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Races of Yoon Suin

The document describes several races that inhabit the land of Yoon-Suin, including crab-folk, dwarves, humans, and slug-folk. Crab-folk are either enslaved in the Yellow City or live freely in the Topaz Isles, and have traits like claws and natural armor. Dwarves hail from the fallen Mountains of the Moon and are skilled warriors and craftsmen. Slug-folk live in the Yellow City and have traits like hermaphroditism and radial vision. The document provides details on the backgrounds, traits, and classes of characters from each race.

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50% found this document useful (2 votes)
436 views5 pages

Races of Yoon Suin

The document describes several races that inhabit the land of Yoon-Suin, including crab-folk, dwarves, humans, and slug-folk. Crab-folk are either enslaved in the Yellow City or live freely in the Topaz Isles, and have traits like claws and natural armor. Dwarves hail from the fallen Mountains of the Moon and are skilled warriors and craftsmen. Slug-folk live in the Yellow City and have traits like hermaphroditism and radial vision. The document provides details on the backgrounds, traits, and classes of characters from each race.

Uploaded by

Omen123
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Races of Yoon-Suin

T
he adventurers and explorers of Yoon-Suin Crab-folk Traits
come in many shapes and sizes. You may
select one of the races described in this Your crab-folk character has several traits relating to your
chapter for your character. If you wish to unique physiology and social status.
randomly generate your character's race and Ability Score Increase. Your Strength Score increases by
background, several tables are provided for 2, and your Constitution score increases by 1.
you. If you don't wish to do this, you may Age. Crab-men reach adulthood at age 10 and live up to 50
simply pick whatever result you wish from the tables in this years.
chapter, rolling only when it suits you. Alignment. In the Yellow City, most docile, subservient
Not all the races of Yoon-Suin are balanced from a crab-folk tend towards law. The renegades within the city, as
mechanical perspective. You may find that Crab-folk, with well as those who dwell in disorganized tribes in Topaz Isles,
their limited ability to communicate and use magical favor chaos.
equipment, are powerful combatants early on but less Size. Crab-men are usually over 6 feet tall and weigh over
effective at higher levels. 300 pounds. Your size is Medium.
The following races are detailed in this chapter: Speed. Your base walking speed is 30 feet, and you have a
Crab-folk are enslaved in the Yellow City, but also live in swim speed of 30 feet.
free settlements in the Topaz Isles. Amphibious. You can breathe air and water.
Dwarves hail from the Mountains of the Moon. Claws. Your claws are natural weapons, which you can use
Humans live throughout Yoon-Suin. to make unarmed strikes. If you hit with a claw, you deal
Slug-folk are rarely found outside the Yellow City . slashing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
Random Race strike.
d12 roll Race You do not have hands. You are unable to gain proficiency
1 Crab-folk in any weapon or with shields, and you have disadvantage on
any Dexterity check made for fine manipulation.
2-3 Slug-folk Frenzy. When attacking, you can make an additional claw
4-5 Dwarf attack as a bonus action.
6-12 Human Natural Armor. Due to your shell and the shape of your
body, you are ill-suited to wearing armor. Your shell provides
ample protection, however; it gives you a base AC of 17 (your
Crab-folk Dexterity modifier doesn't affect this number). You gain no
benefit from wearing armor, and you are always considered to
Crab-folk are the pitiful underclass of the Yellow City. They be wearing armor for the purposes of class abilities and other
are used as slave labor and even pitted against each other in game effects.
senseless gladiatorial fights to the death. They can own no Powerful Build. You count as one size larger when
property, they are breed without romance or consent, and determining your carrying capacity and the weight you can
they toil endlessly without recompense. Few humans or slug- push, drag, or lift.
folk even acknowledge their sentience. It is unheard of for a Languages. You can speak and understand Crab, which is
crab-folk of the Yellow City to read or write. a mixture of clicks and gestures.
Not all crab-folk are so unfortunate, however. South of the
Yellow City many wild Crab-folk dwell together in small Optional Feats
tribes. These crab-folk are an anthropological curiosity to the
people of the Yellow City, and their eggs are frequently Your crab-folk character has access to the following special
targeted by slavers. Fortunately, the dangers of the Topaz feats:
Isles prevent many incursions.
To learn the origin of your crab-folk, roll on the following Calcified Shell
table: Prerequisite: Crab-folk
Your shell has hardened significantly with age. Your base
Crab-folk Background AC increases to 19.
d8 roll Background
1 Urchin on the streets of the Yellow City Massive Pincers
Prerequisites: Crab-folk, Strength 13 or higher
2-3 Fighting slave in the Yellow City Your claws have increased in both size and strength. Your
4-5 Slave laborer in the Yellow City claw attacks now deal 1d10 slashing damage, plus your
