{
	"_meta": {
		"internalCopies": [
			"raceFluff"
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	"raceFluff": [
		{
			"name": "Aarakocra",
			"source": "EEPC",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond-from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.",
								{
									"type": "entries",
									"name": "Beak and Feather",
									"entries": [
										"From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.",
										"Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations."
									]
								},
								{
									"type": "entries",
									"name": "Sky Wardens",
									"entries": [
										"Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.",
										"Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground."
									]
								},
								{
									"type": "entries",
									"name": "Avian Mannerisms",
									"entries": [
										"The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.",
										"Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa.",
										"The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying.",
										"As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.",
										"Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight."
									]
								},
								{
									"type": "entries",
									"name": "Homelands",
									"entries": [
										"Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.",
										"Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.",
										"A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman."
									]
								},
								{
									"type": "inset",
									"name": "Aarakocra in the Forgotten Realms",
									"entries": [
										"Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.",
										"Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.",
										"Their only remaining settlement lies on the slopes of the Star Mounts' southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.",
										"Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air."
									]
								},
								{
									"type": "entries",
									"name": "Great Purpose",
									"entries": [
										"Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.",
										"Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf-Spider.",
										"When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.",
										"Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as \"flying rock,\" and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts."
									]
								},
								{
									"type": "entries",
									"name": "Aarakocra Names",
									"entries": [
										"As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.",
										"An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed."
									]
								},
								{
									"type": "inset",
									"name": "Aarakocra Backgrounds",
									"entries": [
										"Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.",
										"The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Aarakocra.png"
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			]
		},
		{
			"name": "Aasimar",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.",
								{
									"type": "inset",
									"name": "Falling from Grace or Rising to It",
									"entries": [
										"With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.",
										"Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar."
									]
								},
								{
									"type": "entries",
									"name": "Celestial Champions",
									"entries": [
										"Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.",
										"From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.",
										"Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world."
									]
								},
								{
									"type": "entries",
									"name": "Hidden Wanderers",
									"entries": [
										"While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.",
										"When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent."
									]
								},
								{
									"type": "entries",
									"name": "Aasimar Guides",
									"entries": [
										"An aasimar, except for one who has turned to evil, has a link to an angelic being. That being\u2014usually a deva\u2014provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.",
										"The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.",
										"As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.",
										{
											"type": "table",
											"colLabels": [
												"d6",
												"Name"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
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											"rows": [
												[
													"1",
													"Tadriel"
												],
												[
													"2",
													"Myllandra"
												],
												[
													"3",
													"Seraphina"
												],
												[
													"4",
													"Galladia"
												],
												[
													"5",
													"Mykiel"
												],
												[
													"6",
													"Valandras"
												]
											]
										},
										{
											"type": "table",
											"colLabels": [
												"d6",
												"Nature"
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												"col-2 text-center",
												"col-10"
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											"rows": [
												[
													"1",
													"Bookish and lecturing"
												],
												[
													"2",
													"Compassionate and hopeful"
												],
												[
													"3",
													"Practical and lighthearted"
												],
												[
													"4",
													"Fierce and vengeful"
												],
												[
													"5",
													"Stern and judgmental"
												],
												[
													"6",
													"Kind and parental"
												]
											]
										},
										{
											"type": "inset",
											"name": "Note to the DM: Playing an Angelic Guide",
											"entries": [
												"As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.",
												"The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Conflicted Souls",
									"entries": [
										"Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.",
										"Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.",
										"Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible."
									]
								},
								{
									"type": "entries",
									"name": "Aasimar Names",
									"entries": [
										"Most aasimar are born from human parents, and they use the same naming conventions as their native culture."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Aasimar.png"
					}
				}
			]
		},
		{
			"name": "Aasimar (Fallen)",
			"source": "VGM",
			"_copy": {
				"name": "Aasimar",
				"source": "VGM",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Aasimar (Protector)",
			"source": "VGM",
			"_copy": {
				"name": "Aasimar",
				"source": "VGM",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Aasimar (Scourge)",
			"source": "VGM",
			"_copy": {
				"name": "Aasimar",
				"source": "VGM",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Bugbear",
			"source": "VGM",
			"monstrous": true,
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Bugbear.png"
					}
				}
			]
		},
		{
			"name": "Centaur",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"In the sprawling city of Ravnica, where \"open road\" seems like a contradiction and \"open plain\" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run\u2014in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.",
								{
									"type": "entries",
									"name": "Nature's Cavalry",
									"entries": [
										"Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration\u2014from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.",
										"The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts."
									]
								},
								{
									"type": "entries",
									"name": "Affinity for Nature",
									"entries": [
										"Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.",
										"Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts."
									]
								},
								{
									"type": "entries",
									"name": "Clans and Community",
									"entries": [
										"Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did."
									]
								},
								{
									"type": "entries",
									"name": "Centaur Names",
									"entries": [
										"Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory\u2014and, the centaurs believe, some shard of the spirit\u2014of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog"
												},
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Centaur",
			"source": "MOT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.",
						{
							"type": "entries",
							"name": "Markings of the Herd",
							"entries": [
								"Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits.",
								"Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light.",
								"Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life."
							]
						},
						{
							"type": "entries",
							"name": "Lagonna Merchant Families",
							"entries": [
								"Lagonna centaurs travel in small merchant family bands called {@i guri}. These groups frequently trade with Meletis, which provides the biggest market for their wares, but they also do business with Setessa and smaller communities within Akros's lands.",
								"The eldest member of each guros typically leads their family. In times of discord, the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade: a barterer, an omener, a courser, and preferably a {@i koletra}.",
								"A barterer negotiates deals between the guros and other traders. Barterers must know the customs of other cultures and speak several different languages.",
								"An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel.",
								"A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to their families.",
								"Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Lagonna who are said to have the blood of the first, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds."
							]
						},
						{
							"type": "entries",
							"name": "Journeys of Discovery",
							"entries": [
								"When young Lagonna centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a {@i protoporos}, can last anywhere from a few weeks to several years. The Lagonna believe that a protoporos helps young centaurs find their place in the world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the first steps of their journey. While most centaurs return to the band eventually, some find their calling elsewhere. When the Lagonna tell tales of their greatest heroes, they often speak of centaurs who found their heroic destiny on a protoporos."
							]
						},
						{
							"type": "entries",
							"name": "Pheres Raiders",
							"entries": [
								"The Pheres roam the wild lands between Setessa and Akros in small raiding herds. These herds are voluntary associations, in contrast to the family groups of the Lagonna. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets\u2014be they humanoid traders or roving, greedy monsters. Bands also join together to defeat common threats or to hunt for game.",
								"The Pheres value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Pheres can be brutal and greedy, but they are clever as well, and understand the value of strategic leadership.",
								"Other centaurs in Pheres herds work as scouts, archers, warriors, and foragers. In addition, most Pheres herds contain a caller and a tromper.",
								"Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side, and can speak to animals to learn about the surrounding lands.",
								"Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods first fashioned humans from the red mud of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans don't recall this arrangement, the Pheres often cite it as justification for their raids."
							]
						},
						{
							"type": "entries",
							"name": "Pheres Renegades",
							"entries": [
								"Pheres band members survive by working and fighting together, but still some centaurs choose to strike out on their own. These renegades often feel like outsiders in their own band. They might be pacifists, wishing to learn about other people rather than fighting them. Or they might feel a restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more."
							]
						},
						{
							"type": "entries",
							"name": "Centaur Names",
							"entries": [
								"Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Pheres centaurs tend to have shorter, sharper sounding names, often appended with an honorific gained in battle.",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Female Lagonna Names:",
											"entry": "Honotia, Kelitia, Lileo, Meloe"
										},
										{
											"type": "item",
											"name": "Male Lagonna Names:",
											"entry": "Aughus, Dririos, Ormasos,Volien"
										},
										{
											"type": "item",
											"name": "Female Pheres Names:",
											"entry": "Bido, Daxa, Saya, Tesia"
										},
										{
											"type": "item",
											"name": "Male Pheres Names:",
											"entry": "Eno, Roth, Skelor, Stihl"
										},
										{
											"type": "item",
											"name": "Pheres Honorifics:",
											"entry": "Threekills, Razorhoof, Unsleeping, Daggereye, Silentstep"
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Lagonna Band Centaur.png"
					},
					"title": "Lagonna Band Centaur"
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Pheres Band Centaur.png"
					},
					"title": "Pheres Band Centaur"
				}
			]
		},
		{
			"name": "Centaur",
			"source": "UACentaursMinotaurs",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.",
								{
									"type": "entries",
									"name": "Nature's Cavalry",
									"entries": [
										"Centaurs have humanoid upper bodies, displaying all the human variety of skin tones and features. In size, they are comparable to a human rider mounted on a horse, and they fill similar roles\u2014as cavalry, messengers, outriders, and scouts.",
										"Centaurs' ears are slightly pointed, but their faces are more wide and square than those of elves. Below the waist, they have the bodies of horses, with coats tending toward brown shades (chestnut or bay) and darker tails."
									]
								},
								{
									"type": "entries",
									"name": "Nature and Community",
									"entries": [
										"Centaurs have a strong sense of the interconnectedness of the natural world, and they celebrate family and community as microcosms of that greater connection. The birth of a foal is always cause for festivities. At the same time, centaurs revere the traditions of the past, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own hybrid nature, and delight in the feeling of running alongside herds and packs of beasts."
									]
								},
								{
									"type": "entries",
									"name": "Centaur Names",
									"entries": [
										"Centaurs' given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory\u2014and, the centaurs believe, some shard of the spirit\u2014of the departed.",
										"Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Centaur.png"
					}
				}
			]
		},
		{
			"name": "Changeling",
			"source": "ERLW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. \"I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.\" Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still."
									],
									"skipMarks": true,
									"by": "Chance, changeling priest"
								},
								"Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.",
								{
									"type": "entries",
									"name": "A Hidden People",
									"entries": [
										"Wherever humans live, changelings reside also; the question is whether their presence is known.",
										"Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler.",
										"In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?"
									]
								},
								{
									"type": "entries",
									"name": "Masks and Personas",
									"entries": [
										"In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape\u2014one created on the spur of the moment, with no depth or history\u2014is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.",
										"Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users."
									]
								},
								{
									"type": "entries",
									"name": "Changeling Names",
									"entries": [
										"A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name {@i Jin}, but one is {@i Jin-with-vivid-blue-eyes} and one is {@i Jin-with-golden-nails}.",
										"Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many.",
										"{@b Changeling Names}: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug"
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Changeling.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Changeling 001.png"
					}
				}
			]
		},
		{
			"name": "Chromatic Dragonborn",
			"source": "UA2021DraconicOptions",
			"entries": [
				"Dragonborn with chromatic ancestry claim the raw elemental power of the chromatic dragons. The vibrant colors of the chromatics\u2014black, blue, green, red, and white\u2014gleam in their scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, of raging lightning storms; theirs also is the subtle whisper of swamp and forest, corrosive and toxic."
			]
		},
		{
			"name": "Dhampir",
			"source": "UA2021GothicLineages",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, {@sense darkvision}, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs turn to the lives of adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.",
						{
							"type": "entries",
							"name": "Dhampir Hungers",
							"entries": [
								"Every dhampir knows a thirst slaked only by the living. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.",
								"While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.",
								{
									"type": "table",
									"caption": "Dhampir Hungers",
									"colLabels": [
										"d8",
										"Hunger"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Blood"
										],
										[
											"2",
											"Flesh or raw meat"
										],
										[
											"3",
											"Cerebral spinal fluid"
										],
										[
											"4",
											"Esoteric humors"
										],
										[
											"5",
											"Psychic energy"
										],
										[
											"6",
											"A color from one's appearance"
										],
										[
											"7",
											"Dreams"
										],
										[
											"8",
											"Life energy"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Dhampir Origins",
							"entries": [
								"Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.",
								{
									"type": "table",
									"caption": "Dhampir Origins",
									"colLabels": [
										"d8",
										"Origin"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"You are the reincarnation of an ancestor who was a vampiric tyrant."
