There are many sentient creatures in Iodi, but the ones below are the ones most suitable for player characters:

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Anakim do not have a culture or society of their own, but are born among humans (about 1 in 10,000). While in a few areas this carries some stigma (usually in the form of frightened or nervous avoidance), in most there is a great respect which comes with giant ancestry. Anakim rarely (if ever) congregate.

Anakim are a rare race. Only one Anakim may be played in a single campaign; if that character dies, another cannot be played.

Ability score increase. Your Strength score increases by 4, and if your Charisma score is below 10 after point buy, it increases to 10.

Age. Anakim grow quickly, and reach relative physical maturity (by human estimation) around 6 years old. They will continue growing after this, emotionally and physically, but it's at this point that  they become physically on par with human adults. 10 to 13 years old is when they typically leave home for adventure. They reach middle age around 80-110 and theoretically could live to be a little over 200. The vast majority of Anakim die young, in their teens or twenties. If one makes it to 40 or 50, they generally have enough sense to find themselves a position of power.

Temperament. Their giant heritage usually shows through in their attitudes and behavior in a number of ways. Anakim often have a strange combination of respect for authority, rules, and hierarchy, with a seemingly contradictory (as many aspects of Giant psychology seem to humans) hell-raising wild side when the situation allows for it. Most notably, Anakim seem to naturally develop morbid and callous senses of humor at a young age, and no matter their upbringing seem to have a tolerance and desensitization to violence and bloodshed. This is usually unsettling to nearly everyone, but they learn to tone it down as they get older. Anakim do not typically care for the company of others of their kind. They like being big fish. Nearly all Anakim get into adventuring eventually, as other professions just don't "do it" for them. The rare ones who don't become adventurers become soldiers, sailors, or leaders.

Size. When they finish growing at around ten or eleven years old, they stand about eight feet tall with naturally athletic  (and proportional) builds and weighing in the neighborhood of 450 to 500 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Languages. You have rating 6 in Giant and an Iodian language of your choice. You have vivid dreams which are always in Giant.

Giant's appetite: You require five times the standard amount of food and water every day. Uncooked food poses no threat to you.

Strong arm. The ranges of weapons you throw is doubled.

Iodian resistance. You have advantage on Constitution saves to resist the effects of extreme cold weather.




Dwarves live deep in their mountainhomes.

Ability score increase. Your Constitution score increases by 2. Choose Intelligence, Wisdom, or Strength. That score improves by 1.

Age. Dwarves reach physical maturity around nine or ten, but usually get put to work a few years before that. Despite this, they're generally socially treated like children (albeit ones who are expected to work) until they're about 50. They tend to start showing signs of middle age around 200 years old, and old age around 300. Dwarves can die of old age around 300-350, but oddly enough there's a wide variance in just how long a dwarf can stretch out their old age. The oldest dwarves are upwards of 700 years old, but this is rare.

Temperament. Dwarves are quietly driven and focused in their life pursuits. Unlike other peoples, a dwarf can be satisfied with pursuing a particular trade or craft their entire life, right up until the day they die. The vast majority of dwarves labor away in their mountainhomes, so dwarves encountered on the road or in cities are likely to vary from the standard, and adventuring dwarves can be wildly misrepresentative of their people. Note: Humans in general quite like dwarves as a whole, think of them as allies and fast friends, and assume that underneath their stern and quiet exterior they're much like humans. Dwarves don't correct them.

Size. Dwarves stand around three and a half to four feet tall, and while they're proportioned thicker than humans, it doesn't come close to accounting for their unusual weight of 180-240 pounds. Male and female dwarves have roughly the same height and shape/build. Your size is small.

Speed. Your base walking speed is 25 feet and is not adversely affected by wearing heavy armor.

Languages. You have rating 6 in Dwarvish, and rating 1 (Speaking) in an Iodian language of your choice.

Darkvision. Within 120 feet, you can see in dim light as though it were bright light, and in darkness as though it were dim light. You cannot discern color in darkness, only shades of grey.

Dwarven density. You do not float and therefore are incapable of swimming. If an effect would make you capable of flight while remaining corporeal, you move at half the indicated speed. You have vulnerability to falling damage. Your carrying capacity is doubled.

Dwarven immunity. You are immune to poison.

Cthonian psyche. You have resistance to psychic damage and advantage on saves against psionic effects. 

Tool proficiency. You are proficient with one tool or toolkit of your choice.

Dwarven combat training. You gain the following benefits.

  • You have proficiency with axes, hammers, and picks.
  • You have proficiency with light armor. If your class already grants you light armor proficiency, you also get proficiency with medium armor.
  • You gain one bonus hit point every level.

Craftcunning. You are considered proficient in and to have expertise (double proficiency bonus) in History checks related to the origin of the craft that your tool proficiency (see above) is for.




There are three main groups of elf; court elves, sylvan elves, and free elves. The below details describe free elves.

Ability score increase. Your Charisma score increases by 2. Choose Dexterity, Intelligence, or Wisdom. That score increases by 1.

Age. Elves reach physical maturity in their early teens, but are ageless after their late teens. When they get to be around 90-120 years old they generally tend to get sick of humanity's shit however and venture off to live with other elves in seclusion. As far as anyone knows, elves cannot die of old age.

