12 Homebrew Races Revealed for yOur Benefit

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#1

ThatOtherGuy

Dec 20, 2014 7:56:29

Hullo all! I've finished the first draft of the races for my homebrew campaign. I'm sharing them with you all for two and a half reasons:

 

1: To refine the mechanical implementations of the concepts present, and to polish the wordings and writeups of the abilities so they are accurate, streamlined, and potentially less wordy in some cases.

 

2: To provide these races to the community so they can use them in their own campaigns as they see are inspired to do so.

 

.5: To showcase and preview the homebrew world I've been making for a long while and get potential feedback on the elements revealed.

 

Notes: These races might not be exremely balanced as they are against the PHB races, because these are their first drafts, and also because I designed them in mind to be balanced against each other moreso than the PHB set races, as these are the only playable races set inside of this world.

 

I will provide more lore on the races and the context of the world as there is interest; this post is already oh so long I don't want to clutter it up any more than it has to be. 

 

Thanks in advance for even reading all of this. Feel free to use anything you like as a springboard for any of your campaigns, or to just use them as is. I still want to test and refine each of them though.

 

In one sentence, these Yaevre went to war against their father and made races to worship them out of rebellion, and as a curse all of the Yaevre born races are pit against each other in racial religious wars.

 

Here they are!

 

Yaevre Borne: The playable Yaevre born races are the Gray Elves, the White Elves, the Ennim, the Khime Sebak, the Golems, the Homunculi, the Hudorians, and Humans. These races were made by the passions of the Yaevre. They have a more natural propensity towards the divine power begotten to them by their creator Yaevre, and usually deal in Divine magics.

 

Guardian Races: The playable Guardian Races are Dwarves, Goblins, and Centaurs. These races were born out of the chaotic slayings of the Avehr, and do not have the propensity to understand the things of the Yaevre. These Guardians were imbued to protect the lands they were charged with, and the teeming raw power their lands possess make the Guardians instinctual and usually oblivious adepts of Arcane magics.

 

Villainous Options: The Yaevre Borne races Thriv, Orc, and Ghelbanfolk are playable, but in most ages are known to be much more aggressive towards other Yaevre Borne races than any others. In certain ages, they are not treated as Villainous Options, but in most they are seen as a common enemy of many tribes due to their proactive antagonism. However, while this is the case for each populous, it may not be the case of each individual. These three races have been known to work with others in different times and ages of Czarn, and at DM discretion may be used as an available playable race.

 

Gray Elves

 

Gray Elves are born of the seed of their goddess Yaevre Homahlek mixed with the steel and rock of the great mountains. They guard and protect with rigid process the legendary Scroll of History. Their culture is perfected and unmerciful.

 

Ability Score Increase:  Your Dexterity score increases by 2, and your Constitution, Intelligence, and Wisdom scores all increase by 1.

Age: Gray Elves mature around their 17th Gorb cycle, and will remain strong until around one and a half century of cycles.

Alignment: Ruthless and efficient creatures of knowledge, most Gray Elves are lawful. They must keep to strict regulations to survive in their harsh homelands, and to keep safe the keepsake of their goddess Yaevre: The Scroll of History itself.

Size: Gray Elves stand about 6 and a half feet to 7 and a half feet tall on average, with solid toned figures.

Speed: Your base walking speed is 30 feet.

Darkvision: The Gray were made with unmatched efficiency in all ways, including vision. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Insight of the Goddess: You can use this trait once to gain advantage on an Initiative check roll. You regain the ability to do so after a long rest.

Gray Hide: Your robust design and blessed nature makes you more resistant to dangers. You can use this trait once to gain advantage on a saving throw. You regain the ability to do so after a short rest.

Knower of Deep Truths: You gain proficiency in the Insight skill.

Gray Elven Proficiency: You gain proficiency with any weapon with the word "Gray" in it's name.

Languages: You can speak, read and write in Gray Elven.

 

White Elves

 

The children of two twin Yaevre's passion; these elves are as immortal infants; made of the stuff of gods, but bound to them like babes to milk. They have a unique natural bond with the gods, the winds, the guardians, and the lands. They are known as the Holy Children.

 

Ability Score Increase: Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age: White elves mature physically in 5 Gorb cycles, but mature in thought in about 100 cycles. They are immortal as long as they are in the presence of their Yaevre parents.

Alignment: Being a communal and compassionate race, the White are on average Good. However, many hunters and pilgrims tend to be more Chaotic.