										],
										[
											"2",
											"Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger."
										],
										[
											"3",
											"You survived being attacked by a vampire but were forever changed."
										],
										[
											"4",
											"A parasite inhabits your body. You indulge your hunger to sate it."
										],
										[
											"5",
											"You loved an immortal and were willing to be transformed into a vampire to join them, but tragedy interrupted the transformation."
										],
										[
											"6",
											"You are a diminished manifestation of an otherworldly being. Slaking your hunger hastens your renewal."
										],
										[
											"7",
											"You don't know your origins, but you were raised by vampires or other monsters."
										],
										[
											"8",
											"A radical experiment changed your body, making you reliant on others for vital fluids."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Dhampir",
			"source": "VRGR",
			"entries": [
				"Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, {@sense darkvision}, and a life-draining bite.",
				"With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.",
				{
					"type": "entries",
					"name": "Dhampir Hungers",
					"entries": [
						"Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.",
						"While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.",
						{
							"type": "table",
							"caption": "Dhampir Hungers",
							"colLabels": [
								"d6",
								"Hunger"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Blood"
								],
								[
									"2",
									"Flesh or raw meat"
								],
								[
									"3",
									"Cerebral spinal fluid"
								],
								[
									"4",
									"Psychic energy"
								],
								[
									"5",
									"Dreams"
								],
								[
									"6",
									"Life energy"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Dhampir Origins",
					"entries": [
						"Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.",
						{
							"type": "table",
							"caption": "Dhampir Origins",
							"colLabels": [
								"d8",
								"Origin"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You are the reincarnation of an ancestor who was a vampiric tyrant."
								],
								[
									"2",
									"Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger."
								],
								[
									"3",
									"You survived being attacked by a vampire but were forever changed."
								],
								[
									"4",
									"A parasite lives inside you. You indulge its hunger."
								],
								[
									"5",
									"Tragedy interrupted your transformation into an immortal."
								],
								[
									"6",
									"You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal."
								],
								[
									"7",
									"One of your parents was a vampire."
								],
								[
									"8",
									"A radical experiment changed your body, making you reliant on others for vital fluids."
								]
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/VRGR/Dhampir.png"
					}
				}
			]
		},
		{
			"name": "Dragonborn",
			"source": "PHB",
			"uncommon": true,
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.",
								{
									"type": "entries",
									"name": "Proud Dragon Kin",
									"entries": [
										"Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talonlike claws with three fingers and a thumb on each hand.",
										"The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze."
									]
								},
								{
									"type": "entries",
									"name": "Self-Sufficient Clans",
									"entries": [
										"To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.",
										"A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.",
										"Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods."
									]
								},
								{
									"type": "entries",
									"name": "Dragonborn Names",
									"entries": [
										"Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn"
												},
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit"
												},
												{
													"type": "item",
													"name": "Childhood Names:",
													"entry": "Climber, Earbenden Leaper, Pious, Shieldbiter, Zealous"
												},
												{
													"type": "item",
													"name": "Clan Names:",
													"entry": "Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit"
												}
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Draconians",
									"entries": [
										"In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhis is in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Dragonborn.png"
					}
				}
			]
		},
		{
			"name": "Dragonborn (Draconblood)",
			"source": "EGW",
			"_copy": {
				"name": "Dragonborn",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": "Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors."
					}
				}
			},
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/EGW/Dragonborn (Draconblood).png"
					}
				}
			]
		},
		{
			"name": "Dragonborn (Ravenite)",
			"source": "EGW",
			"_copy": {
				"name": "Dragonborn",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": "Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters."
					}
				}
			},
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/EGW/Dragonborn (Ravenite).png"
					}
				}
			]
		},
		{
			"name": "Dwarf",
			"source": "PHB",
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.",
								{
									"type": "entries",
									"name": "Short and Stout",
									"entries": [
										"Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.",
										"Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.",
										"Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully."
									]
								},
								{
									"type": "entries",
									"name": "Long Memory, Long Grudges",
									"entries": [
										"Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.",
										"Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.",
										"Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud."
									]
								},
								{
									"type": "entries",
									"name": "Clans and Kingdoms",
									"entries": [
										"Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.",
										"The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.",
										"Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty."
									]
								},
								{
									"type": "entries",
									"name": "Gods, Gold, and Clan",
									"entries": [
										"Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."
									]
								},
								{
									"type": "inset",
									"name": "Slow to Trust",
									"entries": [
										"Dwarves get along passably well with most other races. \"The difference between an acquaintance and a friend is about a hundred years,\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.",
										{
											"type": "entries",
											"name": "Elves",
											"entries": [
												"\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\""
											]
										},
										{
											"type": "entries",
											"name": "Halflings",
											"entries": [
												"\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\""
											]
										},
										{
											"type": "entries",
											"name": "Humans",
											"entries": [
												"\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\""
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Dwarf Names",
									"entries": [
										"A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.",
										"A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal"
												},
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra"
												},
												{
													"type": "item",
													"name": "Clan Names",
													"entry": "Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart"
												}
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Duergar",
									"entries": [
										"In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Dwarf.png"
					}
				}
			]
		},
		{
			"name": "Dwarf (Duergar)",
			"source": "MTF",
			"_copy": {
				"name": "Dwarf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.",
										"Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.",
										"Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.",
										"Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character."
									]
								}
							]
						}
					}
				}
			},
			"images": null
		},
		{
			"name": "Dwarf (Hill)",
			"source": "PHB",
			"_copy": {
				"name": "Dwarf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Dwarf (Mountain)",
			"source": "PHB",
			"_copy": {
				"name": "Dwarf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Elf",
			"source": "PHB",
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",
								{
									"type": "entries",
									"name": "Slender and Graceful",
									"entries": [
										"With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.",
										"Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."
									]
								},
								{
									"type": "entries",
									"name": "A Timeless Perspective",
									"entries": [
										"Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.",
										"Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."
									]
								},
								{
									"type": "entries",
									"name": "Hidden Woodland and Realms",
									"entries": [
										"Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).",
										"Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."
									]
								},
								{
									"type": "inset",
									"name": "Haughty but Gracious",
									"entries": [
										"Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",
										{
											"type": "entries",
											"name": "Dwarves",
											"entries": [
												"\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""
											]
										},
										{
											"type": "entries",
											"name": "Halflings",
											"entries": [
												"\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""
											]
										},
										{
											"type": "entries",
											"name": "Humans",
											"entries": [
												"\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Exploration and Adventure",
									"entries": [
										"Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."
									]
								},
								{
									"type": "entries",
									"name": "Elf Names",
									"entries": [
										"Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.",
										"On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Child Names:",
													"entry": "Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"
												},
												{
													"type": "item",
													"name": "Male Adult Names:",
													"entry": "Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"
												},
												{
													"type": "item",
													"name": "Female Adult Names:",
													"entry": "Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"
												},
												{
													"type": "item",
													"name": "Family Names (Common Translations):",
													"entry": "Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Elf.png"
					}
				}
			]
		},
		{
			"name": "Elf (Drow)",
			"source": "PHB",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Descended from an earlier subrace of dark skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of pale lilac, silver, pink, and blue. They tend to be smaller and thinner than most elves.",
										{
											"type": "inset",
											"name": "The Darkness of the Drow",
											"entries": [
												"Were it not for one renowned exception, the race of drow would be universally reviled. Their depraved society is preoccupied with the favor of Lolth, their spider-queen goddess, who sanctions murder and the extermination of entire families noble houses vie for position.",
												"Yet one drow, at least, broke the mold. In the world of the Forgotten Realms, Drizzt Do'Urden, ranger of the North, has proven his quality as a good-hearted defender of the weak and innocent.",
												"Drow grow up believing that surface dwelling races are worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred."
											]
										}
									]
								}
							]
						}
					}
				}
			},
			"images": null
		},
		{
			"name": "Elf (Eladrin)",
			"source": "MTF",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Autumn",
													"entry": "is the season of peace and goodwill, when summer's harvest is shared with all."
												},
												{
													"type": "item",
													"name": "Winter",
													"entry": "is the season of contemplation and dolor, when the vibrant energy of the world slumbers."
												},
												{
													"type": "item",
													"name": "Spring",
													"entry": "is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes."
												},
												{
													"type": "item",
													"name": "Summer",
													"entry": "is the season of boldness and aggression, a time of unfettered energy."
												}
											]
										},
										"Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.",
										"The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.",
										{
											"type": "table",
											"caption": "Autumn",
											"colLabels": [
												"d4",
												"Autumn Personality Trait"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"If someone is in need, you never withhold aid."
												],
												[
													"2",
													"You share what you have, with little regard for your own needs."
												],
												[
													"3",
													"There are no simple meals, only lavish feasts."
												],
												[
													"4",
													"You stock up on fine food and drink. You hate going without such comforts."
												]
											]
										},
										{
											"type": "table",
											"colLabels": [
												"d4",
												"Autumn Flaw"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You trust others without a second thought."
												],
												[
													"2",
													"You give to others, to the point that you leave yourself without necessary supplies."
												],
												[
													"3",
													"Everyone is your friend, or a potential friend."
												],
												[
													"4",
													"You spend excessively on creature comforts."
												]
											]
										},
										{
											"type": "table",
											"caption": "Winter",
											"colLabels": [
												"d4",
												"Winter Personality Trait"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"The worst case is the most likely to occur."
												],
												[
													"2",
													"You preserve what you have. Better to be hungry today and have food for tomorrow."
												],
												[
													"3",
													"Life is full of dangers, but you are ready for them."
												],
												[
													"4",
													"A penny spent is a penny lost forever."
												]
											]
										},
										{
											"type": "table",
											"colLabels": [
												"d4",
												"Winter Flaw"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Everything dies eventually. Why bother building anything that is supposedly meant to last?"
												],
												[
													"2",
													"Nothing matters to you, and you allow others to guide your actions."
												],
												[
													"3",
													"Your needs come first. In winter, all must watch out for themselves."
												],
												[
													"4",
													"You speak only to point out the flaws in others' plans."
												]
											]
										},
										{
											"type": "table",
											"caption": "Spring",
											"colLabels": [
												"d4",
												"Spring Personality Trait"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Every day is the greatest day of your life."
												],
												[
													"2",
													"You approach everything with enthusiasm, even the most mundane chores."
												],
												[
													"3",
													"You love music and song. You supply a tune yourself if no one else can."
												],
												[
													"4",
													"You can't stay still."
												]
											]
										},
										{
											"type": "table",
											"colLabels": [
												"d4",
												"Spring Flaw"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You overdrink."
												],
												[
													"2",
													"Toil is for drudges. Yours should be a life of leisure."
												],
												[
													"3",
													"A pretty face infatuates you in an instant, but your fancy passes with equal speed."
												],
												[
													"4",
													"Anything worth doing is worth doing again and again."
												]
											]
										},
										{
											"type": "table",
											"caption": "Summer",
											"colLabels": [
												"d4",
												"Summer Personality Trait"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You believe that direct confrontation is the best way to solve problems."
												],
												[
													"2",
													"Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply."
												],
												[
													"3",
													"You stand tall and strong so that others can lean on you."
												],
												[
													"4",
													"You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others."
												]
											]
										},
										{
											"type": "table",
											"colLabels": [
												"d4",
												"Summer Flaw"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You are stubborn. Let others change."
												],
												[
													"2",
													"The best option is one that is swift, unexpected, and overwhelming."
												],
												[
													"3",
													"Punch first. Talk later."
												],
												[
													"4",
													"Your fury can carry you through anything."
												]
											]
										}
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Elf (High)",
			"source": "PHB",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.",
										"The sun elves of Faerun (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Elf (Pallid)",
			"source": "EGW",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": "The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity."
