Mythling Slowly, Alto and the captain raised their
The night bore a dreary drapery over the company of heads and into the tall warping trees that stuck its soldiers from Udabrahn. Most spent their time carrying roots deep within the swampy mud. Atop one of its their unmoving, injured comrades. Some were poisoned branches laid a strange reptile with a wide smile and a from the vile creatures of the swamp, and others had deep wagging tail. It wore a mage's cap and robes and there and grievous wounds. Vice-Captain Alto gave a stern glance was an innocent gleam in its eyes. At first, the captain over their people. "We've taken too many losses, we must and Alto felt that this may have been a ruse. Another deadly turn back to the safety of our walls." force of the swamp meant to have them drop their guard, The captain shook his head slowly with a grimace. yet unaware or uncaring of the group's wariness, the "We're a good 3 days from our safe walls and physicians, creature continued. "If it's some room you need for the and we're at least 2 days out trying to leave this dreadful night, we got just the place in our village here. Don'tcha swamp." He scribbled a piece of information on his map worry, we have our meals at midnight, so we should getcha before gazing upwards at the rising full moon. "We'll need some grub pretty early. Darn shame that there are so many to find some shelter." hungry folks in these ere swamps. Well, come along now, Though Alto trusted Captain Robert, he had had enough. follow me." "Our rations are subsiding, a quarter of our squadron Without waiting for a reply, the reptilian humanoid that casualties of these tireless skirmishes with the natives and was stout and very short seemed to hop from branch to double that have sustained injuries. I doubt we could hold branch, onto tree and other trees. With a second of a the camp the entire night. Especially on a full moon." glance, the captain sighed and signaled the group to follow. The captain paused in shock as he hadn't quite expected Their survival was now in the hands of this mini reptile this stern remark from his trusted number 2, but then he samaritan. gave a resolute expression. A captain shouldn't lose the trust of his followers. "It is our only option. Our squadron -- Ghostkatsu can hardly trudge through these swamplands without rest. Tales of the Reshaping Misadventures. We need to find safety, and since we can't escape this dreadful place to set up camp, we'll need to find safety Bright Lives, Dreary Lands here. Where we are." "Oh! Are you kindly folks looking for a roof for the Although most mythlings set up their homes and night?" A bright and cheerful voice beckoned from settlements in dreadful swamps, deadly jungles and barren somewhere. Startled, the two captains and the nearby mountains, almost all mythlings maintain a bright and guard scanned the area, having known of the dangers of cheerful attitude. In some manner, they retain a courteous these treacherous swamps themselves. greeting to all creatures and feel as a society that everyone could use with some cheer now and then. This has been Mythling Race 2 Swampling
Sandling
the guiding focus of many of their historical records. In
other race's historical records, they mention a mysterious helper with scales and having an adorable shape. Often the supporter in other's stories, mythlings live hidden away in Nicknames. Many Mythlings have long names that can most myths and legends. sound very formal, those who possess names such as these will often take on a nickname. For example, Mudwell may Secret Coves and Warm Homes go by MudMud, or Marbelina may go by Marbles. Mythlings are often seldom seen. Their name comes not from them, but from historians who found these historical Mythling Traits innacuracies. They even gave the Mythling Conspiracy a Your mythling character has certain characteristics in couple records of notations, all circumstantial though. common with all other mythlings. However, this seldom being seen is only partly due to the Ability Score Increase. Your Charisma score increases barren terrains they call their home. Within these terrains, by 2. Mythlings craft for themselves secret coves marked within Age. Mythlings mature at the same rate humans do, and the moss, sand and rocks of their terrain. Within those most are expected to settle down into an adult life by coves are quaint and surprisingly large communities of around age 30. They can live 250 to almost 400 years old. mythlings. They pride themselves in their crafting of these Alignment. Mythlings are most often good. Those who coves, and yet find themselves making some of the most tend toward law are sages, researchers, herbalists, comfortable homes to date. It was once said by a famous scholars, and investigators. Those who tend toward chaos explorer, that