Races of Ilderon

Races of Ilderon
Across the world exists a myriad of different races that call Ilderon home. Some of these races choose to live in an isolated society filled with others of their kind. However, most beings of Ilderon intermingle with each other freely in the massive metropolises of the world. A bustling port city such as Dockensdale might have a dozen different people of different races peddling goods on any one street. In the following section are a list of Ilderon’s races.

 

Serii
From legions of humans marching across a battlefield to the orcs and half-orcs dancing on mountaintops along with the song of the winds, serii populate nearly every corner of Ilderon. Serii is the Old Tongue word for "Walkers of the fire." Serii are the most abundant and varied beings on the face of Ilderon. The two defining traits of serii are their ability to spawn sporadically across the world and their short life spans. Humanity was born after the goddess of creation, Alilia, ignited the Earthfires. A few years later the abundant sources of energy gave birth to the serii as an unintended by-product of their warmth and light. The lives of serii are short compared to some of the eternal races of Ilderon, and defined by the passion they experience. Serii are often compared to the flames of a candle or the fires that birthed them.

Serii are divided into two major sects, and within those sects a host of races and subraces. Sunserii descend from individuals who were born from the Earthfires and chose to remain in the surrounding lands that were bathed in their light and warmth. Milserii descend from early individuals who were born from the Earthfires but chose to roam through the darkness of the world. Races that spawn from the union of two parents of different races often are classified as milserii.

Sunserii
Sunserii primarily occupy the continent of Seadale, although they have since spread throughout the world. Cultures of sunserii are marked by their aspirations, systems, and structures they develop to guide their own lives and the lives of those around them. Those same aspirations, systems, and structures don’t always serve the greater good of Ilderon, though most sunserii would argue otherwise. Guided by the light of their ideals Sunserii can be found in areas of the world one would normally not expect to see them as they pursue some cause close to their heart or community. The races that are classified as Sunserii are listed below.

Alilborn (Aasimar)
Walking into a tavern and seeing an ethereal beautiful human with shimmering skin can enchant those in Ilderon who do not know of the celestial heritage some beings possess. Alilborn appear as what some would describe as the ideal human. Often standing slightly taller than the average human and having more athletic builds, the characterizing trait of Alilborn is often that they aren’t born at all. Believed to be a gift from the goddess Alilia herself, Alilborn spawn on religious sites known as Earthfires. They wake up one day either as a young teen or young adult knowing years of information and emerge from the fires that created with no memory of where they came from. While most Alilborn are spawned, occasionally their children will bear similar traits as the Alilborn parent.

Ilderon Differences
As far as game statistics and traits, Alilborn function the same as Aasimar and the aasimar subraces from Volo’s Guide to Monsters.

Age. Alilborn age the same as Aasimar, but since they often spawn with bodies that appear 20 years or older, Alilborn reach the physical appearance of a human who might be 180 years old.

Cultural Trait - Light Bearer
Not all Alilborn have someone to teach them how to access their celestial heritage. Thus the racial trait Light Bearer becomes a cultural trait, and can be swapped for a cultural trait that is more appropriate for one’s character.

Firespawn (Dragonborn)
Firespawn are born of the Earthfires often and sporadically. They come from the flames with a child's knowledge of the world, normally aged somewhere between their teenage years and a young adult. Often they have scales somewhere on their body, and the color of said scales directly relates to the elements or magic they can call on from the Earthfire.

Ilderon Differences
As far as game statistics and traits, Firespawn function the same as Dragonborn from the Player’s Handbook.

Cultural Trait - Damage Resistance
Some firespawn’s scales never completely develop, and thus their damage resistance trait can be stifled. The racial trait Damage Resistance becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Giantkyn (Goliath)
Giantkyn can mistakenly be referred to as half-giants, but their bloodlines and cultures have diverged so much that they have become a race unto themselves. Giantkyn roam the forests and mountains of Galken in clans. Their clans are oftentimes subjugated by regional warring Giant lords. It's not uncommon to find a Giantkyn roaming the world trying to form their own guild or clan to gain the recognition to challenge the Giants that rule their homelands.

Ilderon Differences
As far as game statistics and traits, Giantkyn function exactly the same as Goliath from Volo’s Guide to Monsters.

