4e Index)#Wizard|wizard]], perhaps) and declare that it has disintegrated this victim. Again, it will encourage the intruders to leave. If the party calls its bluff, it will attack with its claws, continuing to use vanishing trick as it recharges. A pale, solitary skeletal being which always wears a brown, hooded robe, the [[Crypt Thing (4e Creature)|crypt thing]] stays in its lair permanently (at least, none have been encountered elsewhere) and will not attack if it is left undisturbed. '''Level 9 Encounter (2800 XP)''' *1 [[Crypt Thing (4e Creature)|Aberrant Crypt Thing]] (Level 9 Controller) *2 [[Warped Skeleton (4e Creature)|warped skeleton boneblades]] (Level 9 Soldier) *8 Putrescent Zombies (Level 11 Minions, ''Open Grave'' p. 196) The [[Warped Skeleton (4e Creature)|warped skeleton boneblades]] and putrescent zombies are initially laying in their coffins. The boneblade coffins are adjacent to the [[Crypt Thing (4e Creature)|crypt thing's]] throne, and they will rise immediately to defend its master. Four zombies rise on each of the 2nd and 3rd turns.  +
     D&D Wiki Magazine: [[D&D Wiki Magazine/Issue 0|Issue 0]] ---- The proudly-presented '''[[D&D Wiki Magazine/Issue 0|0th edition of Houserule]]''' gives us a insight into the power behind fire. The fireball spells and the flaming swords of high fantasy are what most come to mind when D&D is mentioned in the same sentence as "fire". What are the consequences of [[SRD:Alchemist's Fire|Alchemist's Fire]] in a confined, poorly-ventilated dungeon? Could you light a big fire at a cave mouth and choke or smoke out its inhabitants? ''Earth for many a thousand year,<br/>Then I am born of flame,<br/>For one mere moment water-doused,<br/>Tell me, what is my name?<br/>''- Traditional Dwarven riddle adapted to [[SRD:Speak Language Skill|Common]] In the meantime, please read on and see what takes your fancy in the [[D&D Wiki Magazine/Issue 0|0th edition of Homebrew]]. The [[Oath of the Eternal Flame (5e Archetype)|Oath of the Eternal Flame]] binds paladins to the ideals of neutrality, balance, power, and strength. The Oath values true neutrality, as its paladins, also called cleansers, balancers, red knights, and flamehands, strive to keep good and evil in perfect balance. They adorn their red and gold weapons and armor with flames, symbolizing rebirth and power. They believe that if balance is not maintained, the Eternal Flame will be extinguished and all life will cease to exist. In times of great danger to the balance, Paladins will arise and swear the Oath of the Eternal Flame to defeat the powerful forces of good or evil that threaten it. I am steel.  +
     D&D Wiki Magazine: [[D&D Wiki Magazine/Issue 1|Issue 1]] ---- The proudly-presented '''[[D&D Wiki Magazine/Issue 1|1st edition of Houserule]]''' gives us a view into the world of magic. Magic can, in most settings, be described accurately as a science. It follows rules and laws, causes tangible effects on the environment, and it can be studied and understood. Also like a science, there are many theories and hypothesis among arcanologists as to what makes magic tick. Some theorize that lightning bolts are called from the god of lightning through prayer. Some theorize that the air itself is made to rub against itself, producing static electricity much like in a cloud, and this natural product of physics is manipulated to form lightning. Still others theorize that what actually happens and why the spell occurs is based purely on what the spell-caster believes happens. If the caster is a follower of faith, the gods produce it. If the caster is a true "scientist", as much as a wizard can be, he may understand physics and nature, and assume he is replicating the effects present in a storm cloud. The method by which magic occurs is mutable, but a good DM should determine the rules his setting follows in order to provide creative scenarios for his player, such as making lightning bolts fail in a room with no air because there is no air to move and produce friction. ''"The firelight dimmed as he began to speak. The story he told was a fairly well known one, but the way in which he told it brought it to new light. Weaving magic while he spoke, he brought the sounds and smells of the story to life. Everyone listened entranced as he told them of the damsel’s capture, complete with the slight smell of perfume and the sounds of evil laughing. They all gasped in shock as he told them of the vile monsters used to guard the villain's tower, and shuddered when he magically painted their picture on the walls. When the hero arrived at the tower, the audience cheered with delight and howled their approval as he cut his way through the enemy. When he finally confronted the evil mastermind in his lair, the lights in the inn darkened ominously and a slight chill filled the room. The sounds of weapons clashing in mortal combat filled the room as he described their final battle to the finish."'' -From the Tale of the Seeker, [[Prestidigitator (3.5e Prestige Class)]]  
