The humans of the Iron Kingdoms are a varied lot.
There is no “Common” language spoken between them,
though Cygnaran is often used as a trade tongue. Other languages include Sulese (the official language of the
Protectorate), Idrian (a dialect spoken by the Idrian nomads of the Marches), Khadoran (the official language
of Khador), Khurzic (a dialect spoken by many Khards, Kossites, and Umbreans living in Khador), Urnyak
(the language of the Skirov barbarians), Llaelese (the official language of Llael), and Ordic (the official
language of Ord). This list is by no means exhaustive, but includes most of the languages adventurers are
likely to encounter within the Iron Kingoms.
The dwarves of the Iron Kingdoms are known as Rhulfolk and they are considered hill dwarves. Their
language is called Rhulic, and they add tinkerer’s tools to the list of tool proficiencies they may choose from
at character creation.
The elves of the Iron Kingdoms fall into two categories: Iosan and Nyss. Iosan are high elves, but can choose
to substitute their cantrip feature with any one weapon prificiency or any one skill proficiency. Nyss are
members of a new subrace (see below). Though cousins, each has their own languag: Shyr (for elves born
in Ios) or Aeric (for elves born in the wintery regions of northern Khador or Llael).
Living in the northern climes has adapted the winter elves to cold.
Your Constitution score increases by 1.
You have resistance to cold damage.
You have proficiency with the longbow and nyss claymore.
Goblins
Your goblin character has a number of traits in common with all other goblins:
Your Dexterity score increases by 2.
Gobbers mature very swiftly, reaching adulthood by the age of 10. Their lifespan is about half that of
humans.
Gobbers tend to be neutral. At best, they are curious and adaptable. At worst, they are shifty
and unreliable.
Gobbers average about 3 feet tall and weigh around 40 pounds. Your size is Small.
Your base walking speed is 25 feet.
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.
Stealthy and Sneaky. You are proficient with the Acrobatics and Stealth skills.
Languages. You can speak Cygnaran and Molgur (goblin dialect).
Subrace. Goblin peoples have long been divided between the adaptable gobbers, travelers who mingle with
humanity wherever it is, and the feral bogrin a race of nomadic warriors who believe only in the survival of the fittest.
Gobber Subrace
Ability Scores. Your Wisdom score increases by 1.
Tool Proficiencies. You have proficiency with the artisan's tools of your choice: alchemist’s supplies, cook's utensils
or tinker’s tools.
Chameleon Skin. You can blend into your surroundings by subtle changes in your skin color. While you
are wearing light armor or no armor, you have advantage on Dexterity (Stealth) checks to hide.
Bogrin Subrace
Ability Scores. Your Constitution score increases by 1.
Tool Proficiencies. You have proificiency with the artisan's tools of your choice: leatherworker’s tools, woodcarver’s
tools or potter tools.
Resist Extreme Temperatures. You have resistance to cold and fire damage.
Your ogrun character has a number of traits in common with all other ogrun:
Your Strength score and Constitution score both increase by 2, but your Dexterity,
Intelligence, and Wisdom scores are all decreased by 1.
Ogrun mature a little faster than humans, reaching adulthood in their early teens. They age
noticeably faster and rarely live beyond 75.
Ogrun are among the most lawful of races. They seldom break an oath and take their duties
very seriously.
Ogrun stand roughly 8 feet tall on average, and weigh close to 500 pounds. Your size is Large.
Your base walking speed is 30 feet.
You can’t take levels in any class that grants an arcane Spellcasting Feature.
You are proficient with the Intimidation skill.
Your unarmed strike uses a d6 for damage.
You have proficiency with the glaive and halberd.
While you are wearing no armor, your Armor Class equals 12 + your Dexterity modifier. You
can use a shield and still gain this benefit.
You have proficiency with your choice between smith’s tools and mason's tools.
You can speak Molgur (Molgur-Og dialect) and one of the following: Crygnaran, Khadoran,
or Rhulic.
When playing a large-sized character, take the following considerations:
• You have advantage on checks made to shove or grapple creatures that are Medium or smaller.
• You can move through a Small creature’s square, which counts as difficult terrain for you.
• Your carrying capacity is doubled, as is the weight and cost of weapons and armor sized appropriately
for you. Large weapons deal an extra die of damage (a large halberd, for example, deals 2d10 slashing
damage).
• You can’t squeeze into spaces narrower than 5 feet in width.
• To hide, you must find cover sufficient for your size (a low wall will not conceal you, for example).
Your trollkin character has a number of traits in common with all other trollkin:
Your Constitution score increases by 2, and your Strength score increases by 1.
Trollkin mature at the same rate as humans but live a few years longer.
Trollkin are most often chaotic neutral. They are a fierce and proud people.
Trollkin stand between 6-1/2 and 7 feet tall and weigh about 250 pounds. Your size is Medium.
Your base walking speed is 30 feet.
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.
Whenever you spend Hit Dice during a short rest, double the number of hit points you
regain. In addition, you have advantage on death saving throws and slowly regenerate severed body parts,
growing back severed fingers and toes after 24 hours; severed hands and feet after 3 days; and severed limbs
after 1 week. If a severed body part is present and whole, you can reattach it during a short rest as long as
you spend at least one Hit Die to regain hit points.
You have advantage on saving throws against poison, and you have resistance against
poison damage.
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.
You can speak Cygnaran and Molgur (Molgur-trul dialect).
Prerequisite: You must be a trollkin with a Charisma score of 13 or higher
You have advantage on Charisma (Intimidation) checks and can use your voice to achieve the following
effects, as an action:
• You sound a call that can be heard for a number of miles equal to half your character level.
• You stabilize each trollkin character within 30 feet of you.
• You unleash a 15-foot cone of destructive sonic energy. Creatures in this area must make a Constitution
saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier.
A creature takes 2d6 thunder damage on a failed save, and half as much on a successful one. The damage
increases to 3d6 if you are at least 6th level, 4d6 if you are at least 11th level, and finally, 5d6 if you are
at least 16th level. After using this ability, you can’t use it again until you complete a short or long rest.