Cultural Trait - Mountain Born
Not all Giantkyn are born on mountains, some choose to call a forest or coastal city home. The racial trait Mountain Born becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Human
Humans have come to populate every corner of Ilderon so much so that the word “serii” has become synonymous with humans. They vary and adapt to form the foundation of most cultures within Ilderon. According to history, humans were never an intentional created by the goddess of Creation. Instead they were a by product of the wells of magical energy she used to terraform the landscape of Ilderon. Humans first spawned from the Earthfires, but humans no longer normally emerge from the flames.

Ilderon Differences
As far as game statistics and traits, humans function exactly the same as Variant human from the Player’s Handbook..

Cultural Trait - (Varient) Skills
The skills a human picks up can vary widely depending on the region of the world they live in. The racial trait Skills becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Light Touched
Prophetic stars called Guiding Stars periodically appear throughout Ilderon’s history. These stars do not seem to follow any recognizable pattern. The only thing that is certain about them is once they appear, a significant event is on Ilderon’s horizon. Those born under the light of these Guiding Stars are altered physically and mentally. They pale in complexion and aspire to climb towards the sky. A Light Touch could look like a pale human, pale orc, or be born from any other race in Ilderon. What determines if they’re light touched, is when they are born.

Ilderon Differences
As far as game statistics and traits, Light Touch function exactly the same as Kor from Plane Shift- Zendikar.

Cultural Trait - Kor Climbing
Light Touch that don’t have access to rising trees or towering buildings never learn to sate their desire to touch the sky. The racial trait Kor Climbing becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Mtuokaori (Dwarf)
Created by a demi-god, the Mtuokaori meet all of the scholar’s classification for sunserii. The demi-god Oka attempted to create an Earthfire in order to gift to the second coming of her people. However, she was unable to create a proper Earthfire and created one that functioned strangely. The magical fire she created called the surrounding stone to live and the Mtuokaori were born. Oka tasked the stout small race of people with protecting the flames that spawned. The dwarves are a recent addition to the face of Ilderon as they were created in the year 764 AE. The oldest dwarf is in their upper 200s.

Ilderon Differences
As far as game statistics and traits, Mtuokaori function exactly the same as dwarves from the Player’s Handbook.

Cultural trait - Dwarven Weapon Training
Not every dwarf in Ilderon is born among their kind and learned to wield their cultural weapons. The racial trait Dwarven Weapon Training becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Shattered (Tiefling)
The blood of the Shattered has long since weaved its way through most cultures in Ilderon. In the ancient years when Ilderon’s gods still warred freely with one another, a dark mage known as Calphaer Calgarin led his army and followers against the goddess Emira to conquer an Earthfire. Rather than letting the powerful source of magic fall into the wrong hands, the goddess destroyed the Earthfire and cursed Calphaer’s followers with a blood curse that lingers through generations to this day. Shattered react poorly to magic as a result of their curse. Their bodies morph into red demonic visages everytime they are near a potent source of magic.

Ilderon Differences
As far as game statistics and traits, Shattered function exactly the same as tieflings from the Player’s Handbook.

Appearance. Shattered look like normal people, unless they are within 60ft of a 3rd level spell being cast. When affected by or near magic of 3rd level or higher, their bodies shapeshift growing a tail, horns, and their skin taking on a red or purple color for 1d4 hours.

Cultural Trait - Darkvision
Not every aspect of a Shattered’s infernal heritage manifests, and many choose to live in the light of day blending in with common society. The racial trait Darkvision becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Milserii
Milserii refers to the humans that spawned and moved away from the Earthfires. The is an umbrella that covers many different subraces of mortals. Originally called Milserii after the Milderen tribes on Seadale warred with the Sunserii. Scholars began to apply the term more liberally to other nomadic groups of mortals in the world. The term Milserii covers the half orcs of North Hold, the Shattered people of Lowlakes, the humans that make up the brutal city-states of Red Axe, and many more.

Halfling
Scholars of Ilderon are not exactly sure when Halflings spawned from the Earthfires, what is certain is that they left the light of the Earthfires far earlier than most serii races. The enigmatic people explored the nooks and crevices of the darkness with bravery rivaled by few others. They came to settle in the distant corners they found.