     D&D Wiki Magazine: [[D&D Wiki Magazine/Issue 2|Issue 2]] ---- The proudly-presented '''[[D&D Wiki Magazine/Issue 2|2nd edition of Houserule]]''' ([[:File:Houserule Issue 2.pdf|pdf]]) gives us insight into magic weapons of all kinds, so you'll find conjuring spells, monsters, weapon-related trinkets, and of course magic weapons! We are offered insight into who can effect a player character's magic weapons when reading that a [[Caryatid Column (5e Creature)|caryatid]] is a sculpted female figure serving as an architectural support. A typical caryatid resembles a slender human female wielding a sword. They are often found in pairs, supporting an entablature over the doorway they are guarding. Since they are cheaper to produce than stone golems, they might be found in colonnades of up to a dozen. Specific magic weapons like [[Deathless, Longsword of Necromancers (3.5e Equipment)|Deathless, Longsword of Necromancers]] are exhibited in the [[D&D Wiki Magazine/Issue 2|2nd edition of Houserule]] for player characters and DMs. This amazingly well balanced longsword has an opaque blade that feels constantly cold to the touch, as if it sucked out light and heat from its surroundings. The blade is sharp enough to cut through bone as if through butter, and is adorned with odd necromantic runes all the way to the tip. The guard looks as a human femur, and the handle looks like a skeletal hand waiting to be stretched, closing over the hand of its wielder with a firm grip that is probably the most unnerving thing about it. Of course magic weapon options for player characters are in abundance within the [[D&D Wiki Magazine/Issue 2|2nd edition of Houserule]], and the [[Illusionary Weapons Master (3.5e Prestige Class)|illusionary weapons master]] once again makes a dramatic entrance for its readers. An illusionary weapons master can create illusions so realistic that they border on reality. The fearsome [[#Illusion Weapon|illusion weapons]] that they create enable them to vanquish a large array of foes. Being master manipulators, illusionary weapons masters know the best ways to use illusions to dishearten, distract, and defeat their foes.  
     D&D Wiki Magazine: [[D&D Wiki Magazine/Issue 3|Issue 3]] ---- The proudly-presented '''[[D&D Wiki Magazine/Issue 3|3rd edition of Houserule]]''' ([[:File:Houserule Issue 3.pdf|pdf]]) is the perfect coffee-table magazine whenever you plunge into castles and medieval heavy gaming. Does the party know what you are approaching when you get close to the [[Quick Castles (DnD Other)#Example Castles|epic castle]]? As a [[Squire (5e Background)|squire]], are you able to just walk right in? Has the party already made too many enemies, and the only way of saving your work is to [[Spy (5e Background)|spy]] on the castle's festivities? Does the party have the items that are useful for those working or living in a fortified structure? Did you know that not having your pet [[House Griffon (5e Creature)|house griffon]] with you will make the guards turn the party away from the feast? The [[D&D Wiki Magazine/Issue 3|3rd edition of Houserule]] explores multiple possibilities for the party to get the information they need about castles. The [[D&D Wiki Magazine/Issue 3|3rd edition of Houserule]] informs us how castles are not just massive structures on the top of a hill. Just having a [[Pitcher of Instant Moat (5e Equipment)|pitcher of instant moat]] and a [[False Flag (5e Equipment)|false flag]] can turn a simple house into an instant palace. Getting enough soldiers to the palace will lead to nervous factions studying these new movements. When the party finds armies [[Constructing Siege Engines (5e Variant Rule)|constructing siege engines]] against the simple house the party will have their laughs at the spectacle, since the simple house was hardly across their borders. In the end the nobles are still hesitant to take action about the aggression since it was confusing at best, but have no worries! To impress the right people the party has already become [[Court Champion (3.5e Prestige Class)|court champions]], [[Master Performer (3.5e Trait)|master performers]], you know the right [[Joker (3.5e Trait)|jokes]], how to be a [[Bootlicker (3.5e Feat)|bootlicker]], and as an attractive [[Courtesan (3.5e Feat)|courtesan]] the party will convince the two empires to start a war because of the situation. We hope that by reading the [[D&D Wiki Magazine/Issue 3|3rd edition of Houserule]] you can get a good grasp on castles in your campaign. When the [[Living Fortress (3.5e Creature)|living fortress]] makes another dramatic entrance into the campaign, the party has the unused [[Couillard (5e Equipment)|souillards]], [[Ribaldequin (5e Equipment)|ribaldequins]], and [[Siege Drill (5e Equipment)|siege drills]] left behind after the simple house was easily demolished, and the war is being decided in the wild forests. Now, the party will end the hell the living fortress has made for their adventures!  
