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D&D 5E: Smallfolk of Dragon's Reach
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== The People of the Archipelago == === <u>Dwarves</u> === Dwarves are isolationists politically but also maintain a trade presence throughout the isles. The war pick is a favored weapon of dwarves and all are considered proficient int its use. * '''Pick a Fight:''' A Dwarf taking an attack action with a war pick in the first round of combat attacks at advantage or adds +2 to their AC that round, player's choice. === <u>Gnomes</u> === Gnomes typically handle the governance of larger towns and cosmopolitan settings. The homes and villages of surface gnomes have sails. * '''Limited Telempathy:''' Gnomes have Expertise (double proficiency) to all Wisdom/Insight checks in regard to determining whether someone is lying or prevaricating. === <u>Goblins</u> === Goblins are vicious elementalists who live in primitive tribal settlements. They sometimes live in towns, but do not build towns/villages of their own, per se, though they do live in nomadic/migratory settlements called the Hanging Homes, woven from giant spider webbing and rendered "un-sticky" by a pseudo-alchemical elemental process. * '''Flamehand:''' All goblins, regardless of class, know one elemental cantrip. === <u>Grippli</u> === Grippli are the least populous of the six smallfolk races of the Reach. Grippli are masters of concocting, rendering, or just collecting poisons from plants, animals, and minerals. There's a longstanding feud between grippli and lizardfolk over the wetlands of the Dragon's Reach. The lizardfolk are fiercely territorial and hostile to trespassers, while the grippli tend to wander with the seasons and many of their traditional travel routes and dwellings are in lizardfolk territory. Who has the older and/or more rightful claim to any particular area is utterly unclear, and constantly fought over through words and weapons and diplomatic relations; the current situation is an uneasy, unsatisfying truce frequently punctuated by local skirmishes. Goblins breed giant spiders as mounts and sources of labor/materials (webbing) and milk/food. The grippli keep a variety of domesticated giant frogs for use as steeds and beasts of burden, similar to the human use of various bovines and equines. Sometimes they're also slaughtered for meat and waterproof leather, but this is often seen as a waste of good working animals. Particularly aggressive and intelligent specimens of certain mid-sized breeds are sought after for combat-trained knightly mounts equivalent to warhorses. * '''Weaponpaste:''' A grippli may be assumed to have created enough such substances for 1d6 uses as weapon-paste per Long Rest (doses created the previous long rest are considered to have lost their effectiveness, so these don't stack). On a successful hit, these inflict the Poisoned condition until the end of their next turn. === <u>Halflings</u> === Halflings are the most populous of the six smallfolk races of the Reach. They are the shipwrights of the Reach. Halflings are hospitable folk, and have a great respect for storytellers. Ancient tradition holds that anyone seeking the hospitality of a halfling household will be welcomed without fail so long as they comport themselves as a good guest: respecting the household, helping with minor chores, honoring the local traditions, etc. In return, they are expected to share at least one new story, song, epic poem, or juicy bit of foreign gossip as "payment." Even a poor storyteller will be hosted for a day, but especially skilled storytellers may sometimes stay on for weeks. Violating this guest-right (such as by stealing, or harassing the host's family or servants) is considered one of the worst crimes, on par with rape or murder. Halflings are fascinated by genealogy, and keep extensive family records. When two halflings get married, part of the wedding ceremony involves ritually adding each partner's name to the other's Family Book, a process which involves expensive inks and sometimes the services of a professional calligrapher. Although halfling families may end up widely scattered, they keep track of everyone they're related to as much as possible; there's no quicker way to get on a halfling's good side than to bring them news of Cousin Becka's oldest boy, who married a girl from the Puddlejumper family, and now they have three children and are living in Haverly Rock. Conversely, lying about family records will earn you the permanent distrust of all halflings associated with that family. Halflings are God tier gardeners. A single halfling can create a new garden in a very short amount of time. Working together they can replant an entire region within a month. They enjoy making flower clocks, and impossible vegetable gardens. This is not to say that halflings aren't farmers, their farms are simply not monoculture and they look like full gardens. Most halfling communities have one or more mastiff breeders. These animals are often treated with the same care and respect as the sentient members of the community. The breeders even keep a Book of Dogs with the same information as their own Books of Deeds. * '''Seeds of Life:''' All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person's wounds for 2d8 + the halfling's character level of healing. The halfling can replenish their seeds by the end of the next long rest. (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants.) === <u>Kobolds</u> === Kobolds are known for their skill with Alchemy and Magic. It's said that inside every Draconis kobold is the dream of the dragon they wish to be. Most young kobolds reaching adulthood set out on a journey of self-fulfillment to seek to attain the standing, wealth, or fame in their chosen vocation that will prove them worthy to support a large clan and lead a long and prosperous life. Thus there is a strong streak of ambition running through many draconis, though this may manifest in many different ways according to the temperament of each individual. Just as a kobold merchant may focus on attaining prosperity and esteem in their trade, a kobold paladin with the most altruistic goals will nevertheless seek to be a shining example of their ideals. Despite their varying physical details, both common varieties of kobold are born from eggs, and many aspects of kobold tradition revolve around them. Many kobolds keep the shards of their own egg as a sentimental keepsake and sometimes fashion them into ceremonial artworks that make up the centerpiece of a personal or clan shrine. This reverence even extends to the eggs of other species; although kobolds do not necessarily regard the eggs of non-sentient species as sacrosanct, they treat them with a respect greater than that they hold for the flesh of food animals. * '''Hoard Sense:''' a Kobold in possession of their shard has Expertise (double proficiency) to all Wisdom/Insight checks regarding the appraisal of minerals, gems, and crafted items of value.
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