6-8 Crab of the Topaz Isles
Strength modifier. On a successful hit, if the target is a
creature of size Medium or smaller, you may choose to
Crab-folk adventures who come of age in the Yellow City automatically grapple it. While you have one creature
are generally fighters or rogues. Crab-folk of the Topaz Isles grappled in this manner, you lose your Frenzy bonus action. If
are sometimes clerics, druids, or other classes. you grapple a second creature, you can no longer attack.
Slug-folk adventurers are generally clerics, rogues, or
Dwarves wizards.
The dwarves of Yoon-Suin are rootless people, forced to
wander its lands after their citadels in the Mountains of the Slug-folk Traits
Moon fell in centuries past. They are renown for their skill as Your slug-folk character has several traits relating to your
warriors and craftsmen. unique physiology and social status.
To learn the origin of your dwarf, roll first to determine Ability Score Increase. Your Intelligence Score increases
your background, then roll to discover your belief about why by 2, and your Charisma score increases by 1.
your home citadel was ruined. All dwarves are from the Age. Slug-folk mature at the same rate as humans do and
Mountains of the Moon. reach adulthood around the age of 20. They live much longer
Dwarf Background
than humans, however, often exceeding 200 years.
Alignment. Slug-folk tend towards law.
d3
roll Background
Size. Slug-folk are about the same size as humans, ranging
from 5 to 6 feet tall. Your size is medium. Some extremely
1 Swordsman family - guards, mercenaries, assassins wealthy and indolent slug-folk can become quite large,
2 Remnant aristocracy - the family believes they claim sometimes exceeding 600 pounds.
descent from from nobility Speed. Your base walking speed is 20 feet, and you have a
climbing speed of 20 feet.
3 Jewelers - a family of expert appraisers Hermaphroditism. You are a hermaphrodite. You may
choose to refer to yourself as being male or female when
Reason for Ruination dealing with humans or other races, and some slug-folk
d6 prefer to be referred to with the sex-neutral “it”.
roll Ruin Radial Vision. With your independently positionable eye-
1 Plague or famine caused by angry gods stalks, you can see in all directions simultaneously. You have
2 Haunted by ghosts of ancestors driven wild
advantage on all Wisdom (Perception) checks made to notice
anything within 30 feet, and your passive Perception score is
3 Civil war between rival leaders increased by 5 when noticing anything within 30 feet.
4 Demons unearthed from the roots of the mountains Slug Climb. Your can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
5 The golem servants created by the dwarves check.
themselves Squishy Body. Due to the amorphous nature of your body,
6 A great mystery you cannot properly wear a suit of armor. You gain no benefit
from wearing armor, but if you are using a shield, you can
Dwarvish adventures are generally fighters, rogues, or apply the shield's bonus as normal.
wizards. Languages. You can speak, read, and write the Yellow City
trade tongue, Slug, and one extra language of your choice.
Dwarf Traits
Your dwarf character has an assortment of inborn Abilities, Humans
part and parcel of dwarvish nature. With the exception of The humans of Yoon-Suin come from a diverse array of
languages, these traits can be found in the Player's Handbook backgrounds and adopt all manner of character classes.
on page 20. All dwarves in Yoon-Suin are Mountain Dwarves. They are found in the lower and middle classes of the
Languages. You can speak, read, and write the Yellow City Yellow City, and plying the Gulf of Morays as pirates,
Trade Tongue, as well as the language associated with your merchants, and slaves; they rule kingdoms from the plains
ancestral dwarvish citadel. west of Lahag to Lower Druk Yul and foothills of the
Mountains of the Moon. Many humans are sorcerers, mystics,
Slug-folk or solitary ascetics who live apart from civilization in the
most remote corners of Yoon-Suin. They are a people with
Slug-folk are thought to be the ancient founders of the Yellow great ambitions and unlimited potential.
City in time immemorial. To this day, they are its ruling class. To learn the origin of your human character, first roll on the
They assume all roles in the upper echelons of the Yellow Geographic Origin table, then roll on the background table
City's society, including nobles, mages, scholars, brahmins, appropriate for your homeland.
cartographers, merchants, investors, and even perpetrators of
organized crime. Human Geographic Origin
d12 roll Origin Language
Slug-folk Background
d3 1-3 The Mountains of the Moon Parbati
roll Background 4-5 The Yellow City Haludi
1-2 Ogliopolist family (opium, tea, or slave traders) 6-7 Lamarakh Lamarakhi
3 Criminal family (smugglers) 8-9 Sughd Sughdian
4-6 Brahmin family (sages, tax collectors, archivists, 10-11 The Hundred Kingdoms Sauvi
poets, bureaucrats)
12 Seaborne Nomad Hayai
Yellow City Human Background
d20 roll Background
1-3 Slave (if male, 50% chance of being a eunuch)
4-7 Very low caste (born of a prostitute, criminal, cockroach breeder)
8-13 Low caste (born of a waged laborer, servant, entertainer)
14-16 Commercial caste (born of a stall or shop owner)
17-19 Warrior caste (born of a soldier; if male, 90% chance of being a eunuch)
20 Artisan caste (born of a jeweler, weaver, dyer, refiner)

