Ancestries

Below are the Ancestries which you can pick when making your character. More info to come later!

Hume The most widespread of people. Capable of both the greatest goods and evils - they often strive to accomplish mighty deeds in their fleeting lives, for better or worse.

You know Common + 1 other common language.

Choose one of the two traits below.
Ambitious. +1 Talent roll at 1st level.
Adaptable. Pick a 2nd background, gain minor skill in it.

Mævi A lithe people with pale skin and slightly pointed ears, who possess an innate talent with magicks both arcane and divine. Most folk believe that their ancestors intermingled with the elves of old, but no such union now would produce viable offspring.

You know Common + 1 other common language.

Choose one of the two traits below.
Blessed. +1 to spellcasting checks, +1 recovered spells.
Silverheart. ADV on saves VS Spells. Cannot be magically charmed.

Hillfolk Small, cheerful country folk who enjoy life's simple pleasures. Often living in isolated hillside villages and comfortable hovels they tend to keep to themselves - farming, gardening, making merry and eating several meals a day.

You know Common and Hillfolk.

Choose one of the two traits below.
Stealthy. ADV on Stealth checks.
Lucky. You start each session with 1 Luck. (Does not carry over)

Goblin Green, clever beings who some Hume still believe to be evil spirits. Though this is not the case they often live hard lives outside of regular civilization - thriving in dark, cramped places. As fierce as they are tiny.

You know Common and Goblin.

Choose one of the two traits below.
Irongut. You can eat things others would consider spoiled/raw. ADV to save VS Poisons.
Sharptooth. You can bite for d6 damage. Use STR or DEX for ATK.

Dwarf A hearty folk fond of drink and industry! They build impressive works with stone and steel - the latter being a dwarvish creation; rare and prized like platinum. Brave and as sturdy as the stone kingdoms they carve in mountains deep. Beards are a religious matter to a Dwarf.

You know Common and Dwarvish.

Choose one of the two traits below.
Thickskinned. Start w/ +2 HP. Roll HP on LVL UP w/ ADV.
Ironblood. ADV to save against poisons. Resistant to poison DMG.

Green Elf Elves who trace their lineage back to the Green Kingdoms of the Great Woode. Graceful and largely androgynous. A mostly peaceful folk who at a moments notice will die for their hidden forest retreats. Largely keep to themselves.

You know Common and Elvish.

Choose one of the two traits below.
Fleetfooted. In a forest, can move up to (N) again without skipping an action on your turn.
Keen Eyed. +1 to ranged attacks. Less chance to hit allies when firing into melee.

Changeling Shifting, pale humanoids who some believe are bereft of souls. Rumours abound on their origins - from stealing babies in the night to being incomplete creations of a mad god. One thing's for certain - They already live amongst us, undetected.

You know Common +1 other common language.

Mercurial Flesh. You can freely alter your shape (and voice) to resemble other humanoids of roughly equal size. You cannot replicate someone you have never seen. When healing by magical means you temporarily revert back to your feature-plain true form.

Tiefling Humans born with accursed blood. Many die shortly after birth but some are spared the flames, growing up to live on the fringes of society. No two are exactly the same but each shares a general distrust of ‘clearbloods’.

You know Common and Fiendish.

Unholy Gift. Roll 1d8 on the table below.
  1. Cast 'Detect Magic' 1/day.
  2. Cast 'Charm Person' 1/day.
  3. Cast 'Magic Missile' 1/day.
  4. Cast 'Fog' 1/day.
  5. Cast 'Chant' 1/day.
  6. Cold Resistance (Take 1/2 DMG).
  7. Fire Resistance (Take 1/2 DMG).
  8. Extra Roll! (Ignore if rerolled).
Unnatural Appearance. Roll 1d10 twice on the table below.
  1. Only 4 digits on (d3: 1 - Left, 2 - Right, 3 - Both) hand(s).
  2. Inhuman eyes. (d4: 1 - Full red, 2 - Full black, 3 - Feline yellow, 4- Feline red).
  3. Fangs or needle-like teeth.
  4. Furry or feathered patches of skin.
  5. Forked tongue.
  6. Goat-like hooves.
  7. Long, thin tail.
  8. Scale covered patches of skin. (d3: 1 - Fish, 2 - Lizard, 3 - Snake)
  9. Skin tinted unnatural hue. (d4: 1 - Red, 2 - Green, 3 - Blue, 4 - Purple).
  10. Small horns on forehead or temples.

(More about Mogarth has been posted on my blog here: Goblin Manners. It's mostly for TTRPG stuff right now, might broaden it in the future. For anything not answered there, please just send me an email if you have any questions! I'm always happy to infodump about my setting.

(P.S. It is pretty barebones as well, since I'm usually too ADHD to bother writing for it.)