					}
				}
			},
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/EGW/Elf (Pallid).png"
					}
				}
			]
		},
		{
			"name": "Elf (Sea)",
			"source": "MTF",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.",
										{
											"type": "inset",
											"name": "Sahuagin: Danger from the Depths",
											"entries": [
												"The sea elves face as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin's ferocious territoriality. They simply won't abide any other intelligent society, and they consider the entire sea to be their domain.",
												"Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah, the sahuagin still wouldn't be able to get along with them-in the grip of a blood frenzy, sahuagin will tear apart even others of their own kind!"
											]
										}
									]
								}
							]
						}
					}
				}
			},
			"images": null
		},
		{
			"name": "Elf (Shadar-kai)",
			"source": "MTF",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it."
									]
								}
							]
						}
					}
				}
			},
			"images": null
		},
		{
			"name": "Elf (Wood)",
			"source": "PHB",
			"_copy": {
				"name": "Elf",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.",
										"Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Elf (Zendikar)",
			"source": "PSZ",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop villages seem to regrow almost as soon as they are destroyed\u2014much like the Murasan jungles where they are found.",
						"Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.",
						{
							"type": "entries",
							"name": "Wildly Elegant",
							"entries": [
								"Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment. Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks."
							]
						}
					]
				}
			]
		},
		{
			"name": "Elf (Zendikar) (Joraga Nation)",
			"source": "PSZ",
			"_copy": {
				"name": "Elf (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar\u2014or even for other elves. The survival of their nation and its traditions is the Joraga elves' only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans' aggressive exterior."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Elf (Zendikar) (Mul Daya Nation)",
			"source": "PSZ",
			"_copy": {
				"name": "Elf (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order.",
										"Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Elf (Zendikar) (Tajuru Nation)",
			"source": "PSZ",
			"_copy": {
				"name": "Elf (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across  other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Fairy",
			"source": "UA2021FolkOfTheFeywild",
			"entries": [
				"The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends.",
				"Infused with the magic of the Feywild, fairies share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the Fey Characteristic table or choose an option from it. The Feywild is a wild place, so come up with your own characteristic if none of these fit your character.",
				{
					"type": "table",
					"caption": "Fey Characteristics",
					"colLabels": [
						"d8",
						"Characteristic"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"1",
							"You have small wings like those of an insect."
						],
						[
							"2",
							"You have shimmering, multicolored skin."
						],
						[
							"3",
							"You have exceptionally large ears."
						],
						[
							"4",
							"A constant, glittering mist surrounds you."
						],
						[
							"5",
							"You have a small spectral horn on your forehead, like a little unicorn horn."
						],
						[
							"6",
							"Your hands never look dirty."
						],
						[
							"7",
							"You smell like fresh brownies."
						],
						[
							"8",
							"A noticeable, harmless chill surrounds you."
						]
					]
				}
			]
		},
		{
			"name": "Firbolg",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.",
								{
									"type": "entries",
									"name": "Humble Guardians",
									"entries": [
										"Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.",
										"In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.",
										"In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?"
									]
								},
								{
									"type": "entries",
									"name": "Natural Druids",
									"entries": [
										"Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.",
										"Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.",
										{
											"type": "inset",
											"name": "Firbolg Classes",
											"entries": [
												"Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves.",
												"Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements.",
												"Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders.",
												"Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will.",
												"Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.",
												"Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Hidden Shepherds",
									"entries": [
										"As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.",
										"Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.",
										"Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.",
										"If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack."
									]
								},
								{
									"type": "entries",
									"name": "Outcast Adventurers",
									"entries": [
										"As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.",
										"Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.",
										"Orphaned firbolgs are those whose clans or home lands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.",
										"A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.",
										"The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.",
										{
											"type": "table",
											"caption": "Firbolg Adventurers",
											"colLabels": [
												"d8",
												"Reason for Adventuring"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Outcast for murder"
												],
												[
													"2",
													"Outcast for severely damaging home territory"
												],
												[
													"3",
													"Clan slain by invading humanoids"
												],
												[
													"4",
													"Clan slain by a dragon or demon"
												],
												[
													"5",
													"Separated from the tribe and lost"
												],
												[
													"6",
													"Homeland destroyed by natural disaster"
												],
												[
													"7",
													"Personal quest ordained by omens"
												],
												[
													"8",
													"Dispatched on a quest by tribe leaders"
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Firbolg Names",
									"entries": [
										"Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.",
										"By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it \"home.\" Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Firbolg.png"
					}
				}
			]
		},
		{
			"name": "Gem Dragonborn",
			"source": "UA2021DraconicOptions",
			"entries": [
				"Dragonborn with gem ancestry partake of the heritage of all gem dragons, who claim to be heirs of the ruby dragon, Sardior\u2014the firstborn of all creation, made by Bahamut and Tiamat in the first days of the First World. The colors and mysterious powers of the gem dragons\u2014amethyst, crystal, emerald, sapphire, and topaz\u2014gleam in their scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, the resounding echo of discovery, and the desiccation of despair."
			]
		},
		{
			"name": "Genasi",
			"source": "EEPC",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.",
								"The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.",
								"During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.",
								"Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",
								{
									"type": "entries",
									"name": "Heirs to Elemental Power",
									"entries": [
										"Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.",
										"Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).",
										"Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.",
										"Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."
									]
								},
								{
									"type": "entries",
									"name": "Wild and Confident",
									"entries": [
										"Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.",
										"Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."
									]
								},
								{
									"type": "entries",
									"name": "Genasi Lands",
									"entries": [
										"As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.",
										"Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.",
										"Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerun, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.",
										"In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.",
										"The distant land of Zakhara is known only in legends to most inhabitants of Faerun. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."
									]
								},
								{
									"type": "entries",
									"name": "Genasi Names",
									"entries": [
										"Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Genasi.png"
					}
				}
			]
		},
		{
			"name": "Genasi (Air)",
			"source": "EEPC",
			"_copy": {
				"name": "Genasi",
				"source": "EEPC",
				"_mod": {
					"entries": {
						"mode": "prependArr",
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										"As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.",
										"Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Genasi (Earth)",
			"source": "EEPC",
			"_copy": {
				"name": "Genasi",
				"source": "EEPC",
				"_mod": {
					"entries": {
						"mode": "prependArr",
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									"type": "entries",
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										"As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.",
										"Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Genasi (Fire)",
			"source": "EEPC",
			"_copy": {
				"name": "Genasi",
				"source": "EEPC",
				"_mod": {
					"entries": {
						"mode": "prependArr",
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										"As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.",
										"Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Genasi (Water)",
			"source": "EEPC",
			"_copy": {
				"name": "Genasi",
				"source": "EEPC",
				"_mod": {
					"entries": {
						"mode": "prependArr",
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								{
									"type": "entries",
									"entries": [
										"The lapping of waves, the spray of sea foam on the wind, the ocean depths, all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.",
										"Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Gith",
			"source": "MTF",
			"entries": [
				{
					"type": "section",
					"entries": [
						"The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.",
						"The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.",
						"The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.",
						"If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved."
					]
				}
			]
		},
		{
			"name": "Gith (Githyanki)",
			"source": "MTF",
			"_copy": {
				"name": "Gith",
				"source": "MTF",
				"_mod": {
					"entries": {
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									"type": "entries",
									"entries": [
										"The brutal githyanki are trained from birth as warriors."
									]
								}
							]
						}
					},
					"images": {
						"mode": "prependArr",
						"items": {
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						}
					}
				}
			}
		},
		{
			"name": "Gith (Githzerai)",
			"source": "MTF",
			"_copy": {
				"name": "Gith",
				"source": "MTF",
				"_mod": {
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						"mode": "prependArr",
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									"entries": [
										"In their fortresses within Limbo, the githzerai hone their minds to a razor's edge."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Gnome",
			"source": "PHB",
			"uncommon": true,
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.",
								{
									"type": "entries",
									"name": "Vibrant Expression",
									"entries": [
										"A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.",
										"A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels."
									]
								},
								{
									"type": "entries",
									"name": "Delighted Dedication",
									"entries": [
										"As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.",
										"Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.",
										"Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large."
									]
								},
								{
									"type": "entries",
									"name": "Bright Burrows",
									"entries": [
										"Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.",
										"Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life."
									]
								},
								{
									"type": "entries",
									"name": "Gnome Names",
									"entries": [
										"Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \"Stuffy\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook"
												},
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna"
												},
												{
													"type": "item",
													"name": "Clan Names:",
													"entry": "Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen"
												},
												{
													"type": "item",
													"name": "Nicknames:",
													"entry": "Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck"
												}
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Seeing The World",
									"entries": [
										"Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions."
									]
								},
								{
									"type": "inset",
									"name": "Deep Gnomes",
									"entries": [
										"A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Gnome.png"
					}
				}
			]
		},
		{
			"name": "Gnome (Deep/Svirfneblin)",
			"source": "SCAG",
			"_copy": {
				"name": "Gnome",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
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									"entries": [
										"Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.",
										{
											"type": "entries",
											"name": "Born of Deep Earth",
											"entries": [
												"Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.",
												"Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.",
												"Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people."
											]
										},
										{
											"type": "entries",
											"name": "Master Miners",
											"entries": [
												"Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones."
											]
										},
										{
											"type": "entries",
											"name": "Deep Dwellers",
											"entries": [
												"Svirfneblin are known as deep gnomes because they choose to live far below the earth's surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.",
												"Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe."
											]
										},
										{
											"type": "entries",
											"name": "Scouts and Spies",
											"entries": [
												"Surface-dwelling gnomes often take up the adventurer's life out of sheer curiosity about the world around them, eager to see new things and meet new people.",
												"By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers.",
												"Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention.",
												"These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.",
												"A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else."
											]
										},
										{
											"type": "entries",
											"name": "Deep Gnome Names",
											"entries": [
												"Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Male Names:",
															"entry": "Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud"
														},
														{
															"type": "item",
															"name": "Female Names:",
															"entry": "Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda"
														},
														{
															"type": "item",
															"name": "Clan Names:",
															"entry": "Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter"
														}
													]
												}
											]
										},
										{
											"type": "inset",
											"name": "Deep Gnomes in the Forgotten Realms",
											"entries": [
												"In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark. This maze of caverns and tunnels is home to some of the most feared creatures in Faerûn. Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold."
											]
										}
									]
								}
							]
						}
					}
				}
			},
			"images": null
		},
		{
			"name": "Gnome (Forest)",
			"source": "PHB",
			"_copy": {
				"name": "Gnome",
				"source": "PHB",
				"_mod": {
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										"As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Gnome (Rock)",
			"source": "PHB",
			"_copy": {
				"name": "Gnome",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Goblin",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential\u2014at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.",
								{
									"type": "entries",
									"name": "Small and Wiry",
									"entries": [
										"Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.",
										"Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing."
									]
								},
								{
									"type": "entries",
									"name": "Unfettered Emotion",
									"entries": [
										"Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.",
										"Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.",
										"Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others."
									]
								},
								{
									"type": "entries",
									"name": "Goblin Names",
									"entries": [
										"The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Goblin Names:",
													"entry": "Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Goblin",
			"source": "VGM",
			"monstrous": true,
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Goblin.png"
					}
				}
			]
		},
		{
			"name": "Goblin (Dankwood)",
			"source": "AWM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"Ahh the Dankwood goblins! I have adventured far and wide in my time and never have I met such unique and interesting goblins as these. Perhaps it is the magical nature of the Dankwood itself as this forest was once rumored to have been the ancient sanctum of a powerful Netherese wizard, but who is to say? This world is a wondrous one and everywhere you go, something new is there to dazzle and amaze!"
									],
									"by": "Guardian Leafy Skiptoes"
								},
								"Dankwood goblins are much like any other run-of-the-mill goblin but they are much more gentle and artistic than the savage and uncouth goblins of the world.",
								"They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. They are fast and nimble and love to explore. Because of this they make great adventurers and guides."