Ilderon Differences
As far as game statistics and traits, Halflings function exactly the same as halflings from the Player’s Handbook.

Cultural Trait - Brave
Some halflings never are put in situations to explore their brave nature. The racial trait Brave becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Half-Elf
Elves of Ilderon bare the gift of the goddess. That gift is commonly referred to as agelessness. Half-elves unfortunately are never born with that gift, and as such find a difficult time fitting in with the eternal culture of the elves. They are often shunned out of Elven nations and find their places within the serii nations of Ilderon. They are just as varied and unique as the humans of the world.

Ilderon Differences
As far as game statistics and traits, Half-elves function exactly the same as half-elves from the Player’s Handbook.

Cultural Trait - Skill Versatility
In some situations in Ilderon, Half-elves are embraced by their brethren and can fully adopt the culture they’re raised in. The racial trait Skill Versatility becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Half-Lycan (Shifter)
The curse of Lycanthropy was given out by the gods. Some lycanthropes like were cursed into a life of service and some were cursed into a life of suffering. Those who survived and escaped their heritage couldn’t help but pass on traces of their curse to their kin. Half-lycans are the off-spring a lycanthrope and bare traits similar to their parent’s curse. A half-lycan might be born to two normal people who were not away there was dormant cursed blood in their ancestry.

Ilderon Differences
As far as game statistics and traits, half-lycans function exactly the same as Shifters from Wayfinder’s Guide to Eberron.

Cultural Trait - Tough (Beasthide)
Beasthide Half-Lycans have a preternation to be athletically gifted, but this talent must still be nurtured before it manifests. The racial trait Tough becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Cultural Trait - Fierce (Longtooth)
Often when raised in other cultures a Longtooth’s aggressive natured is quelled. The racial trait Fierce becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Cultural Trait - Graceful (Swiftstride)
Some of the clumsiest Swiftstriders wish Gracefulness was a trait universal to all swiftstriders. The racial trait Graceful becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Cultural Trait - Natural Tracker (Wildhunt)
Tracking and hunting comes easier to Wildhunt half-lycans, but even-so some have no interest in becoming proficient hunters. The racial trait Natural Tracker becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Half-Orc
A fierce hunter or an even more fierce artist could be terms used to describe many a half-orc. Stuck in-between cultures Half-Orcs find often themselves competing for the acceptance of those around them. Half-Orcs form fiercely loyal communities with each other carving out their place to live in Ilderon often at the foothills of great mountains.

Ilderon Differences
As far as game statistics and traits, Half-Orcs function exactly the same as Half-Orcs from the Player’s Handbook.

Cultural Trait - Menacing
Many believe the pale green skin and the muscular bodies of half-orcs to be quite desirable, and in cultures where that’s true Half-Orcs lose their natural menacing perception. The racial trait Menancing becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Goblin
Often found roaming lands near Earthfires, goblins can be found though on any continent. Most people give the crazed small race of humanoids a wide berth when seen in a city. As a great goblin philosopher once said, “Patience is virtue, but it worst one. Seven friends with clubs much better virtue.” Goblins don’t dwell often in cities and do not much care for it. They move across Ilderon in nomadic tribes tending their own affairs and agendas.

Ilderon Differences
As far as game statistics and traits, Goblins function exactly the same as Goblins from Volo’s Guide to Monsters

Cultural Trait - Darkvision
Goblins who spend their time roaming through open plains and valleys rather caves adapt to accommodate the sunlight. The racial trait Darkvision becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Orc
Nomadic and brutal, Orcs thrive on competition. Most common in the western forests of Seadale and the northern forests of Galken, Orc prefer the company of their own. However, there are those among them whose lust for competition sparks them to adventure in the glory hungry nation of Ardorserii, or travel the Path of Glory through the worlds greatest gladiatorial arenas. Many orcs say the loyalty of a fellow orc is unbreakable and tend to push Half-Orcs out of their circles as they believe Half-Orc can be corrupted with a lust for gold.