Temperament. As a natural result of some of their physical traits perhaps, young elves tend to be relatively risk-seeking and cavalier compared to most humans. They trend toward hedonism and every five to ten years they seem to drop whatever life they've been living to go try out something else. Court and sylvan elves refer to this period of youth as the Path of Wandering, but there are many much longer paths that elves walk once they've left human lands.

Size. Elves tend to be four to six inches taller than humans on average; always with slender builds, weighing in at around 140 to 160. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You have rating 6 in one Iodian language of your choice, and rating 2 in one non-secret language of your choice.

Iodian resistance. You have advantage on Constitution saves to resist the effects of extreme cold weather.

Elven immunities. You are immune to disease and aging effects.

Elven secrets. Every level (including first), you may choose one of the below traits to gain. Some of these can be taken more than once and are noted as such.

  • Meditation. Instead of sleeping for eight hours, you can meditate for at least four hours a day for the same resting effects. These don't need to be contiguous, and rather than being fully unconscious you merely need to be relatively stationary and taking no actions.
  • Language. You gain a rating level in one language of your choice. At ninth level and later, this may be a secret language. This trait can be taken multiple times.
  • Fleet of foot. Your base speed improves by 10 feet. This trait can be taken multiple times, but the bonus it provides is halved each time (rounding down), to a minimum of one foot.
  • Darkvision. Within 60 feet, you can see in dim light as though it were bright light, and in darkness as though it were dim light. You cannot discern color in darkness, only shades of grey. 
  • Keen senses. You gain proficiency in the perception skill. If you are already proficient, you gain expertise in it (double proficiency bonus).
  • Fey ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Weapon training. You gain proficiency in three weapons of your choice. They must be blades or bows (not crossbows) of some kind. You can take this trait multiple times.
  • Cantrip. You learn a cantrip of your choice from the Cleric or Druid spell lists. Wisdom is your spellcasting ability for it. You can take this trait multiple times.
  • Mask of the wild. You can attempt to hide even when lightly obscured by natural features/phenomena like heavy rain, falling snow, mist, or foliage.




Halflings are a complex people with a history of complicated relations with other cultures and societies in Iodi. They are a small statured people capable of taking the forms of canines. Some of them still live in isolated communities deep in rural Iodi far from civilization, but in this age many more are living in human settlements.

They have an odd relationship with their families (humans have tendency to reflexively call them "packs", but this is apparently not well thought of by halflings). Family has little to do with blood, but never extends to non-halflings. They tend to be fiercely loyal when living with such a group, but leaving said group and joining another doesn't seem to be a big deal.

Ability score increase. Your Dexterity score increases by 2. Choose Constitution or Wisdom. That score increases by 1.

Age. Halflings reach physical maturity around 12 or 13, but are often treated like adults by their own people by 5 or 6. Halflings living on their own in human lands tend to follow human norms, but generally if they're living in family units of other halflings, they keep their own culture. They usually live to 50, 60 at most.

Temperament. The attitude and behavior of a given halfling is a hard thing to predict, and the subject of many drunken discussions by humans. Some are perfectly respectable and hard-working members of the community, but they have a reputation for criminal behavior and trouble-making. Most of this seems to be determined by how closely a given individual identifies with traditional halfling culture. A halfling with strong rural ties or affiliation with a clan often is involved in a number of sordid activities (at least by "civilized" standards). Generally speaking, halflings are quiet, enjoy good food and drink, the company of allies, and freedom from interlopers.

Size. Halflings average about 3 feet tall and weigh around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Languages. You have rating 6 in Halfling and rating 2 in two Iodian languages of your choice.

Guts. You have advantage on saving throws against being frightened.

Halfling nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Canine form. As a bonus action, you can change shape into a canine. This canine form appears the same every time, and any clothing, armor, or other equipment you're carrying does not transform with you. When in this form, you have all the same stats except for the following:

  • Speed. Your base walking speed in canine form is 40 feet.
  • Bite. You have a melee bite attack that you are proficient with. It deals 1d4+(STR mod) damage.
  • Scent. You have advantage on Perception checks based on scent.
  • Canine resilience. You have advantage on saving throws against poison and to resist the effects of extreme cold weather, and have resistance against poison damage. This replaces your naturally stealthy trait when in canine form.




Humans live in the fortresses, cities, towns, and villages that dot Iodi's landscape. 

Ability score increase. Distribute 3 points among your ability scores, increasing on a 1-for-1 basis.

Age. Humans are usually considered adults around 13 or 14 and can live to 80 or 90 if they take care of themselves.

Temperament. Most humans in Iodi have a healthy awe for adventure, exploration, and peril but often do not choose it for themselves. They tend to have relatively tight-knit family units and their professions are largely hereditary. As a result of this conflict, they often have a love of wild stories in all forms. One of their most distinct traits that separates them from non-humans is their curiosity and inquisitiveness, even if it's internal. A young elf might want to see the world, but a human wants to understand it. This makes them uniquely suited for philosophical and scientific pursuits.

Size. Iodian humans have very little difference in height between the genders and average a little over 6 feet tall, weighing around 190 to 240 pounds. Your size is Medium.

Languages. You have rating 6 in one Iodian language of your choice, rating 2 in one other Iodian language of your choice, and rating 1 in any non-secret language of your choice.

Iodian resistance. You have advantage on Constitution saves to resist the effects of extreme cold weather.

Skilled. At first level you gain two skill, tool, instrument, armor, or weapon proficiencies of your choice. Every level your proficiency bonus improves, you gain another.