							]
						}
					]
				}
			]
		},
		{
			"name": "Goblin (Zendikar)",
			"source": "PSZ",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status\u2014for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.",
						"Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.",
						{
							"type": "entries",
							"name": "Long Arms and Stony Skin",
							"entries": [
								"A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.",
								"This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \"grit.\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers."
							]
						}
					]
				}
			]
		},
		{
			"name": "Goblin (Zendikar) (Grotag Tribe)",
			"source": "PSZ",
			"_copy": {
				"name": "Goblin (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits\u2014though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest\u2014usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Goblin (Zendikar) (Lavastep Tribe)",
			"source": "PSZ",
			"_copy": {
				"name": "Goblin (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Goblin (Zendikar) (Tuktuk Tribe)",
			"source": "PSZ",
			"_copy": {
				"name": "Goblin (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Goliath",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.",
								{
									"type": "entries",
									"name": "Driven Competitors",
									"entries": [
										"Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.",
										"Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.",
										"This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments."
									]
								},
								{
									"type": "entries",
									"name": "Fair Play",
									"entries": [
										"For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.",
										"This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power."
									]
								},
								{
									"type": "entries",
									"name": "Survival of the Fittest",
									"entries": [
										"Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.",
										"A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.",
										"In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.",
										"Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age."
									]
								},
								{
									"type": "entries",
									"name": "Goliath Names",
									"entries": [
										"Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.",
										"Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.",
										"A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.",
										"Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Birth Names:",
													"entry": "Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak"
												},
												{
													"type": "item",
													"name": "Nicknames:",
													"entry": "Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter"
												},
												{
													"type": "item",
													"name": "Clan Names:",
													"entry": "Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Goliath.png"
					}
				}
			]
		},
		{
			"name": "Half-Elf",
			"source": "PHB",
			"uncommon": true,
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.",
								{
									"type": "entries",
									"name": "Of Two Worlds",
									"entries": [
										"To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents."
									]
								},
								{
									"type": "entries",
									"name": "Diplomats or Wanderers",
									"entries": [
										"Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.",
										"In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers."
									]
								},
								{
									"type": "entries",
									"name": "Half-Elf Names",
									"entries": [
										"Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names."
									]
								},
								{
									"type": "inset",
									"name": "Excellent Ambassadors",
									"entries": [
										"Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other)."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Half-Elf.png"
					}
				}
			]
		},
		{
			"name": "Half-Orc",
			"source": "PHB",
			"uncommon": true,
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.",
								{
									"type": "entries",
									"name": "Scarred and Strong",
									"entries": [
										"Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.",
										"Orcs regard battle scars as tokens or pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame."
									]
								},
								{
									"type": "entries",
									"name": "The Mark of Gruumsh",
									"entries": [
										"The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Grummsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.",
										"Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land."
									]
								},
								{
									"type": "entries",
									"name": "Half-Orc Names",
									"entries": [
										"Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Orc Names:",
													"entry": "Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk"
												},
												{
													"type": "item",
													"name": "Female Orc Names:",
													"entry": "Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda"
												}
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Grudging Acceptance",
									"entries": [
										"Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Half-Orc.png"
					}
				}
			]
		},
		{
			"name": "Halfling",
			"source": "PHB",
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.",
								{
									"type": "entries",
									"name": "Small and Practical",
									"entries": [
										"The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.",
										"Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.",
										"Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."
									]
								},
								{
									"type": "entries",
									"name": "Kind and Curious",
									"entries": [
										"Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.",
										"Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."
									]
								},
								{
									"type": "entries",
									"name": "Blend into the Crowd",
									"entries": [
										"Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.",
										"Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."
									]
								},
								{
									"type": "entries",
									"name": "Pastoral Pleasantries",
									"entries": [
										"Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.",
										"Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."
									]
								},
								{
									"type": "inset",
									"name": "Affable and Positive",
									"entries": [
										"Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",
										{
											"type": "entries",
											"name": "Dwarves",
											"entries": [
												"\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""
											]
										},
										{
											"type": "entries",
											"name": "Elves",
											"entries": [
												"\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""
											]
										},
										{
											"type": "entries",
											"name": "Humans",
											"entries": [
												"\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Exploring Opportunities",
									"entries": [
										"Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."
									]
								},
								{
									"type": "entries",
									"name": "Halfling Names",
									"entries": [
										"A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"
												},
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"
												},
												{
													"type": "item",
													"name": "Family Names:",
													"entry": "Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Halfling.png"
					}
				}
			]
		},
		{
			"name": "Halfling (Ghostwise)",
			"source": "SCAG",
			"_copy": {
				"name": "Halfling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										{
											"type": "inset",
											"entries": [
												"Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.",
												"Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.",
												"Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the listed subrace traits."
											]
										}
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Halfling (Lightfoot)",
			"source": "PHB",
			"_copy": {
				"name": "Halfling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.",
										"Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Halfling (Lotusden)",
			"source": "EGW",
			"_copy": {
				"name": "Halfling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": "Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds."
					},
					"images": {
						"mode": "prependArr",
						"items": {
							"type": "image",
							"href": {
								"type": "internal",
								"path": "races/EGW/Halfling (Lotusden).png"
							}
						}
					}
				}
			}
		},
		{
			"name": "Halfling (Stout)",
			"source": "PHB",
			"_copy": {
				"name": "Halfling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Hexblood",
			"source": "UA2021GothicLineages",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Where wishing fails, ancient magic can offer a heart's desire\u2014at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in wild shades, lengthy hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as long life, {@sense darkvision}, and a variety of magical methods to beguile the senses and avoid the same.",
						"While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age\u2014particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.",
						{
							"type": "entries",
							"name": "Heir of Hags",
							"entries": [
								"One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called a \"eldercross\" or \"witch's turn.\" This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come."
							]
						},
						{
							"type": "inset",
							"name": "Becoming a Hag",
							"entries": [
								"Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood's nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual\u2014circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood's player, unless the DM rules otherwise."
							]
						},
						{
							"type": "entries",
							"name": "Hexblood Origins",
							"entries": [
								"A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.",
								{
									"type": "table",
									"caption": "Hexblood Origins",
									"colLabels": [
										"d8",
										"Origin"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement."
										],
										[
											"2",
											"Fey kidnappers swapped you and your parents' child."
										],
										[
											"3",
											"A coven of hags lost one of their members. You were created to replace the lost hag."
										],
										[
											"4",
											"You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse."
										],
										[
											"5",
											"You began life as a fey creature, but an accident or crime changed you and forced you from your home."
										],
										[
											"6",
											"A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit."
										],
										[
											"7",
											"You made a deal with a hag, but they twisted your words and transformed you."
										],
										[
											"8",
											"You are a child of the wilds. Animals and mysterious whispers were the only family you ever knew."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Hexblood",
			"source": "VRGR",
			"entries": [
				"Where wishing fails, ancient magic can offer a heart's desire\u2014at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as {@sense darkvision} and a variety of magical methods to beguile the senses and avoid the same.",
				"While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age\u2014particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.",
				{
					"type": "entries",
					"name": "Heir of Hags",
					"entries": [
						"One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch's turn. This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come."
					]
				},
				{
					"type": "entries",
					"name": "Hexblood Origins",
					"entries": [
						"A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.",
						{
							"type": "table",
							"caption": "Hexblood Origins",
							"colLabels": [
								"d6",
								"Origin"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement."
								],
								[
									"2",
									"Fey kidnappers swapped you and your parents' child."
								],
								[
									"3",
									"A coven of hags lost one of its members. You were created to replace the lost hag."
								],
								[
									"4",
									"You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse."
								],
								[
									"5",
									"You began life as a fey creature, but an accident changed you and forced you from your home."
								],
								[
									"6",
									"A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit."
								]
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/VRGR/Hexblood.png"
					}
				}
			]
		},
		{
			"name": "Hobgoblin",
			"source": "UA2021FolkOfTheFeywild",
			"entries": [
				"Hobgoblins trace their origins to the Feywild, where they first appeared with their goblin and bugbear kin. That history has left its mark, for though hobgoblins are found throughout the Material Plane, they continue to channel an aspect of the Feywild's rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.",
				"On some worlds, such bonds lead hobgoblins to form communities with deep ties to each other. In the Forgotten Realms, vast hobgoblin legions have emerged, with ranks upon ranks of devoted soldiers noteworthy for how effective they are at fighting as a unit.",
				"Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn red or blue during displays of emotion."
			]
		},
		{
			"name": "Hobgoblin",
			"source": "VGM",
			"monstrous": true,
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Hobgoblin.png"
					}
				}
			]
		},
		{
			"name": "Human",
			"source": "PHB",
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.",
								{
									"type": "entries",
									"name": "A Broad Spectrum",
									"entries": [
										"With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century."
									]
								},
								{
									"type": "entries",
									"name": "Variety in All Things",
									"entries": [
										"Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics."
									]
								},
								{
									"type": "entries",
									"name": "Lasting Institutions",
									"entries": [
										"Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.",
										"Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands."
									]
								},
								{
									"type": "entries",
									"name": "Exemplars of Ambition",
									"entries": [
										"Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups."
									]
								},
								{
									"type": "inset",
									"name": "Everyone's Second-Best Friends",
									"entries": [
										"Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.",
										{
											"type": "entries",
											"name": "Dwarves",
											"entries": [
												"\"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.\""
											]
										},
										{
											"type": "entries",
											"name": "Elves",
											"entries": [
												"\"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.\""
											]
										},
										{
											"type": "entries",
											"name": "Halflings",
											"entries": [
												"\"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.\""
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Human Names and Ethnicities",
									"entries": [
										"Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.",
										"The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east-and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.",
										"In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerun. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.",
										{
											"type": "entries",
											"name": "Calishite",
											"entries": [
												"Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.",
												"They're found primarily in southwest Faerun.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Calishite Names:",
															"entry": "(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Chondathan",
											"entries": [
												"Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Chondathan Names:",
															"entry": "(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Damaran",
											"entries": [
												"Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Damaran Names:",
															"entry": "(Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Illuskan",
											"entries": [
												"Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Illuskan Names:",
															"entry": "(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Mulan",
											"entries": [
												"Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Mulan Names:",
															"entry": "(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Rashemi",
											"entries": [
												"Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Rashemi Names:",
															"entry": "(Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Shou",
											"entries": [
												"The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Shou Names:",
															"entry": "(Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan"
														}
													]
												}
											]
										},
										{
											"type": "entries",
											"name": "Tethyrian",
											"entries": [
												"Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names."
											]
										},
										{
											"type": "entries",
											"name": "Turami",
											"entries": [
												"Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.",
												{
													"type": "list",
													"style": "list-hang-notitle",
													"items": [
														{
															"type": "item",
															"name": "Turami Names:",
															"entry": "(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo"
														}
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Human.png"
					}
				}
			]
		},
		{
			"name": "Human (Zendikar)",
			"source": "PSZ",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a significant number venture out from the safety of those walls to explore and defend their world. As the Eldrazi spread, more and more humans are driven out of their refuges and forced to confront the harsh reality of that alien threat.",
						{
							"type": "entries",
							"name": "Life on the Frontiers",
							"entries": [
								"Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need. Some, however, survive by preying on the people of other communities and caravans."
							]
						},
						{
							"type": "entries",
							"name": "Civilized Humanity",
							"entries": [
								"Despite the harshness of life on Zendikar, human civilization flourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir\u2014which has been in ruins since the emergence of the Eldrazi.",
								{
									"type": "entries",
									"name": "The Expeditionary Houses",
									"entries": [
										"In Sea Gate, five so-called expeditionary houses launch regular excursions into the wilds for various purposes. Named for the destinations of their first expeditions, they are the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. The rivalries among the houses are legendary, and they are known to sabotage each other's expeditions. Each maintains hostels in various settlements, which serve as resources for adventurers and explorers who need to hire guides or purchase supplies."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Kalashtar",
			"source": "ERLW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive\u2014and as long as she lives, she will fight il-Lashtavar."