     5th edition class: [[Demon Hunter (5e Class)|demon hunter]] Demon hunters are individuals who have chosen to make a pact with a vengeful angel or a devil in order to exterminate demons. A demon hunter's pact can take many forms, it may be a brand on their skin, it may allow the demon hunter to glow with white or black energy, or it may even affect the very way a demon hunter thinks and speaks. Even so, through this pact, demon hunters gain the ability to harness magic as well as the power to feel the life essences of fiends and undead. Their tenacity in combat, along with their effective use of finesse and magic allows them to adapt to a variety of circumstances both in and out of combat. Those who choose this path tend to crave battle and power, and at times, are often known to enter a trance where they kill their targets with no remorse. By choosing to become a demon hunter, these individuals have chosen to a life of killing as they know their job doesn't stop with the death of one demon, it only ends with either the extermination of all demons or their death. Many demon hunters therefore choose to travel with others, as alone, demon hunters often fall into an endless cycle of killing with no remorse.  +
     4th edition creature: [[Derro (4e Creature)|derro]] ---- '''[[Derro (4e Creature)|Derro]]''' are naturally deviant because of their unusual heritage and their creator. Actions of their ancestors caused the lands of the derro to lie in the Underdark today. Derro are worshipers of [[Diirinka (4e Deity)|Diirinka]], the patron deity of betrayal, cruelty, insanity, knowledge, madness, and treachery. Since [[Derro (4e Creature)|derro]] are regarded as enemies by most other races, save for a few they may make agreements with, they are usually only accompanied by a handful of their kin. Often, the only races which accompany them are enslaved. The chaotic society they form precludes any orderly hierarchy, leading to one where all sorts of derro prevail. [[Derro (4e Creature)#Derro Vocalist|Vocalists]] shriek and howl nearly constantly, [[Derro (4e Creature)#Derro Madguard|madguards]] serve as heads of command for small groups of derro, [[Derro (4e Creature)#Derro Mindscar|mindscars]] overpower and imitate opponents, and [[Derro (4e Creature)#Derro Venomblade|venomblades]] perform subterfuge. [[Derro (4e Creature)#Derro Savant, Variant|Savants']] power comes from the chaotic forces of their own minds while [[Derro (4e Creature)#Derro Lunatic Priest|lunatic priests]] are more concerned with spreading the mad word of [[Diirinka (4e Deity)|Diirinka]] than their own lives.  +
     Revised 3rd edition class: [[Deviant (3.5e Class)|deviant]] ---- '''[[Deviant (3.5e Class)|Deviants]]''' aren't combatants, nor are they handymen. They are observers of the highest tier, seeking patterns in life and distilling their experiences to gain knowledge. They devote their lives to study of the ever shifting universe, and through learning and experiences that may be religious, enlightening, ascetical or even purely for the self, the deviant gains unfathomable understanding of the world. Tellers, travelers, wanderers, ascetics, pacifists, chroniclers, loremasters, seekers and doers. The [[Deviant (3.5e Class)|deviant]] is it all, using their profound perceptive qualities in order to help their comrades. A deviant sees many things that other people can't, and uses his innate emanations in order to strengthen or defend. In life, [[Deviant (3.5e Class)|deviants]] are often rugged philosophers, no amount of grime on their leather explorer outfit deterring them from the next insightful revelation on their lifetime journey. Their versatile skill sets and travelworn nature make them easily more capable than a [[SRD:Wizard|wizard]] or a [[SRD:Sorcerer|sorcerer]] when on the road, even though life's many peculiarities may more frequently halt their steps.  +
