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.