									],
									"by": "Lakashtai, servant of the light"
								},
								"The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams\u2014spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.",
								{
									"type": "entries",
									"name": "Bound to Spirits",
									"entries": [
										"Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.",
										"Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.",
										"The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.",
										{
											"type": "table",
											"caption": "Kalashtar Quirks",
											"colLabels": [
												"d10",
												"Quirk"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You try to understand the motives and feelings of your enemies."
												],
												[
													"2",
													"You prefer using telepathy over speaking aloud."
												],
												[
													"3",
													"You feel a strong drive to protect the innocent."
												],
												[
													"4",
													"You apply dream logic to mundane situations."
												],
												[
													"5",
													"You discuss things out loud with your quori spirit."
												],
												[
													"6",
													"You suppress your emotions and rely on logic."
												],
												[
													"7",
													"You are strongly influenced by the emotions of those around you."
												],
												[
													"8",
													"You prefer to find nonviolent solutions to problems whenever possible."
												],
												[
													"9",
													"You are driven by a warrior spirit and will fight for any noble cause."
												],
												[
													"10",
													"You are obsessed with Dreaming Dark conspiracies."
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Hunted by Nightmares",
									"entries": [
										"The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.",
										"Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings."
									]
								},
								{
									"type": "entries",
									"name": "Kalashtar Names",
									"entries": [
										"A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender.",
										"Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.",
										"{@b Quori Names}: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash",
										"{@b Kalashtar Names}: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara"
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Kalashtar.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Kalashtar 001.png"
					}
				}
			]
		},
		{
			"name": "Kenku",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.",
								{
									"type": "entries",
									"name": "An Ancient Curse",
									"entries": [
										"The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.",
										"Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.",
										"Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime."
									]
								},
								{
									"type": "entries",
									"name": "Dreams of Flight",
									"entries": [
										"Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.",
										"Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.",
										"Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below."
									]
								},
								{
									"type": "entries",
									"name": "Hopeless Plagiarists",
									"entries": [
										"As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.",
										"Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.",
										"By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine."
									]
								},
								{
									"type": "entries",
									"name": "Ideal Minions",
									"entries": [
										"Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.",
										"Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.",
										"For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.",
										"Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear."
									]
								},
								{
									"type": "entries",
									"name": "Kenku Adventurers",
									"entries": [
										"Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.",
										"Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion."
									]
								},
								{
									"type": "inset",
									"name": "Roleplaying a Kenku",
									"entries": [
										"If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious.",
										"You might say, \"Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar.\" Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game."
									]
								},
								{
									"type": "entries",
									"name": "Kenku Names",
									"entries": [
										"Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.",
										"Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.",
										"Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.",
										"Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Kenku.png"
					}
				}
			]
		},
		{
			"name": "Kobold",
			"source": "UA2021DraconicOptions",
			"entries": [
				"Some of the smallest draconic creatures to walk the planes, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons\u2014even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.",
				"Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports scale color more akin to that of a chromatic or a metallic dragon. The roar of a kobold can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion the kobold expresses, the roar resonates with draconic power."
			]
		},
		{
			"name": "Kobold",
			"source": "VGM",
			"monstrous": true,
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Kobold.png"
					}
				}
			]
		},
		{
			"name": "Kor",
			"source": "PSZ",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.",
						"Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.",
						{
							"type": "entries",
							"name": "Slender and Silent",
							"entries": [
								"Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.",
								"The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning."
							]
						}
					]
				}
			]
		},
		{
			"name": "Leonin",
			"source": "MOT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.",
						{
							"type": "entries",
							"name": "Noble and Fierce",
							"entries": [
								"Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.",
								"Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts."
							]
						},
						{
							"type": "entries",
							"name": "Quick to Quarrel",
							"entries": [
								"Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies.",
								"It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's superiority proven), the insult is forgotten\u2014along with the vanquished foe."
							]
						},
						{
							"type": "entries",
							"name": "Pride and Self-Reliance",
							"entries": [
								"Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered depravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods.",
								"Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See {@book chapter 3|MOT|3|Oreskos} for more details on Oreskos and the leonin who call that land home.",
								{
									"type": "table",
									"caption": "Leonin and the Gods",
									"colLabels": [
										"d6",
										"Attitude"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"I'm amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment."
										],
										[
											"2",
											"The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!"
										],
										[
											"3",
											"I view the gods as worthy adversaries\u2014incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games."
										],
										[
											"4",
											"I'm certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life."
										],
										[
											"5",
											"I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence."
										],
										[
											"6",
											"I don't talk about it among other leonin, but I actually revere the gods and try to please them by my actions."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Leonin Names",
							"entries": [
								"Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Female Names:",
											"entry": "Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore"
										},
										{
											"type": "item",
											"name": "Male Names:",
											"entry": "Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior"
										},
										{
											"type": "item",
											"name": "Pride Names:",
											"entry": "Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides"
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Leonin.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Leonin Matron.png"
					},
					"title": "Leonin matrons lead the prides of Oreskos, protecting the plains from interlopers"
				}
			]
		},
		{
			"name": "Lizardfolk",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.",
								"Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.",
								{
									"type": "entries",
									"name": "Alien Minds",
									"entries": [
										"The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.",
										"Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, \"I'm scared.\" Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.",
										"Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.",
										"Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome."
									]
								},
								{
									"type": "entries",
									"name": "Cold and Calculating",
									"entries": [
										"Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.",
										"Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.",
										"Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.",
										"A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle."
									]
								},
								{
									"type": "entries",
									"name": "Utility and Survival",
									"entries": [
										"The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.",
										"Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.",
										"Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers."
									]
								},
								{
									"type": "entries",
									"name": "Hapless Soft Ones",
									"entries": [
										"At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.",
										"Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care."
									]
								},
								{
									"type": "entries",
									"name": "Lizardfolk Personality",
									"entries": [
										"You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.",
										{
											"type": "table",
											"caption": "Lizardfolk Quirks",
											"colLabels": [
												"d8",
												"Quirk"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!"
												],
												[
													"2",
													"You sleep best while mostly submerged in water."
												],
												[
													"3",
													"Money is meaningless to you."
												],
												[
													"4",
													"You think there are only two species of humanoid: lizardfolk and meat."
												],
												[
													"5",
													"You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades."
												],
												[
													"6",
													"You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity."
												],
												[
													"7",
													"You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with."
												],
												[
													"8",
													"You enjoy eating your food while it's still wriggling."
												]
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Lizardfolk Speech",
									"entries": [
										"Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids.",
										"Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty.",
										"Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.",
										"Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, \"This wind brings cold\" rather than \"I feel cold.\" Lizardfolk tend to define things in terms of actions, rather than effects."
									]
								},
								{
									"type": "entries",
									"name": "Lizardfolk Names",
									"entries": [
										"Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as \"axe,\" a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means \"green\" to describe how she blends into the foliage.",
										"Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Lizardfolk Names:",
													"entry": "Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Lizardfolk.png"
					}
				}
			]
		},
		{
			"name": "Locathah",
			"source": "LR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Featured in {@adventure Ghosts of Saltmarsh|GoS}, these resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Locathah.png"
					}
				}
			]
		},
		{
			"name": "Loxodon",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors\u2014bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.",
								{
									"type": "entries",
									"name": "Lumbering Giants",
									"entries": [
										"Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads\u2014trunks, tusks, ears, and faces\u2014of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.",
										"Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel."
									]
								},
								{
									"type": "entries",
									"name": "Gifted Stoneworkers",
									"entries": [
										"Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild's magnificent, cathedral-like arboretum structures."
									]
								},
								{
									"type": "entries",
									"name": "Relentlessly Loyal",
									"entries": [
										"Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.",
										"Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.",
										"The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it\u2014everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group."
									]
								},
								{
									"type": "entries",
									"name": "Loxodon Names",
									"entries": [
										"A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool"
												}
											]
										},
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Loxodon",
			"source": "UARacesOfRavnica",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. Provoked to action, loxodons are holy terrors\u2014bellowing with rage, trumpeting and flapping their ears. Their still wisdom and their furious strength\u2014as well as their fierce loyalty and unwavering conviction\u2014are tremendous assets to their guilds.",
								{
									"type": "entries",
									"name": "Lumbering Giants",
									"entries": [
										"Loxodons tower above most other humanoids, standing over seven feet tall. They have the heads\u2014trunks, tusks, ears, and faces\u2014of elephants, and hulking humanoid bodies covered by thick, leathery skin. Their hands have four thick digits, and their feet are the flat, ovalshaped feet of elephants.",
										"Like that of an elephant, a loxodon's trunk is a useful appendage that supplements the hands. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects, and the two finger-like protrusions at the tip are capable of delicate manipulation. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel."
									]
								},
								{
									"type": "entries",
									"name": "Gifted Stoneworkers",
									"entries": [
										"Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift at stonework is so natural that they are often at a loss when it comes to imparting their knowledge to others. Among the Selesnya, it primarily falls to them to build the guild's magnificent cathedral-like arboretum structures."
									]
								},
								{
									"type": "entries",
									"name": "Relentlessly Loyal",
									"entries": [
										"Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some who stress the benefits of order have been known to join the Orzhov Syndicate or the Azorius Senate.",
										"Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, they devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.",
										"The primary difference among loxodons who join different guilds is their sense of the size of the communities they belong to. For loxodons in the Selesnya Conclave, the community is the world and all living beings in it, all valuable, all meant to live in harmony, and all interdependent. For Azorius loxodons, community primarily means the society of sentient races, who need law and order in order to function together. For those in the Orzhov Syndicate, community means the syndicate, with its interests taking priority over those of any other group."
									]
								},
								{
									"type": "entries",
									"name": "Loxodon Names",
									"entries": [
										"A loxodon's name includes overtones of sound, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most members of other races can't hear or distinguish these tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool"
												}
											]
										},
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Loxodon.png"
					}
				}
			]
		},
		{
			"name": "Merfolk (Zendikar)",
			"source": "PSZ",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race\u2014and the world\u2014far outweigh any ancient conflicts between creeds.",
						"Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.",
						{
							"type": "entries",
							"name": "Born of the Sea",
							"entries": [
								"Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.",
								"Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather."
							]
						}
					]
				}
			]
		},
		{
			"name": "Merfolk (Zendikar) (Cosi Creed)",
			"source": "PSZ",
			"_copy": {
				"name": "Merfolk (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Merfolk (Zendikar) (Emeria Creed)",
			"source": "PSZ",
			"_copy": {
				"name": "Merfolk (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Merfolk who followed Emeria's creed seek wisdom and truth in the Wind Realm, exploring the mystical forces\u2014rather than natural causes\u2014behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Merfolk (Zendikar) (Ula Creed)",
			"source": "PSZ",
			"_copy": {
				"name": "Merfolk (Zendikar)",
				"source": "PSZ",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Metallic Dragonborn",
			"source": "UA2021DraconicOptions",
			"entries": [
				"Dragonborn with metallic ancestry lay claim to the unflinching tenacity of the metallic dragons\u2014brass, bronze, copper, gold, and silver\u2014whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that cleanses and purifies."
			]
		},
		{
			"name": "Minotaur",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.",
								{
									"type": "entries",
									"name": "Horns and Hooves",
									"entries": [
										"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.",
										"Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way."
									]
								},
								{
									"type": "entries",
									"name": "Strength and Zeal",
									"entries": [
										"Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.",
										"Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes."
									]
								},
								{
									"type": "entries",
									"name": "Family and Guild",
									"entries": [
										"Minotaur legends describe a small pantheon of heroes\u2014perhaps they were once thought of as gods\u2014who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).",
										"Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would."
									]
								},
								{
									"type": "entries",
									"name": "Minotaur Names",
									"entries": [
										"The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem"
												}
											]
										},
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Minotaur.png"
					}
				}
			]
		},
		{
			"name": "Minotaur",
			"source": "MOT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.",
						{
							"type": "entries",
							"name": "Built to Survive",
							"entries": [
								"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.",
								"Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor."