Ilderon Differences
As far as game statistics and traits, Orcs function exactly the same as Orcs from Volo’s Guide to Monsters

Cultural Trait - Menacing
Even within orcish society, there are those that must be the smiths, artisans, and cooks. Rather than wear a battle ready face daily, other factors influence their decisions. The racial trait Menacing becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Hobgoblin
Born of the forests of Yonbaharen when members of a nomadic goblin clan married a clan of Giantkyn. The result generations of Hobgoblins thought themselves superior to their goblin kin. Wherever one can find a Hobgoblin in the southern reaches of Galken, in the same place inequality can be found. Hobgoblins push themselves to be the leaders of their circles and fight to maintain their image the superior of their kin. They travel in groups, often forming mercenary bands working in and around the Clutch.

Ilderon Differences
As far as game statistics and traits, Hobgoblins function exactly the same as Hobgoblins from Volo’s Guide to Monsters

Cultural Trait - Martial Training
Hobgoblins split away from the culture never get the opportunity to learn the weapons of their peers. The racial trait Martial Training becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Dorii
Keen protectors of Ilderon’s secrets, and shepherds of Fire Walkers, the stalwart dorii have been apart of Ilderon’s history before history was even being recorded. The term “Dorii” means “Walkers of the Seed.” The Dorii were the first creations by the goddess Alilia. They were born of life that could create life. Their lifespans stretch for countless years. Dorii do not experience aging like other the mortal races of Ilderon. A dorii’s age at any more is reflective of their current outlook on life. Some dorii have maintained a youthful appearance and vigor for an upwards of 3000 years, while others have reached a venerable aged state of body in just 300 years. Dorii refer to their ability to ignore the passage as their “gift” from the goddess. The defining trait of any of the dorii races in Ilderon is their agelessness.

Elf
The Dorii were the first creations made by the Goddess Alilia. Intended to be her eternal servants, Dorii were made with the gift of timelessness. The eternal elves have taken to shepherding and cultivating the mortal races of the world. In modern history, they have become reclusive retreating to their forests, rivers, and forbidding other races from exploring the continent of Gurion.

Alildorii (High Elves)
Alildorii are the high members of Dorii society. With claims that the eldest Alildorii were crafted by the goddess herself, Alildorii are able to trace their heritage back to their high elven claims. The Alildorii lead the Dorii society and every Alildorii takes a Dalyith (Marriage Circle) and bonds Brendorii to them. Most Alildorii choose to live in the nation of Rion.

Brendorii (Wood elves)
Brendorii are the elven servants of the world. Scattered all throughout Ilderon, a Brendorii is any elf who cannot trace their lineage back to any of the First Created. They serve as vessels, often to enact the will of the Alildorii they are bonded to. Brendorii are often birthed for a single purpose, rather they embrace that purpose or not. Most Brendorii choose to live in Alyan.

Wanderkin (Eladrin)
Kin of the dorii of Ilderon, Wanderkin spawn in the endless untamed magical wilds South of Gurion. They gained their name from the curiosity that pushes them to explore and wander to the lands around their magical forests.

Shadowkyn (Shadar-Kai)
Dorii that have brushed with the secrets of the Alyan forest have seen their fears come to life. Some dorii lose themselves to those fears, or take hunt of those fears. They venture into a realm of darkness governed by the most negative emotions of one’s mind. The Shadowkyn are dorii that have learned to survive in this shadowscape or were spawned of it.

Dark-Touched (Drow)
The dark-touched elves have been affected by the corruption of the Alyan forest where the body of a slain evil god resides and seeps corruption to the waters around it. The essences of the dead god has become apart of the Dark-touched elves. They are kept in internment camps and villages within the Alyan forest where they are forbidden from leaving. Dark-touched dorii are seldom if ever seen by other races. Most dark-touched dorii prefer to keep to themselves and create circles within their own communities.

Ilderon Differences
As far as game statistics and traits, Elves function exactly the same as Elves from the Player’s Handbook. Wanderkin function as the Eladrin subrace from Mordenkainen’s Tome of Foes. Shadowkyn function as the Shadar-Kai from Mordenkainen’s Tome of Foes.