Lamarakh/Seaborne Human Background


d10 roll Background
1 Slave (re-roll on geographic origin table for parentage)
2-4 Ordinary parents
5-7 Born of a skilled hunter or fisher
8-9 Born of a powerful warrior
10 Born of a shaman or summoner

Other Human Background


d20 roll Background
1-3 Slave (if male, 50% chance of being a eunuch)
4-7 Very low caste (born of a prostitute, vagrant, criminal, cockroach breeder)
8-12 Low caste (born of a rice farmer, worm breeder, a waged laborer, servant)
13-14 Merchant caste (born of a trader, salesman)
15-16 Warrior caste (born of a soldier, guard, assassin; if male, 60% chance of being a eunuch)
17-18 Artisan caste (born of a jeweler, weaver, dyer, refiner, tea brewer)
19 Landowning caste (born of a plantation owner or landed aristocracy)
20 Nobility (born of a ruler)

Human Traits
With the exception of languages, your human character has
the traits listed on page 31 of the Player's Handbook.
Languages. You can speak, read, and write the Yellow City
Trade Tongue, as well as the language associated with your
origin on the Human Geographic Origin table.
Appendix A: Languages

T
he Yellow City Trade Tongue arose out of the In addition, each dwarfish citadel had its own language,
need for a common language which could be which in many cases was thousands of years old and had
spoken by both humans and slug people. Slug gone through several distinct phases of evolution. For
people, lacking teeth and having only a instance, the citadel of Sangmenzhang had its own language,
rudimentary palate, cannot form many sounds Sangmenzhang Dwarfish, which had an older iteration
which humans find easy to produce. Humans, referred to by scholars as Middle Sangmenzhang Dwarfish,
on the other hand, cannot produce the and an even more ancient form known as Old Sangmenzha-
pheromones which slug people use to augment their spoken ng Dwarfish. This is common to most dwarfish citadels,
language. This created a need for a simple language though most of these languages have been lost.
accessible to both races, and over centuries the Trade Tongue The Oni also have their own language.
has evolved as a means to fulfil that need. It serves as the
‘common tongue’ for Yoon-Suin.
Consonants
There are ten consonants in the Trade Tongue,
corresponding to the sounds p, b, q, g, ɸ, ʝ, χ, ɰ, l, and h. In
the roman alphabet these can be reproduced as,
approximately, p, b, k, g, f, y, x, w, l and h. x is never produced
as in 'xylophone' or 'extra', but always like the French r, the
Spanish j, or the Portuguese rr. f is extremely light and is
pronounced only with the use of the lips, not the teeth.
Vowels
There are five vowels - a, i, u, e, and o, almost identical to the
Spanish equivalents. These can be elongated, commonly
represented as á, í, ú, é, and ó, but also sometimes
transcribed aa, ii, uu, ee or oo. When elongated, vowel
sounds never mutate - thus e as in 'exit', é as in 'air', but never
as in 'feed'.
Sound Structure
The Trade Tongue has a highly regimented consonant-verb-
consonant-verb pattern. Two consonants are never found
together. It also has a strict kind of vowel harmony which
means that vowels are either regular or elongated in one
word, but never both. Thus aa, ii, uu, ee and oo can be found
in the same word together but are never found in the same
word as a, i, u, e or o, and vice-versa.
Other Tongues
Other languages that are widely spoken include:
Sughdian, and the extinct Old Sughdian, a which is a
poetic and liturgical language (although still the formal
language of communication among the nasnas of Syr Darya)
Slug, which is a mixture of vocalizations, gestures, and
emitted pheromones.
Crab, which is a mixture of clicks and gestures.
Haludi, which is the human dialect spoken in the Yellow
City.
Sauvi, which is the human dialect spoken in the Hundred
Kingdoms.
Parbati, which is the human dialect spoken in the