							]
						},
						{
							"type": "entries",
							"name": "Ages of Darkness",
							"entries": [
								"Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Mogis's vile whims. Myths tell that Mogis created the first minotaurs from his own followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the future, not the past.",
								"While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with bloodthirsty minotaurs, they know there are those who forsake Mogis's depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander into their lands. Epics like {@i The} {@i Callapheia} also describe multiple heroic minotaurs. As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis.",
								"See {@book chapter 3|MOT|3|Phoberos and Skophos} for more details on Phoberos, the minotaur polis of Skophos, and various minotaur bands."
							]
						},
						{
							"type": "entries",
							"name": "Passion and Zeal",
							"entries": [
								"Minotaurs are known for venting their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. This zeal also extends to their faith. Those who have avoided the corrupting influence of Mogis gravitate toward the service of gods who share their bold nature, especially Erebos, Keranos, and Purphoros. Those who have rejected Mogis sometimes embrace his hated twin brother, Iroas."
							]
						},
						{
							"type": "entries",
							"name": "Minotaur Names",
							"entries": [
								"In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names, though, believing in their child's potential to light a new constellation in Nyx with the brightness of their own soul.",
								"The Minotaur Namesake table suggests possible qualities or deeds that a minotaur's namesake might have been known for. Your character might strive to emulate that quality or seek to forge a new legacy to be associated with your name by future generations.",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Female Names",
											"entry": "Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris"
										},
										{
											"type": "item",
											"name": "Male Names",
											"entry": "Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog"
										}
									]
								},
								{
									"type": "insetReadaloud",
									"entries": [
										"Myth of Mogis and the Minotaurs",
										"Some legends claim that Mogis created the minotaurs, transforming his most bloodthirsty followers so that their hulking bodies resembled his own. However, while the tales told in the labyrinth-polis of Skophos affirm that Mogis rewarded his most devoted followers, they assert that these followers were already minotaurs, and all Mogis did was exalt them to an honored status. Among minotaurs who worship Mogis, these heroes are revered as spiritual if not literal ancestors. The moral of this story is simply that Mogis is a god who rewards his faithful servants.",
										"Minotaurs who don't follow Mogis are quick to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs aren't destined to a life of slaughter because of the circumstances of their creation. Perhaps most importantly, minotaurs aren't an offshoot of humanity but a people in their own right, and neither their nature nor their destiny is tied to a single god."
									]
								},
								{
									"type": "table",
									"caption": "Minotaur namesake",
									"colLabels": [
										"d8",
										"Ancestor's Qualities"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"My namesake defeated a massive enemy."
										],
										[
											"2",
											"My namesake was known for fierce devotion to a god."
										],
										[
											"3",
											"My namesake was a respected leader of other warriors."
										],
										[
											"4",
											"My namesake ran the entire breadth of Phoberos in order to warn the minotaurs of an Akroan attack."
										],
										[
											"5",
											"My namesake was famous for great magical ability."
										],
										[
											"6",
											"My namesake was a hero's devoted companion."
										],
										[
											"7",
											"My namesake is remembered for incredible generosity."
										],
										[
											"8",
											"My namesake was a great oracle."
										]
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Minotaur.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Minotaur 2.png"
					}
				}
			]
		},
		{
			"name": "Orc",
			"source": "VGM",
			"monstrous": true,
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Orc.png"
					}
				}
			]
		},
		{
			"name": "Owlfolk",
			"source": "UA2021FolkOfTheFeywild",
			"entries": [
				"Distant kin of giant owls, owlfolk come in many shapes and sizes, from petite and fluffy to widewinged and majestic. Owlfolk have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.",
				"Because of their ancestral tie to the Feywild, owlfolk can innately see the magic of their surroundings. Like owls, owlfolk are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.",
				"Your owlfolk character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl."
			]
		},
		{
			"name": "Rabbitfolk",
			"source": "UA2021FolkOfTheFeywild",
			"entries": [
				"Bounding across the wilds, rabbitfolk from the Feywild embody a spirit of freedom and travel.",
				"Rabbitfolk are bipedal, with the characteristic long feet of the animal they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Rabbitfolk are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures."
			]
		},
		{
			"name": "Reborn",
			"source": "UA2021GothicLineages",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal fates, their ashen flesh, missing limbs, or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.",
						{
							"type": "entries",
							"name": "Faded Memories",
							"entries": [
								"Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.",
								"Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.",
								{
									"type": "table",
									"caption": "Lost Memories",
									"colLabels": [
										"d8",
										"Memory"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"You recall a physically painful moment. What mark or scar on your body does it relate to?"
										],
										[
											"2",
											"A memory causes you to shed a tear. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?"
										],
										[
											"3",
											"You recall a childhood memory. What about that event or who you were still influences you?"
										],
										[
											"4",
											"A memory brings with it the voice of someone once close to you. How do they advise you?"
										],
										[
											"5",
											"You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?"
										],
										[
											"6",
											"A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?"
										],
										[
											"7",
											"You faintly remember a place that couldn't possibly exist. What is this vision? How does it make you feel?"
										],
										[
											"8",
											"You experience a memory you're certain isn't your own. How does it seem unnatural? Could it be a glimpse of a past nightmare or something worse?"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Reborn Origins",
							"entries": [
								"Reborn might originate from circumstances similar to those of various undead or constructs. Roll on or choose an option from the Reborn Origins table to determine how your character gained their lineage.",
								{
									"type": "table",
									"caption": "Reborn Origins",
									"colLabels": [
										"d8",
										"Origins"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"You were magically resurrected but something went wrong."
										],
										[
											"2",
											"Stitches bind your body's mismatched pieces, and your memories come from multiple different lives."
										],
										[
											"3",
											"After clawing free from your grave, you realized you have no memories except for a single name."
										],
										[
											"4",
											"You were a necromancer's undead servant for years. One day, your consciousness returned."
										],
										[
											"5",
											"You awoke in an abandoned laboratory alongside complex designs for clockwork organs."
										],
										[
											"6",
											"You were released after being petrified for generations. Your memories have faded, though, and your body is not what it once was."
										],
										[
											"7",
											"Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs."
										],
										[
											"8",
											"In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Reborn",
			"source": "VRGR",
			"entries": [
				"Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.",
				{
					"type": "entries",
					"name": "Faded Memories",
					"entries": [
						"Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.",
						"Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.",
						{
							"type": "table",
							"caption": "Lost Memories",
							"colLabels": [
								"d6",
								"Memory"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You recall a physically painful moment. What mark or scar on your body does it relate to?"
								],
								[
									"2",
									"A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?"
								],
								[
									"3",
									"You recall a childhood memory. What about that event or who you were still influences you?"
								],
								[
									"4",
									"A memory brings with it the voice of someone once close to you. How do they advise you?"
								],
								[
									"5",
									"You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?"
								],
								[
									"6",
									"A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Reborn Origins",
					"entries": [
						"Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.",
						{
							"type": "table",
							"caption": "Reborn Origins",
							"colLabels": [
								"d8",
								"Origins"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You were magically resurrected, but something went wrong."
								],
								[
									"2",
									"Stitches bind your body's mismatched pieces, and your memories come from multiple different lives."
								],
								[
									"3",
									"After clawing free from your grave, you realized you have no memories except for a single name."
								],
								[
									"4",
									"You were a necromancer's undead servant for years. One day, your consciousness returned."
								],
								[
									"5",
									"You awoke in an abandoned laboratory alongside complex designs for clockwork organs."
								],
								[
									"6",
									"You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was."
								],
								[
									"7",
									"Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs."
								],
								[
									"8",
									"In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you."
								]
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/VRGR/Reborn.png"
					}
				}
			]
		},
		{
			"name": "Satyr",
			"source": "MOT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.",
						{
							"type": "entries",
							"name": "Born of the Wild",
							"entries": [
								"In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms."
							]
						},
						{
							"type": "entries",
							"name": "Embracing Life",
							"entries": [
								"Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See {@book chapter 3|MOT|3|Skola Vale} for more details on the satyr homeland, the Skola Vale."
							]
						},
						{
							"type": "entries",
							"name": "The Art of the Revel",
							"entries": [
								"The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and\u2014most importantly\u2014it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads."
							]
						},
						{
							"type": "entries",
							"name": "Very Odd Indeed",
							"entries": [
								"Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.",
								{
									"type": "insetReadaloud",
									"entries": [
										"Myth of Xenagos the Satyr God",
										"The satyr Xenagos savored his reputation for presiding over the most raucous revels his people had ever known. However, when fate led him to discover the nature of the gods and how they were beholden to mortals for their very existence, the whole order of the world felt like a joke\u2014one at his expense.",
										"With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short-lived. Heliod dispatched his champion, Elspeth, who faced many trials but ultimately killed the god-satyr by driving the spear, Godsend, through his heart.",
										"Many satyrs remember Xenagos as a satyr who lived life to the fullest and who played tricks that stirred up even the gods. Yet, he's also an example of how bitterness can turn a great trick nasty and how schemes that get out of hand aren't fun for anybody. What satyr wants the responsibility of being a god anyway?"
									]
								},
								{
									"type": "table",
									"caption": "Satyr Eccentricities",
									"colLabels": [
										"d8",
										"Characteristic"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets."
										],
										[
											"2",
											"There isn't a tree or statue that isn't fun to climb."
										],
										[
											"3",
											"Nothing wards off bad luck like a jolly dance."
										],
										[
											"4",
											"Sometimes talking to a plant really helps."
										],
										[
											"5",
											"If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe."
										],
										[
											"6",
											"I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly."
										],
										[
											"7",
											"Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem."
										],
										[
											"8",
											"If I have something really important to say, I always make sure to sing it."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Satyr Names",
							"entries": [
								"A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Female Names:",
											"entry": "Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi"
										},
										{
											"type": "item",
											"name": "Male Names:",
											"entry": "Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon"
										},
										{
											"type": "item",
											"name": "Nicknames:",
											"entry": "Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes"
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Satyr.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Satyr 2.png"
					}
				}
			]
		},
		{
			"name": "Shifter",
			"source": "ERLW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"
									],
									"by": "Don Bassingthwaite, {@i The Binding Stone}"
								},
								"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features\u2014a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",
								{
									"type": "entries",
									"name": "The Beast Within",
									"entries": [
										"Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.",
										"A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:",
										"{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.",
										"{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.",
										"{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.",
										"{@b Wildhunt} shifters are born from any creature that tracks its prey.",
										"While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."
									]
								},
								{
									"type": "entries",
									"name": "Similar and Diverse",
									"entries": [
										"Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.",
										"The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."
									]
								},
								{
									"type": "entries",
									"name": "The Journey Yet to Come",
									"entries": [
										"Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.",
										"Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."
									]
								},
								{
									"type": "entries",
									"name": "Shifter Names",
									"entries": [
										"Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.",
										"{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Shifter 001.png"
					}
				}
			]
		},
		{
			"name": "Shifter (Beasthide)",
			"source": "ERLW",
			"_copy": {
				"name": "Shifter",
				"source": "ERLW",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Shifter (Longtooth)",
			"source": "ERLW",
			"_copy": {
				"name": "Shifter",
				"source": "ERLW",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Shifter (Swiftstride)",
			"source": "ERLW",
			"_copy": {
				"name": "Shifter",
				"source": "ERLW",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Shifter (Wildhunt)",
			"source": "ERLW",
			"_copy": {
				"name": "Shifter",
				"source": "ERLW",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities."
									]
								}
							]
						}
					},
					"images": {
						"mode": "prependArr",
						"items": {
							"type": "image",
							"href": {
								"type": "internal",
								"path": "races/ERLW/Shifter (Wildhunt).png"
							}
						}
					}
				}
			}
		},
		{
			"name": "Simic Hybrid",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.",
								{
									"type": "entries",
									"name": "Extensive Adaptation",
									"entries": [
										"A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.",
										"Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy."