     5th edition race: [[Earth Giant (5e Race)|earth giant]] ---- '''[[Earth Giant (5e Race)|Earth giants]]''' are known for their deep connection to the primordial earth, which grants them the ability to naturally manipulate it in ways that others can only hope to attain through training and practice in the arcane. Earth giants, like their giant brothers and sisters, were said to once live in great cities carved from mountains using their great size and collective might. The parts of their capital, Voninheim, that jutted into other planes were frequently improved upon by the earth giants, who found their ability to manipulate earth quite useful while within the plane. However, when the great war between the giants and the dragons erupted, the connection between the two planes collapsed. Now, most of what remains of the giants can be found in the isolated and unexplored regions of the world, in solitary within forgotten cities, and in the confines of uninhabitable mountains. Those that are bold enough to venture to the Elemental Plane of Earth will speak of the ruins of the legendary city of Voninheim, a city so great that it once rivaled that of the dao's City of Jewels, the self-proclaimed earthen capital. [[Earth Giant (5e Race)|Earth giants]] share the same societal values and expectations as the rest of the giants and are related by common elements of history, religion, and culture. In the time of the dragons, earth giants had a specific place in society, as all giants did. They were generally widespread within the disciplines of engineering and art. However, being separated from the majority of their kin for so long has caused them to learn to fill many of the roles they previously didn't occupy, learning to use their earthen magic for combat, crafting, and other practical uses in their time residing within the Elemental Plane of Earth. A sense of completeness and fulfillment can be felt by all earth giants while in the Elemental Plane of Earth. However, while most earth giants keep to the strong traditions associated to their home, some make the journey into the known world with dreams of restoring their race's place within the Material Plane, with divine orders from their god, or perhaps an important task from their clan's leader.  
     4th edition racial trait variant: [[Elf, Age of War (4e Racial Trait Variant)|elf]] ---- '''[[Elf, Age of War (4e Racial Trait Variant)|Elves]]''' love and revere the natural world. This, combined with their eternal life spans, enables them to perceive much more in Nature than those of mortal birth could ever hope to. Some [[Elf, Variant (4e Race)|elves]] dwell deep in the forests, others beside tranquil oceans, others ın mountain caves, and even others in ancient cities hewn of shining white stones. No matter where they may live, all [[Elf, Variant (4e Race)|elves]] are graceful, emotional, fair and kind. They are one of a few races who are a great bastion against evil, as they are known to rise to the defense of the suffering far more than any other. [[Elf, Age of War (4e Racial Trait Variant)|Elves]] are separated by their cultures and dwellings; high elves ([[4e Index (4e Other)#Eladrin|eladrin]]) dwell in the [[4e Index (4e Other)#Feywild|Feywild]] or great cities of white stone in the [[4e Index (4e Other)#D&D world, the|world]], wood elves (sylvans) dwell deep in forest glades, gray elves (sindar) dwell beside the oceans and seas and deep elves (Anain) dwell in caves in the mountains. The last kindred of [[Elf, Age of War (4e Racial Trait Variant)|elves]] is not counted among those named above, as they betrayed the elves under the banner of [[All About Spiderkind (Arachonomicon; the Book of Spiderkind Chapter)#Lolth|Lolth]] and turned to [[4e Index (4e Other)#alignment|evil]]. They are called the [[4e Index (4e Other)#Drow|drow]], or dark elves, and they dwell deep in the harsh network of underground caverns called the underdark, worshiping their evil goddess, Lolth. All elves share a burning hatred of the drow, but they also pity them for their delusions of grandeur and the harshness of their world.  +