Mountains of the Moon.
Hayai, which is the language of the sea nomads.
Lamarakhi, which is spoken in Lamarakh.
Appendix B: Other Details
Backgrounds Slave
Several new backgrounds are available. You live a wretched existence. You work hard and are always
on the lookout for more trouble.
Skill Proficiencies: Athletics, Perception
Crab of the Topaz Isles Languages: You understand the Yellow City Trade Tongue,
You are lucky as far as crab-folk go, having lived your life free but you cannot read or write.
of the oppression of the Yellow City. Equipment: Nothing.
Skill Proficiencies: Athletics, Survival
Languages: You can speak and understand Crab, which is Feature: Misery and Despair
a mixture of clicks and gestures. There is no benefit to being enslaved. The best you can hope
Equipment: Nothing. for is a chance at freedom. Once free, former slaves are
sometimes held in high regard by those of a particularly
Feature: Pity and Distain individualistic bent.
Unfortunately, there is little benefit to being a crab-folk in the
land of Yoon-Suin. You are at the extreme lowest rank in any Gods and Religion
hierarchy in Yoon-Suin. In all societies you are viewed with
contempt - except, perhaps, in the extremities of Druk Yul or Yoon-Suin is a staggeringly polytheistic realm. More gods are
the Mountains of the Moon, where your kind are completely feared and worshiped between the Gulf of Morays and the
unknown. Mountains of the Moon than any scholar could hope to count.
If you are playing a cleric or other religious character, you
Hedonist are encouraged to create an original deity for him or her to
You've spent your early life in a haze of opium smoke. All of worship. Anything is possible, from the cult of the Elephant
your effort prior to this moment has be spent acquiring and Demon (CE, domains of War and Death) to the mysteries of
consuming various, teas, opiates, elixirs, as well as satisfying the Burning Orchid (NG, domains of Love and Knowledge).
your carnal and gluttonous desires. Either a loss of funds or a
rare moment of lucidity has driven you to adventure.
Skill Proficiencies: Deception, Insight
Equipment
Equipment: Your spendthrift ways have left you penniless. In addition to the equipment in the Player's Handbook,
several varieties of slaves and beasts are available for
Feature: Hallucinogenic Relapse
purchase. Slavery is legal almost everywhere in Yoon-Suin.
You experience periodic dreamlike states which you can War crayfish are bred in the oligarchies of the north, and
channel to your benefit. As an action you can make a DC 20 giant cockroaches clean of the refuse on the streets of the
Wisdom or Charisma check. On a success, you conjure a Yellow City.
semi-real, semi-illusory figment which others can see, and Slaves and Beasts
can interact to some extent with the physical world. Item Cost
If the check succeeds, you cannot use this ability again for
7 days. Otherwise, you can use it again after you finish a long Crab-folk 300 gp
rest. Crab-folk, prize fighter 600 gp, or more
The figment is free-willed and will not always obey your Human 300 gp
desires.
Human, skilled 500 gp, or more
Yellow City Bureaucrat Giant cockroach 5 sp
You've spent a fair amount of time working with arcane War Crayfish 1,200 gp
ledgers and bewildering permits in either the civil or
commercial services in the Yellow City.
Skill Proficiencies: History, Persuasion
Languages: You can read, write, and speak the Yellow City
Trade Tongue, and one other language of your choice
Equipment: A bottle of ink, a quill, a set of fashionable
clothing, and a belt pouch containing 15 gp
Feature: Cut Through Red Tape
You know how to get things done in the bureaucracy of the
Yellow City. You have advantage on any Charisma
(Persuasion) or Intelligence (Investigation) check where
procedural compliance is of the utmost importance.

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