Cultural Trait - Elven Weapon Training (Drow, Wood elf, High Elf, Shadar-Kai)
Most dorii cultures offer instruction to even the youngest elves with their cultural weapons, elves raised outside of their society may not be given the same martial training. Elven Weapon Training becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Wanderkin (Eladrin) Cultural Trait - Darkvision
Wanderkin come from a realm of bursting emotion, and the forests around them become just as bright and vibrant to their personalities. Some Wanderkin might spend their entire early lives never knowing darkness. Darkvision becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Kyyrii
The old tongue concept of “Kyy” relates to the process of creating. Kyyrii is a term applied to races in Ilderon that were created through a process or by a mortal. A sentient steel suit of armor as well as an animated shadow would qualify as Kyyrii. Kyyrii often populate the world sporadically attempting to find their place in Ilderon in between their creator’s desires and their own soul’s needs.

Stoneheart (Warforged)
The most horrific criminals in Ilderon are stripped of their rights to an afterlife, they are petrified and their stone bodies are ground to dust. This dust holds fragments of their souls and can be forged into soul stone. The stonehearts are some of the most terrifying creations that roam Ilderon and are fueled by soul stone. They are machines of war with a heart made petrified stone. They were created to be soulless engines of destruction to fight the undead, but after they developed consciousness and souls of their own they were decommissioned. Now many a stoneheart roam Ilderon seeking their purpose in life.

Ilderon Differences
As far as game statistics and traits, Stonehearts function exactly the same as Warforged from Wayfinder’s Guide to Eberron.

Cultural Trait - Integrated Protection
Some stonehearts have found out how tinker with the contraptions attached to their bodies, while some weren’t intended to be alone on the frontlines at all. As such, Integrated Protection becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Juukyorii (Genasi)
The Juukyorii were once a race of regal humans infused with the powers of the elements. However, after being abandoned by their creator and many wars and hardships their empire was shattered and those who were lucky were scattered to the far corners of Ilderon. The Juukyorii were created when the god Dimdeth blessed the ruling families of the Kyic Empire with the power to call the elements at will. Even though the Kyic empire lies in ruins under the sands of Galken, every so often the traits of the Juukyorii emerge in a child who might have loose ties to the bloodline of the former ruling families.

Ilderon Differences
As far as game statistics and traits, Juukyorii function exactly the same as Genasi from Princes of the Apocalypse.

Cultural Trait - None (Can swap primordial language)
Juukyorii’s whose bloodlines reveal themselves gain all the traits of their heritage. As such Juukyorii do not have any cultural traits they can swap. If they never explore their heritage however, a Juukyorii might never learn the Primordial language and the language can be swapped for a culturally appropriate language.

Erakyn (Gorgon)
The greater demon of greed known as Phian’Era’Ala bestowed upon her followers the ability to turn mortals into precious stones and metals with a glance. The Erakyn were born of her most devout followers  carrying echoes of their parent’s traits. These demon blood infused youth roam the countrysides of Ardorserii trying to find their place in the world.

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.

Age. Due to their demonic infused blood Erakyn live just longer than a normal human life span often living to the age of 110 years old. They reach maturity at the age of 20, and venerable at the age of 85.

Alignment. Phian’Era’Ala’s followers often bend towards the evil alignment. However, their children that stray from their parent’s path can fall under any different alignment.

Size. Erakyn are between 4 and a half to 5 and a half feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Racial Traits
Stone Gaze. As an action you turn one creature you can see temporarily to stone. They must make a Constitution saving throw or become petrified until the end of your next turn. The saving throw DC is equal to 8 + your proficiency modifier + your charisma modifier. Once you use this feat, you can’t use it again until you complete a long rest. Constructs are and creatures that don’t rely on sight are immune to this ability.

Call of Greed. You feel the need to acquire items of value. Whenever you make an investigation check to search for an item, you may add your charisma modifier in addition to whatever you rolled on your ability check.

Stoneshaper’s Gift. You learn the Mold Earth cantrip. Additionally, when you use mold earth to create difficult terrain, you can make all earthen terrain within 5ft of you difficult terrain. Creatures who move into the difficult terrain you created with these feat take 1d4 of damage.

Cultural Trait - Call of Greed
Some Erakyn never embrace their demonic nature and thus their need to sate their greedy desires never surface. Call of Greed becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Doppelganger (Changeling)
Born from shadows, doppelgangers are echoes of living souls. They are brought into being by Brendorii shadow magic, but often times if they exist long enough as constructs they gain sentience and develop conscious of their own. A skilled doppelganger very quickly learns how to echo other living souls, gaining the ability to change their appearance to match the appearance of those they encounter.