it is a treat for the eyes to behold a mythling's are minstrels, tricksters, wanders, or fanciful alchemists. lair. Mythlings are good-hearted, and even the tricksters among them are more playful than viscious. Aprreciator of Rocks Size. Mythlings are between 2 and 4 feet tall and average Mythlings are strongly attracted to rocks, both unique and about 40 pounds. Your size is Small. common. It is said that they were taught the thousands Speed. Your base walking speed is 25 feet. upon thousands of legends that originate within the rocks Amphibious. You can breathe air and water. they find, and often with any rock, a mythling can spin a tale Natural Regeneration. Whenever you consume hit dice that they'd heard themselves to match it. As one of the during a short rest, you may reroll any of those hit dice strongest appreciation for rocks amongst cultures, you can once. In addition, after a limb or an organ has been usually find a great absence of rocks miles around their removed from your body, you will naturally restore it over secret cove. Absent for most rocks are precious and time. You'll have a weakened version of that limb grow in intended to be kept by these mythlings. 1d4 days and 1d10 days afterward that weak limb will make a full recovery. While your limb or organ is weakened, Mythling Names you will have disadvantage on ability checks that may utilize it. Male Names. Squishward, Kip, Wooper, Spotholomule, Stonecunning. Whenever you make an Intelligence Mudwell, Slimothy, Bifford, Finnley (History) check related to the origin of stonework, stones Female Names. Squashatha, Kippabelle, Bubbles, and jewelry, you are considered proficient in the History Hottie, Lizabeth, Sheeny, Marbelina, Poppy skill and add double your proficiency bonus to the check, Unisex Names. Bloopen, Mossy, Squirt, Happi, Stiggy, instead of your normal proficiency bonus. Venven, Emberlin, Pebbles Toxic Resistance. You have resistance to poison damage and have advantage on saving throws against being poisoned. Designed by Ghostkatsu / Fizzyghost 3 Languages. You can speak, read and write Common and Mythlish. Mythlish is full of soft consonants and quiet hisses, and those characteristics spill over into whatever other language a mythling may speak. Subraces. Three main subraces of mythlings populate the worlds of D&D: pondlings, sandlings and swamplings. Choose one of these subraces. Pondling As a pondling, you call the very ponds, lakes and seas your home. With special feeler fins around your head, and thin wide tail grown for wading waters, you're most adept in the water. Out of your sibling mythlings, you are the most adept at handling shifting environments and more extreme weathers. Ability Score Increase. Your Constitution score increases by 1. Speed. You also have a swimming speed of 25 feet. Bioluminesence. Your body naturally glows at will. As a bonus action, your body can shed bright light 5 feet and dim light 15 feet further. This effect lasts until you end it as a bonus action, or you become incapacitated. Resider of the Depths. Adapted to some of the more extreme ocean depths, you ignore any of the drawbacks caused by a deep, underwater environment. Underwater Camoflage. Whenever you take a hide action while completely submerged in water, you have advantage on that Dexterity (Stealth) check. Sandling As a sandling, you call the very mountains and barren deserts your home. Adapted to a lifestyle requiring great strength and perseverance, your body is more stout with a tougher skin than others of Ability Score Increase. Your Strength score increases by 2. Tough Skin. Whenever you take non-magical bludgeoning, piercing or slashing damage, you may expend your reaction to gain resistance to that specific damage until the start of your next turn. You may use this trait only once, and regain the ability to use it again when you finish a short rest. Barren Camoflauge. Whenever you take a hide action while being in a barren mountain or desert terrain, you have advantage on that Dexterity (Stealth) check. Swampling As a swampling, you call the poisonous jungles and deadly bogs your home. Adapted to its deadly and mischievous nature, you have grown accustomed to most of the toxins and pit traps that might be thrown at you. Out of all the mythlings, it is the swamplings that have honed their wisdom for their survival the most. Ability Score Increase. Your Wisdom score increases by 1. Toxic Secretion. You are immune to the poisoned condition. In addition, whenever you would hit a creature with an unarmed strike, you may add 1d6 poison damage to your damage roll for that strike. Jungle Camoflage. Whenever you take a hide action while being in a swamp or dense forest like terrain, you have advantage on that Dexterity (Stealth) check.
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