									]
								},
								{
									"type": "entries",
									"name": "Simic Hybrid Names",
									"entries": [
										"A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation\u2014a name chosen personally or by those who transformed them."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Simic Hybrid",
			"source": "UARacesOfRavnica",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.",
								{
									"type": "entries",
									"name": "Extensive Adaptation",
									"entries": [
										"Simic hybrids share many of the characteristics of their original race, including their basic physical form. Human hybrids are the most versatile, filling a variety of roles. Agile elf hybrids retain the ability to see in darkness, making them ideal as spies, scouts, and infiltrators. And vedalken hybrids possess the same calculating intellect as other vedalken, making them superior tacticians, strategists, and spellcasters.",
										"Hybrids' biological enhancements can change their appearance drastically. All hybrids possess some physical characteristics of animals, mostly aquatic and reptilian creatures. These include crab claws, squid tentacles, wings that look like mays or fins, translucent or camouflaged skin, or sharklike maws filled with sharp teeth.",
										"Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy."
									]
								},
								{
									"type": "entries",
									"name": "Hybrid Names",
									"entries": [
										"A hybrid usually bears the name given by their human, elf, or vedalken parents. But some hybrids assume a new name after their transformation, a name chosen by themselves or by those who transformed them."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Simic Hybrid.png"
					}
				}
			]
		},
		{
			"name": "Tabaxi",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.",
								{
									"type": "entries",
									"name": "Wandering Outcasts",
									"entries": [
										"Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.",
										"However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home."
									]
								},
								{
									"type": "entries",
									"name": "Barterers of Lore",
									"entries": [
										"Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.",
										"Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.",
										"Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use."
									]
								},
								{
									"type": "inset",
									"name": "The Cat Lord",
									"entries": [
										"The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain."
									]
								},
								{
									"type": "entries",
									"name": "Fleeting Fancies",
									"entries": [
										"Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.",
										"A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare."
									]
								},
								{
									"type": "entries",
									"name": "Tinkers and Minstrels",
									"entries": [
										"Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.",
										"These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.",
										"These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it."
									]
								},
								{
									"type": "entries",
									"name": "Tabaxi Names",
									"entries": [
										"Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.",
										"Clan names are usually based on a geographical feature located in or near the clan's territory.",
										"The following list of sample tabaxi names includes nicknames in parenthesis.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Tabaxi Names:",
													"entry": "Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)"
												},
												{
													"type": "item",
													"name": "Tabaxi Clans:",
													"entry": "Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain"
												}
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Tabaxi Personality",
									"entries": [
										"A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.",
										"The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.",
										{
											"type": "table",
											"caption": "Tabaxi Obsessions",
											"colLabels": [
												"d8",
												"My curiosity is currently fixed on..."
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"A god or planar entity"
												],
												[
													"2",
													"A monster"
												],
												[
													"3",
													"A lost civilization"
												],
												[
													"4",
													"A wizard's secrets"
												],
												[
													"5",
													"A mundane item"
												],
												[
													"6",
													"A magic item"
												],
												[
													"7",
													"A location"
												],
												[
													"8",
													"A legend or tale"
												]
											]
										},
										{
											"type": "table",
											"caption": "Tabaxi Quirks",
											"colLabels": [
												"d10",
												"Quirk"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You miss your tropical home and complain endlessly about the freezing weather, even in summer."
												],
												[
													"2",
													"You never wear the same outfit twice, unless you absolutely must."
												],
												[
													"3",
													"You have a minor phobia of water and hate getting wet."
												],
												[
													"4",
													"Your tail always betrays your inner thoughts."
												],
												[
													"5",
													"You purr loudly when you are happy."
												],
												[
													"6",
													"You keep a small ball of yarn in your hand, which you constantly fidget with."
												],
												[
													"7",
													"You are always in debt, since you spend your gold on lavish parties and gifts for friends."
												],
												[
													"8",
													"When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you."
												],
												[
													"9",
													"You are a font of random trivia from the lore and stories you have discovered."
												],
												[
													"10",
													"You can't help but pocket interesting objects you come across."
												]
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Tabaxi in the Forgotten Realms",
									"entries": [
										"In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of Maztica are known for their isolation, and until recently they never ventured from their homeland. The tabaxi say little of why that has changed, though rumors persist of strange happenings in that distant land."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Tabaxi.png"
					}
				}
			]
		},
		{
			"name": "Tiefling",
			"source": "PHB",
			"uncommon": true,
			"entries": [
				{
					"type": "section",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",
								{
									"type": "entries",
									"name": "Infernal Bloodline",
									"entries": [
										"Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."
									]
								},
								{
									"type": "entries",
									"name": "Self-Reliant and Suspicious",
									"entries": [
										"Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.",
										"Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."
									]
								},
								{
									"type": "entries",
									"name": "Tiefling Names",
									"entries": [
										"Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Infernal Names:",
													"entry": "Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"
												},
												{
													"type": "item",
													"name": "Female Infernal Names:",
													"entry": "Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"
												},
												{
													"type": "item",
													"name": "Virtue Names:",
													"entry": "Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"
												}
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Mutual Mistrust",
									"entries": [
										"People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Tiefling.png"
					}
				}
			]
		},
		{
			"name": "Tiefling (Asmodeus)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Baalzebul)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Dispater)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Fierna)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A master manipulator, Fierna grants tieflings tied to her forceful personalities."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Glasya)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Levistus)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Mammon)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Mephistopheles)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Variant)",
			"source": "SCAG",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"images": {
						"mode": "prependArr",
						"items": {
							"type": "image",
							"href": {
								"type": "internal",
								"path": "races/Feral Tiefling.png"
							}
						}
					}
				}
			}
		},
		{
			"name": "Tiefling (Zariel)",
			"source": "MTF",
			"_copy": {
				"name": "Tiefling",
				"source": "PHB",
				"_mod": {
					"entries": {
						"mode": "prependArr",
						"items": {
							"type": "section",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle."
									]
								}
							]
						}
					}
				}
			}
		},
		{
			"name": "Tortle",
			"source": "TTP",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"I caught a big fish.",
										"Now I search for a good friend",
										"To share my lunch with."
									],
									"by": "Tortle haiku"
								},
								"What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.",
								{
									"type": "entries",
									"name": "Life of a Tortle",
									"entries": [
										"A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.",
										"A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.",
										"When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own."
									]
								},
								{
									"type": "entries",
									"name": "Beliefs",
									"entries": [
										"Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.",
										"Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these \"eyes\" are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.",
										"Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous."
									]
								},
								{
									"type": "entries",
									"name": "Adventurers at Heart",
									"entries": [
										"Tortles have a saying: \"We wear our homes on our backs.\" The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.",
										"Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.",
										"Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.",
										"Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.",
										"Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view."
									]
								},
								{
									"type": "entries",
									"name": "Tortle Names",
									"entries": [
										"Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.",
										"Tortles don't have surnames or family names.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male and Female Names:",
													"entry": "Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Tortle.png"
					}
				}
			]
		},
		{
			"name": "Triton",
			"source": "MOT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the \"dryfolk\" of the surface world will never know. While most live their entire lives beneath the sea, they're not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own.",
						{
							"type": "entries",
							"name": "Born of the Sea",
							"entries": [
								"Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run.",
								"Well suited to life in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found on land."
							]
						},
						{
							"type": "entries",
							"name": "Land and Sea",
							"entries": [
								"For centuries, dryfolk have fished the seas of Theros and have used the sea's surface as a means of travel. Many tritons interpret this as an intrusion into their domains. As a result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal supplies from coastal travelers, or raid dryfolk poleis for riches.",
								"Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some places, like the polis of Meletis, whole triton communities flourish among dryfolk neighbors. See {@book chapter 3|MOT|3|Meletis} for more details on the tritons of Meletis and the Siren Sea."
							]
						},
						{
							"type": "entries",
							"name": "Hand of Thassa",
							"entries": [
								"While tritons pay respects to many gods, they tend to revere Thassa, god of the sea, above all other deities. Her devotees see her as the primary god of the pantheon, believing she will bring their people to ascendancy over the monsters of the sea and the poleis of the land."
							]
						},
						{
							"type": "entries",
							"name": "Depths of Curiosity",
							"entries": [
								"Many tritons are intrigued by surface culture. The curious among them venture into sunken ruins and shipwrecks, sifting through the debris for whatever grabs their attention. Often these tritons develop collections of a specific kind of object or lore, trading with one another as they develop a sort of expertise in their field. Some tritons approach investigations of the dryfolk with scientific rigor. Such scholars often hold theories to go along with their collections, hypotheses many are eager to test upon meeting new dryfolk.",
								{
									"type": "insetReadaloud",
									"entries": [
										"Myth of Dalakos and the Kraken",
										"Dalakos considered himself a triton like any other\u2014curious, quick-minded, maybe even blessed with exceptional cleverness by the gods. But he was unfocused and easily distracted, his potential scattered like seeds on stone. It wasn't until a kraken rose from the ocean's deepest depths and began a rampage that threatened Dalakos's community that he was forced to focus. As the beast drew closer, Dalakos sought ways to turn the monstrosity from its path. He worked day and night, but ultimately his plans failed. All that Dalakos knew was destroyed, obliterated by the might of the kraken.",
										"Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton crafted a miraculous device, one that ultimately laid low the kraken and saved the town. Today, Dalakos resides inside the kraken's shell, where he works day and night, his heart broken, but his mind forever focused on bringing his gifts to life."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Triton Names",
							"entries": [
								"A triton's name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own choosing. Some opt to keep their name, but the majority select one that represents the adult they've become. Tritons might even go on to choose yet other names, as they shift from one phase of life to another, or after significant life events. Leaving a home community or transitioning to live among dryfolk might constitute such life changes. Tritons also have a fluid concept of gender and might switch names freely as they shift gender identities.",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Female Names:",
											"entry": "Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra"
										},
										{
											"type": "item",
											"name": "Male Names:",
											"entry": "Bysseus, Cetos, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios"
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Triton.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/MOT/Triton 2.png"
					}
				}
			]
		},
		{
			"name": "Triton",
			"source": "VGM",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.",
								{
									"type": "entries",
									"name": "Aquatic Crusaders",
									"entries": [
										"Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.",
										"The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.",
										"Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.",
										"With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them."
									]
								},
								{
									"type": "entries",
									"name": "Haughty Nobles",
									"entries": [
										"As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.",
										"This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.",
										"Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors."
									]
								},
								{
									"type": "entries",
									"name": "Staunch Champions",
									"entries": [
										"Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.",
										"Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.",
										"At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight."
									]
								},
								{
									"type": "entries",
									"name": "Strangers to the Surface",
									"entries": [
										"Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.",
										"Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.",
										"At its worst, a triton's arrogance compounds the tendency for the triton not to understand the ways of the surface world.",
										"It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk."
									]
								},
								{
									"type": "entries",
									"name": "Triton Personality",
									"entries": [
										"Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.",
										{
											"type": "table",
											"caption": "Triton Quirks",
											"colLabels": [
												"d6",
												"Quirk"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You phrase requests as orders that you expect to be obeyed."
												],
												[
													"2",
													"You are quick to boast of the greatness of your civilization."
												],
												[
													"3",
													"You learned an antiquated version of Common and drop \"thee\" and \"thou\" into your speech."
												],
												[
													"4",
													"You assume that people are telling you the truth about local customs and expectations."
												],
												[
													"5",
													"The surface world is a wondrous place, and you catalog all its details in a journal."
												],
												[
													"6",
													"You mistakenly assume that surface folk know about and are impressed by your people's history."