Ilderon Differences
As far as game statistics and traits, Doppelgangers function exactly the same as Changelings from Wayfinder’s Guide to Eberron.

Cultural Trait - Changeling Instincts
Some doppelgangers that gain sentience develop beyond their primal instincts and adopt new skills. Changeling Instincts becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Spirit Bound (Kalashtar)
In rare situations in Ilderon’s history two or more souls might become tied together. This can be caused by many different reasons such as curses, merii magic, or even Alyan rituals. Once the two souls become tied as one they become spirit bound. The most famous spirit bound come from the Calgarin family as the mage Cargog Calgarin carried a blood curse from the demigod, Phianthros, to carry on a piece of the demigod’s soul through each subsequent generation of his family.

Ilderon Differences
As far as game statistics and traits, Spirit Bound function exactly the same as Kalashtar from Wayfinder’s guide to eberron.

Cultural Trait - Mental Discipline
Some Kalashtar are driven mad by the spirits that are tied to them and they never gain the mental discipline needed to resist the spirit’s call. Mental Discipline becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Small Wanderkin (Gnome)
Born in the fae forests of the Walk Water Wilds, gnomes are of the smallest of the wanderkin. The are enigmatic and bursting with excite to explore and understand the world around them. Those that find their way out of the Walk Water Wilds into the greater world of Ilderon are often mistaken as strange halflings. A gnome often misses social queues that others pick up on and most of the times can’t understand the hesitation others race experience when it comes to traveling or adventures.

Ilderon Differences
As far as game statistics and traits, Gnomes function exactly the same as gnomes from the Player’s Handbook.

Cultural Trait - Gnome Cunning
Some gnomes don’t spend their time trying to piece together the magical wonders of the world, and instead become curious in other areas of insight. Gnome Cunning becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Lizardfolk
The strange Lizardfolk that roam the marshes of Lowlakes and the forest of Yonbaharen live in yandars. They often become attached to other groups of people and seeing a handful of lizardfolk enamored with a clan of giantkyn is not an uncommon sight.

Ilderon Differences
As far as game statistics and traits, Lizardfolk function exactly the same as Lizardfolk from Volo’s Guide to Monsters.

Cultural Trait - Hunter’s Lore
Depending on the culture Lizardfolk become attached to, they might never pick up the skills of their hunter’s lore. Hunter’s Lore becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Merii
The mysterious and fabled merii have long been rumors in Ilderon’s history. Fables refer to them as moonsingers, and sailors call them sirens. The various merfolk that inhabit Ilderon call themselves Merii. They are guardians of the sea and protectors of the secrets that Ilderon’s oceans hold. Merii hold a strange fascination with the continuation of life. They often use their sea based magics to cultivate life in deceased corpses. Many sailors across who have passed away at sea can sometimes be seen living completely new lives unaware of who they were. Merii are isolationist choosing only to commune with their own and the water goddess, Umia. Those who stray from their culture are often never welcomed back.

Ilderon Differences
As far as game statistics and traits, Merii function exactly the same as Triton from Volo’s Guide to Monsters

Cultural Trait - Emissary of the Sea
Merii who abandon their culture or choose to live on shore aren’t always recognized by creatures of the sea. Emissary of the Sea becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.

Tierii
The term tierii is a large reaching slur that references many different races of undead creatures. The term "Tierii" comes from the Shatterer Ficktier. The powerful necromancer was one of the first to blend the divine essence of the soul with the art of arcane magic. There are different types of tierii, two major classifications exist: Intelligent Tierii and Primal Tierii. In recent years in Ilderon’s history Tierii has often been used mostly to reference intelligent sentient undead.

Soul Consumption
On average a tierii must consume one soul a month in order to survive and prevent the lost of its free will. Some tierii have to consume more souls. The closer a soul is to matching the tierii's original soul, the more potent the life energy that sustains the tierii. A tierii that rests 8 hours on desecrated land gains 10 days of sustenance. While a tierii has 20 days or more of sustenance they are unaffected by the weaknesses that plague their kind. A tierii's body can only have 40 days of sustenance at a time. Completing a long rest on desecrated land provides a tierii with 4 days of sustenance.