     5th edition race: [[Embodied Mouther (5e Race)|embodied mouther]] ---- <q>What we are calling an 'Embodied Mouther' seems to be an evolved form of the horrible monstrosity that goes by the name ''[[5e SRD:Gibbering Mouther|gibbering mouther]]''. This evolution exhibits a degree of sanity as well as higher intellectual capacity and charismatic ability that is not present in their less evolved kin though, it should be noted that they are still largely controlled by their need to consume and devour other creatures. This greater mental fortitude is believed to come from the eventual forming of a singular consciousness within the creature from the twisted and broken minds of all that it has consumed. This consciousness appears to be able to suppress the various maws throughout its body from giving off the classic gibbering that their kin was named after. The sentience that has formed, I believe serves as the foundation for the evolution and adaption from the horrible monstrosity that is the ''[[5e SRD:Gibbering Mouther|gibbering mouther]]'' into the embodied mouther. — Extract from the Bestiary of Dr Concealed Light</q><br/> At a distance, they appear to be normal [[5e SRD:Human|humans]] or even [[5e SRD:Elf|elves]], slightly shorter than most and well covered even on the hottest days but on a close, unhindered inspection one may notice the small to medium sized slits that cover their skin. They are easily mistaken for scars or recent cuts, but the sheer number of them is the particular part. It is only when these slits open that their true nature is revealed, the many eyes and mouths of serrated teeth coming into focus before the overwhelming gibbering overcomes them. Embodied mouthers usually cover themselves entirely with clothes and other accessories that hide their slits and disguise their true nature. They usually have dusky skin, black wiry hair, and dark wide eyes.  +
     4th edition race: [[Farspawn (4e Race)|farspawn]] ---- '''[[Farspawn (4e Race)|Farspawn]]''' were formed in the [[4e Index (4e Other)#Far Realm|Far Realm]]. These [[4e Index (4e Other)#Aberrant|aberrations]] have dissociative morphologies culled from the self-image of living things– from pond-life, to animals and humans. Adventuring farspawn are vaguely humanoid but may have multiple eyes, eyestalks, pseuodopods, tentacles, chitin, mandibles and other protobiology. Their flesh might resemble the stuff of the material plane, but when wounded they might bleed fluid, color, sound, or an ooze of microorganisms. However, unlike other creatures tained by the Far Realm, adventuring farspawns are more coherent in their interactions and are able to forge relationships with other sentient creatures. [[Farspawn (4e Race)|Farspawn's]] strange appearances alienate them, and often frightens communities into shunning them. Whilst a farspawn's goals are often incomprehensible, they may make alliances when their goals coincide with those of the humanoid races. Some farspawn have a strange, insidious force of personality that at its strongest can dominate groups of humanoids, with cults forming around them.  +
     4th edition race: [[Graveborn (4e Race)|graveborn]] ---- '''[[Graveborn (4e Race)|Graveborn]]''' were reborn in the [[4e Index (4e Other)#Shadowfell|Shadowfell]]. Their ultimate goal is to avoid what she once escaped, death and the clutches of the Raven Queen, and seek the power to defeat those who would threaten their survival. Haunted continually by the whispers of those who died and were buried in their vicinity, some graveborn seek to escape the voices by venturing into the wilds as barbarians. Others try to drown them out with arcane music or the more preferable, though demanding, voice of a [[4e Index (4e Other)#Warlock|warlock]] patron. Since they harbor no memories of their former lives and find it difficult to retain even recent memories graveborn are often distant and unapproachable, even to those who have known them for decades. As an [[4e Index (4e Other)#Undead|undead]], [[Graveborn (4e Race)|graveborn]] live differently than other races and have no need to eat, drink, or breathe. They are usually similar in appearance to human zombies, but occasionally resemble other [[4e Races|races]]. Their skin is almost always rotted. Graveborn are unnaturally gaunt and underweight, giving the impression of a withered or decaying corpse that shouldn't naturally be able to move, and they always smell somewhat stale. Even so they often wear concealing clothing such as cloaks and hooded robes, and it is not difficult to mistake one for a living person under the right disguise.  +
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