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Triton Names",
									"entries": [
										"Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a \"th\" to the end of the protectorate's name.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Female Triton Names:",
													"entry": "Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn"
												},
												{
													"type": "item",
													"name": "Male Triton Names:",
													"entry": "Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis"
												},
												{
													"type": "item",
													"name": "Triton Surnames:",
													"entry": "Ahlorsath, Pumanath, Vuuvaxath"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Triton.png"
					}
				}
			]
		},
		{
			"name": "Vampire (Zendikar)",
			"source": "PSZ",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures\u2014an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.",
						"Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.",
						{
							"type": "entries",
							"name": "Between the Living and the Dead",
							"entries": [
								"The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.",
								"Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them."
							]
						}
					]
				}
			]
		},
		{
			"name": "Vedalken",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.",
								"Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.",
								{
									"type": "entries",
									"name": "Cool Rationality",
									"entries": [
										"Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them.",
										"To members of other races, vedalken often seem cold, even emotionless. That assessment isn't fair\u2014they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction."
									]
								},
								{
									"type": "entries",
									"name": "Reasoning toward Perfection",
									"entries": [
										"Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.",
										"Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws."
									]
								},
								{
									"type": "entries",
									"name": "Vedalken Names",
									"entries": [
										"Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz"
												}
											]
										},
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Vedalken",
			"source": "UARacesOfRavnica",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Nothing is perfect\u2014vedalken believe this and rejoice in it. Every imperfection is a chance for improvement, whether it's in law or in science, and progress is an endless march toward a state of perfection that might never be reached. This leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.",
								{
									"type": "entries",
									"name": "Cool Rationality",
									"entries": [
										"Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat.",
										"As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn't fair\u2014they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction."
									]
								},
								{
									"type": "entries",
									"name": "Reasoning toward Perfection",
									"entries": [
										"Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences.",
										"Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws."
									]
								},
								{
									"type": "entries",
									"name": "Vedalken Names",
									"entries": [
										"Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Male Names:",
													"entry": "Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz"
												}
											]
										},
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Female Names:",
													"entry": "Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Vedalken.png"
					}
				}
			]
		},
		{
			"name": "Verdan",
			"source": "AI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.",
								{
									"type": "quote",
									"entries": [
										"Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?"
									],
									"by": "K'thriss Drow'b"
								},
								{
									"type": "entries",
									"name": "Created by Chaos",
									"entries": [
										"When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy\u2014but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.",
										"When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world."
									]
								},
								{
									"type": "inset",
									"name": "That-Which-Endures",
									"entries": [
										"That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy\u2014the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it."
									]
								},
								{
									"type": "entries",
									"name": "Ongoing Mutations",
									"entries": [
										"Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.",
										"At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.",
										"Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender."
									]
								},
								{
									"type": "entries",
									"name": "Cultural Chameleons",
									"entries": [
										"The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.",
										"Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.",
										"Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress\u2014especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance."
									]
								},
								{
									"type": "entries",
									"name": "Wide-Eyed and Curious",
									"entries": [
										"Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not."
									]
								},
								{
									"type": "entries",
									"name": "Verdan Names",
									"entries": [
										"The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes\u2014or, indeed, whenever the mood strikes them.",
										"Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Verdan Names:",
													"entry": "Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee"
												}
											]
										}
									]
								},
								{
									"type": "inset",
									"name": "Underlying Improvements",
									"entries": [
										"When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Verdan.png"
					},
					"title": "Varieties of Adult Verdan"
				}
			]
		},
		{
			"name": "Viashino",
			"source": "UARacesOfRavnica",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Many reptiles derive their body warmth and energy from the sun, but the humanoid viashino are fueled by an inner fire of zeal. Open with their emotions, viashino can be hot-tempered, but they are also quick to their hissing laughter. And they easily form close bonds of friendship. They are fierce warriors and passionate advocates for their guilds and causes.",
								{
									"type": "entries",
									"name": "Scaled Skin and Tail Blades",
									"entries": [
										"Viashino resemble humanoid lizards covered in green, scaled skin and spiky protrusions. Their heads jut forward from their slender necks and bear huge mouths full of sharp teeth. Long, whiplike tails extend from their spines, lashing behind them\u2014faster and faster as they grow more agitated. Their tails are tipped with bony blades they can use as weapons."
									]
								},
								{
									"type": "entries",
									"name": "Fervent and Fiery",
									"entries": [
										"Viashino are fiercely emotional and often violent, and their wizards and sorcerers favor fire spells that reflect their inner fire. They are most common among the Gruul Clans, especially the Slizt clan. Occasionally they put their zealous fire to use in the service of higher ideals, joining the Boros Legion. Other viashino instead pursue careers in the Izzet League, where they find a special role wielding Izzet-designed flamespewing scorchbringers.",
										"Like fire itself, viashino are quick to leap from one situation to another, and they are frequently destructive in the process. They enjoy brawling and often cause more injury than intended, thanks to their teeth and bladed tails. They're also easily distracted, jumping from one idea to another in an instant. Likewise, they're easily bored, and if nothing captures their attention, they'll do something interesting."
									]
								},
								{
									"type": "entries",
									"name": "Viashino Names",
									"entries": [
										"Viashino accept, collect, and discard names freely, choosing names that fit their current sense of self or whim. Sometimes they'll string two or more names together, because they like the sound or because all the names feel meaningful and relevant at the time. As a result, members of other races often have a hard time keeping track of a viashino's name.",
										{
											"type": "list",
											"style": "list-hang-notitle",
											"items": [
												{
													"type": "item",
													"name": "Viashino Names:",
													"entry": "Aun, Bay, Bassisk, Cresh, Din, Essek, Fiksh, Gyan, Hsiska, Illati, Izka, Kyri, Liszik, Maush, Nyoser, Ossanash, Shekess, Skellek, Szil, Tenk, Tzia, Villi, Wyoryn, Yom, Ztash"
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Warforged",
			"source": "ERLW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"\"Pierce was built by design, while you were built by accident,\" Lakashtai said. \"The soul is what matters, not the shape of the vessel.\"",
										"\"What makes you think he has a soul?\" Gerrion said",
										"\"What makes you think you do?\""
									],
									"skipMarks": true,
									"by": "Keith Baker, {@i The Shattered Land}"
								},
								"The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.",
								{
									"type": "entries",
									"name": "Living Steel and Stone",
									"entries": [
										"Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.",
										"Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the {@skill Medicine} skill all provide the same benefits to warforged that they do to other humanoids."
									]
								},
								{
									"type": "entries",
									"name": "Warforged Personality",
									"entries": [
										"The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.",
										"The typical warforged shows little emotion. Many warforged embrace a concrete purpose\u2014such as protecting allies, completing a contract, or exploring a land\u2014and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.",
										"The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.",
										"The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating."
									]
								},
								{
									"type": "entries",
									"name": "Quirks",
									"entries": [
										"Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.",
										{
											"type": "table",
											"caption": "Warforged Quirks",
											"colLabels": [
												"d8",
												"Quirk"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"You analyze\u2014out loud\u2014the potential threat posed by every creature you meet."
												],
												[
													"2",
													"You often misread emotional cues."
												],
												[
													"3",
													"You are fiercely protective of your friends."
												],
												[
													"4",
													"You try to apply wartime discipline to every situation."
												],
												[
													"5",
													"You don't know how to filter your feelings and are prone to dramatic emotional outbursts."
												],
												[
													"6",
													"You don't understand clothing beyond its utility and assume it denotes a person's function."
												],
												[
													"7",
													"You are obsessed with your appearance and constantly polish and buff yourself."
												],
												[
													"8",
													"War is the only thing that makes sense to you, and you're always looking for a fight."
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Warforged Names",
									"entries": [
										"Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.",
										"{@b Warforged Names}: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall"
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Warforged.png"
					}
				},
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/ERLW/Warforged 001.png"
					}
				}
			]
		},
		{
			"name": "Yuan-ti Pureblood",
			"source": "VGM",
			"monstrous": true,
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "races/Yuan-ti Pureblood.png"
					}
				}
			]
		}
	],
	"raceFluffMeta": {
		"uncommon": {
			"name": "Uncommon Races",
			"type": "inset",
			"entries": [
				"This race, and those listed below, are uncommon. They don't exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans. In the cosmopolitan cities of the D&D multiverse, most people hardly look twice at members of even the most exotic races. But the small towns and villages that dot the countryside are different. The common folk aren't accustomed to seeing members of these races, and they react accordingly.",
				{
					"type": "entries",
					"name": "Dragonborn",
					"entries": [
						"It's easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear."
					]
				},
				{
					"type": "entries",
					"name": "Gnome",
					"entries": [
						"Gnomes don't look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful."
					]
				},
				{
					"type": "entries",
					"name": "Half-Elf",
					"entries": [
						"Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger's arrival is followed by gossip behind the half-elf's back and stolen glances across the common room, rather than any confrontation or open curiosity."
					]
				},
				{
					"type": "entries",
					"name": "Half-Orc",
					"entries": [
						"It's usually safe to assume that a half-orc is belligerent and quick to anger, so people watch themselves around an unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out of a tavern, assuming a fight will break out soon."
					]
				},
				{
					"type": "entries",
					"name": "Tiefling",
					"entries": [
						"Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter."
					]
				}
			]
		},
		"monstrous": {
			"name": "Monstrous Adventurers",
			"type": "section",
			"entries": [
				"In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.",
				{
					"type": "entries",
					"name": "Why a Monstrous Character?",
					"entries": [
						"Creating characters as creatures normally cast as villains offers up some interesting roleplaying possibilities. Whether played for comedy, as a tragic story of betrayal and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following three questions."
					]
				},
				{
					"type": "entries",
					"name": "Rare or Mundane?",
					"entries": [
						"Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The role these races play in your setting should determine the kinds of reactions that such characters meet.",
						"Don't be afraid to push things to an extreme. An orc character might have to venture into town in disguise or remain in the wilderness, for fear of imprisonment or mob violence. Be sure to talk to the group about how such characters can expect the world to treat them. Some players like the challenge of taking on an outcast, but don't set up one expectation and deliver another.",
						"You can establish a monstrous creature as just another culture in your campaign, one that has alliances and rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them for your campaign. Use them as a starting point for your own ideas."
					]
				},
				{
					"type": "entries",
					"name": "Outcast or Ambassador?",
					"entries": [
						"Consider how a monstrous character's native culture views the character. Is the character an outcast, a spy, an ambassador, or something else? Work with the player to determine how the character ended up as an adventurer.",
						"The character's bond is a great starting point to consider for this question. How did the bond drive the character to adventure? The character's trait, flaw, and ideal can also play a role in fleshing out the story."
					]
				},
				{
					"type": "entries",
					"name": "Friends or Enemies?",
					"entries": [
						"Figure out what special ties the character has to other members of the adventuring party. An orc warlock might be the dwarf ranger's sworn enemy, but the two are forced to work together to defeat a mutual foe. Perhaps the kobold sorcerer was the tiefling wizard's familiar, transformed by an irate archmage in return for some petty insult. The hobgoblin paladin might have been human once, but crossed the wrong hag and was cursed to take on an evil guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign.",
						"The Monstrous Origin table gives a number of ideas for adding a monstrous character to the campaign.",
						{
							"type": "table",
							"colLabels": [
								"d8",
								"Origin"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You are a spy sent to undermine your enemies from within."
								],
								[
									"2",
									"You are the victim of a curse or polymorph spell."
								],
								[
									"3",
									"You were raised by humans, elves, or dwarves and have adopted their culture."
								],
								[
									"4",
									"At a young age, you adopted a human religion and now serve it faithfully."
								],
								[
									"5",
									"You received divine insight that sent you on your path, and occasionally receive new visions that guide you."
								],
								[
									"6",
									"Your sworn enemy is an ally of your people, forcing you to leave your tribe to gain vengeance."
								],
								[
									"7",
									"An evil entity corrupted your people's society."
								],
								[
									"8",
									"An injury or strange event caused you to lose all memory of your past, but occasional flashes of it return to you."
								]
							]
						}
					]
				}
			]
		}
	}
}