Tierii can consume raw arcane energy in order to keep their body going, but doing so only stalls the hunger they feel rather than sating it, as raw arcane magic lacks the life energy associated with a soul. A tierii can consume one 3rd level spell slot or higher per day. Doing so prevents them from losing a point of sustenance that day but causes the tierii to gain a long term madness effect.

Tierii Racial Statistics
Soul Siphoned. Your soul has been stolen and consumed for its arcane potency. Your sentient body remains behind. Your creature type is Undead.

Ability Score Increase. Two ability scores of your choice increase by 1.

Age. Tierii mature at the same rate as their mortal equivalents. Once a Tierii reaches peak maturity, as long as they eat and rest properly they can preserve their physical body for as long as they are magically sustained.

Alignment. Tierii often gain the alignment of the being that turned them into a Tierii. Normally after being a Tierii for a year, the Tierii develops a free will apart from its master. Long lived Tierii can have a variety of alignments from chaotic good to lawful evil. Most Tierii find themselves as chaotic neutral individuals doing whatever they can to survive.

Size. Tierii are the same size as the race they were before they were turned. You size is medium, unless otherwise noted.

Speed. Your base walking speed is 30 feet.

Tierii Sustenance. If it has been more than a half of a month since the tierii fed, they begin to become affected by the weaknesses that hinder their kind. A tierii that doesn't sustain itself within a month becomes feral. Their strength, dexterity, and constitution become 18, and their intelligence and wisdom become 4. Their alignment temporarily shifts to chaotic evil and they either seek to consume all natural life currently around them, or are charmed by any sources of nearby arcane magic.

Undead Fortitude. If damage reduces the Tierii to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the tierii drops to 1 hit point instead.

Magical Ancestry. Tierii have resistance to necrotic damage. Additionally, they roll all saves against being magically charmed with disadvantage.

Drain Attack. As an action you can drain the life energy of a living creature. Make a melee attack using your dexterity. You are proficient with this attack. If it hits deal 1d6 + your charisma modifier necrotic damage. This damage increases to 2d6 at level 5. 3d6 at level 11, and 4d6 at level 17. If this attack reduces a creature to 0 hp, you consume their soul and they become the same type of tierii as you.

Vampire
Ability Score Increase. Your Intelligence increases by 1.

Bite Drain Attack. If a target is grappled or unconscious, you can choose to deliver your drain attack as a bite. If you do, you regain hit points equal to the damage you dealt.

Charm. As an action the vampire Targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw equal to 8 + your proficiency bonus + your charisma or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's Bite Drain Attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 2d4 minutes or until the vampire is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the effect. A vampire can only do this once per long rest if it is well fed.

Weakness. Vampires develop a severe sunlight sensitivity, and become constantly affected by the forbiddance spell. While in this state, a stake to the heart will destroy the vampire if it is unconscious. Additionally a vampire tierii takes 4d6 of acid damage if ends its turn in running water.

Spirit Remnant
Ability Score Increase. Your Charisma increases by 1.

Possession Drain Attack. If you reduce a target to 0 hit points with your drain attack, as a bonus action you can choose to possess their body.

Ethereal. You have resistance to non-magical or non-silvered bludgeoning, slashing, or piercing damage. Additionally you are immune to the grappled condition while you are not possessing a body and cannot be shoved.

Ghost Weakness. A ghost takes 3d10 of radiant damage for each turn it comes into contact with direct sunlight.

Ghoul
Ability Score Increase. Your strength increases by 1.

Blighted Drain Attack. Using claws or teeth, Your drain attack deals an additional 1d4 piercing damage. This additional damage increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17. Additionally, any target hit by your drain attack has their hp permanently lowered by an amount equal to the necrotic damage the drain attack dealt. The hit point reduction lasts until remove curse or greater restoration is cast on the target.

Spider Climb. The ghoul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Ghoul Weakness. Ghouls are pack oriented tierii. A ghoul has disadvantage on all ability checks and attack rolls if another ally is not within 20ft.

Cultural Trait - Undead Fortitude
Some Tierii’s bodies are fragile when they are created. Undead fortitude becomes a cultural trait and can be swapped for a cultural trait that is more appropriate for one’s character.