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'''Ability Score Increase:''' + 1 Charisma
 
'''Ability Score Increase:''' + 1 Charisma
  
'''Sliding Eye:''' If a Shadow Elf is even partially touched by shadow, they make all Stealth checks at an advantage, and Perception checks to spot them are made at a disadvantage by any creature without the Keyword Shadow as part of its description. Passive Perception of non shadow creatures is unable to spot them at all in this state.
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'''Sliding Eye:''' If a Shadow Elf is even partially touched by shadow, Perception checks to spot them are made at a disadvantage. Passive Perception is unable to spot them at all in this state.
  
 
'''Shadow Magic:''' You know the Dancing Lights Cantrip. At 3rd level you can cast the spell, Arms of Hadar once per day and once again per day every third level beyond that [6, 9, 12, etc]. At 5th level you can cast Mirror Image and Darkness each once a day. Charisma is your spellcasting ability for these spells.
 
'''Shadow Magic:''' You know the Dancing Lights Cantrip. At 3rd level you can cast the spell, Arms of Hadar once per day and once again per day every third level beyond that [6, 9, 12, etc]. At 5th level you can cast Mirror Image and Darkness each once a day. Charisma is your spellcasting ability for these spells.
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These abilities and traits apply to all wildlings regardless of subrace.
 
These abilities and traits apply to all wildlings regardless of subrace.
  
'''Appearance and Society:''' Wildlings are small, slight beings the size of Clan or Elf children, with small features in slightly overlarge heads. Instead of hair, they have hard quills that hang down their head and backs that rise up when they are threatened and which they can reflexively shoot at nearby creatures when wounded.
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'''Appearance and Society:''' Wildlings are small, slight beings the size of Clan or Elf children, with small features in slightly overlarge head. Instead of hair, they have hard quills that hang down their head and backs that rise up when they are threatened and which they can reflexively shoot at nearby creatures when wounded.
  
 
Wildlings of both subraces live in mingled communities in burrows and tree houses in the open parts of the forests. Their government, such as it is, relies mostly on a circle of elder matriarchs and a single patriarch who has the sole responsibility of adjudicating ties in matters of dispute.
 
Wildlings of both subraces live in mingled communities in burrows and tree houses in the open parts of the forests. Their government, such as it is, relies mostly on a circle of elder matriarchs and a single patriarch who has the sole responsibility of adjudicating ties in matters of dispute.
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'''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.
 
'''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.
 
=Class Options=
 
The following Classes are available to play.
 
* Barbarian
 
* Druid
 
* Fighter
 
* <strike>Monk [Outlander Only]</strike>
 
* Paladin
 
* Ranger
 
* Rogue [Note: the Bard feature '''Jack of All Trades''' will be added to the list of Rogue features]
 
* Sorcerer
 
* <strike>Warlock</strike>
 
 
Not Eligible are Bard, Cleric, and Wizard
 
 
Classes with a Strikethrough have already been selected and approved for a specific player and cannot be taken.
 
 
=Class/Race Restrictions=
 
For the purpose of both niche protection and as a means of representing the typical breakdown, culturally, of class and race and how each is likely representative of what one would find in the region, there will be some restriction within the available options as to how many folk can play a given class or race.
 
 
'''Class Restrictions'''
 
* Barbarian - No Restrictions
 
* Druid - Prefer no more than 2 players playing Druid
 
* Fighter - No Restrictions
 
* <strike>Monk</strike> - Already Taken, No more than one player playing a Monk [must be an Outlander]
 
* Paladin - No more than one player playing a Paladin [caveat: there are only two paladins in the entire gameworld. The PC and [if he is below L10] his Master or [L10+] his apprentice].
 
* Ranger - Prefer no more than 2 players playing a Ranger
 
* Rogue - Prefer no more than 1 non-Wildling Rogue
 
* Sorcerer - No more than one player playing a Sorcerer
 
* <strike>Warlock</strike> - Already Taken, No more than one player playing a Warlock
 
 
 
 
'''Race Restrictions'''
 
 
The only Race Restriction is for the Shadow Elf. Because of this race's standoffish nature and lack of solid ties to other races in the setting, the adventuring party should not have more than one in their number.
 
 
=Premise=
 
The Hartshorn is a vast forested mountain range far from civilized lands. Cut stone, the most common ward against possession by the spirits of the Wrath is not as common a feature as it is in the cities of farflung civilization. Likewise, the ocean, the other great ward against the Wrath is nowhere near. In the hartshorn, the people rely on bedrock and their own native wit.
 
 
The Hartshorn was not always a wild and forsaken place. Artifacts of a forgotten age can be found in and under the earth, and ancient Golems and Caryatid roam [or wait] masterless.
 
 
The entire setting should be considered low magic as far as what is available to the common man. Cantrips and potions are not common, Wizards and Clerics and even magical Bards all but unknown in these wilds. Warlocks and Sorcerers are very rare. Druids abound and thrive - though most do not take on an adventurer's mantle, being more regionally inclined to protect specific areas of the Hartshorn within their sworn Circle.
 
 
The bulk of our adventures in the Hartshorn will be Wilderness type adventures, though there are villages and towns and even a small city where the mountains finally come down to the edge of the desert scores of hundredleagues away.
 
 
Orcs and Goblins are virtually unknown in the Hartshorn, being denizens of the mountains across the desert, but black skinned goblin like creatures called Inklings with razor teeth and claws and an insatiable hunger can be found in swarms and packs in the darker reaches of the hartshorn, as can the Kenku, the raven folk, practitioners of dark magics with an avid hate of the Clan and their allied races.
 
 
Dragons do not fly the Hartshorn, being primarily desert and sea creatures in this setting, but other great forgotten beasts have been known to wriggle their way up from vast abysses of stone and dark.
 
 
The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r].
 
 
Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. If the possession ends, lost wisdom is restored after a short or long rest. Characters brought to 0 Wisdom are taken over completely.
 
 
Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage.
 
 
'''A note on Terminology'''
 
 
The spelling of the term Wrath is intentional and meant to convey these spirits' unreasoning rage, as opposed to the traditional Wraith of D&D. Note, Wraiths exist in the setting, though more in the far desert than the Hartshorn, and do not share the vulnerability of the Wrath to stone and salt and iron.
 
 
==The Advantage of Stone and Salt and Iron==
 
Wrath in spirit form cannot cross any of these, and in that form can be trapped or kept out by a ring of any of the above. Wrath possessing a Host body take damage each round they are forced to stand on/cross these substances. They take all actions at a disadvantage while in this state. Characters acting directly against a Wrath under these conditions do so with Advantage.
 
 
The Wrath are invisible in spirit form, but Iron (or steel) grows cold in their presence (when they move within 30') and many folk wear a band of iron on their wrist at the very least. Any character who has Spell Slots as part of their character description can see the Wrath as misty figures of putrid pulsing green.
 
 
The Wrath are destroyed instantly in the presence of the sun and so will typically only be encountered at night or in the pre-dawn or post dusk twilight.
 

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