Size: White Elves stand at about 5 and a half feet tall with frail frames. Your size is Medium.

Speed: Fleet of foot and commander of wispy frame, the White are swift. Your base walking speed is 35 feet.

Watch of the Wood: You gain proficiency in the Perception, Handle Animal and Nature skills.

Yaevre Flesh: At the end of every short or long rest, you gain temporary hit points equal to your Wisdom modifier. These last until your next short or long rest.

And the Winds Followed With Them: You know the True Strike cantrip. At 3rd level, you can cast Feather Fall as a spell once per day. At 5th level, you can cast either the Gust of Wind or Blur spell once per day. Wisdom is the spellcasting ability for these spells.

Languages: You can speak, read and write in White Elven.

 

Ennim

 

This race born of narcissism and pride emulates all they were made from. The tallest of all created kins, they have a twisted bestial past. They bear several monstrous features from their mixed lineages, and are known as both an agricultural and slaver race. Their blood is made of water and when it freezes the Ennim become mindless and demonized wretches.

 

Ability Score Increase: +2 Con

Age: Ennim mature around their 45th Gorb cycle, and live up to around 2 centuries of cycles.

Alignment: Familial and feudal in nature, Ennim are beings of simple mind, but proud presence. They are often more chaotic than other races, but are very relational.

Size: Ennim are renowned for being the tallest of the Yaevre borne. They stand on a median of about 11 feet tall, but many Ennim who reach up to even 16 or more feet in height have been recorded in the histories. Your size is large.

Speed: Your base walking speed is 30 feet.

Nearsighted: Ennim, while strong, bear all of the shortcomings of their creator Yaevre. You have disadvantage to Wisdom saves.

Legendary Girth: Because your size is Large, you deal an extra 1d4 on all of your attacks. You can also use this trait once to gain advantage on a Strength check, and once again on a Strength save . You cannot use this trait again until you have had a short or long rest.

Languages: You can speak, read, and write in Ennish.

Subraces: When he was created, the patriarch of the Ennim was given four wives. Cohru, made of a buffalo, Jesti, made of a lioness, Sahr, made of a jackal, and Herla, made of a roc. Each Ennim traces their lineage to one of these matrons primarily, although many Ennim have mixed monstrous features. Choose one subrace. The demographics of each matronage are as such: Cohruvmic 45%, Jestvmic 25%, Sahrvmic 25%, Herlavmic 5%.

 

  • Cohruvmic

 

Ability Score Increase: Your Strength score increases by 1.

Fortitude of the Buffalo: You have advantage on Constitution saves.

 

  • Jestvmic

 

Ability Score Increase: Your Wisdom score increases by 1.

Will of the Lion: You can use this trait once to gain advantage on a Wisdom save, instead of the normal disadvantage you would have due to the Nearsighted trait. You regain use of this trait after a short or long rest.

 

  • Sahrvmic

 

Ability Score Increase:  Your Dexterity score increases by 1.

Cunning of the Jackal: You have advantage on Dexterity saves.

 

  • Herlavmic

 

Ability Score Increase:  Your Charisma score increases by 1.

Secrets of the Roc: You know the cantrip Thaumaturgy. At 3rd level, you can cast the Hex spell once per day. Charisma is the spellcasting ability for this spell.

Prescience of Excellence: Herlavmic Ennim are deep-seated in a lineage of secret magicks, and are quick of mind. You have advantage on Charisma saves, and also do not suffer the effects of the Nearsighted Ennim racial trait.

Vulnerable: You are vulnerable to cold damage.

 

Thriv

 

Born out of the freshly cut off hand and foot of their vengeful goddess Yaevre; these Thriv are the living curse of vengeance upon the human race. They have 6 eyes, 3 hearts, a mouth full of wicked teeth, and fingers longer than a man's hand. Their skin is granite black and they are hairless and asexual.

 

Ability Score Increase: Your Constitution score increases by 2.

Age: The thriv mature by their tenth cycle physically, and continue to mature psychologically for their next ten cycles. They will thrive until the third quarter of their second century usually. However, those who pursue the dark arts of the Heart of Remorse can continue to survive for many long centuries of Gorb cycles.

Alignment: Thrivan society is completely dependent upon and based upon humans; their bodies are commodities, and their eyes are used in religious sacrifices to their bitter goddess. Their natural bent is usually evil.

Size: The Thriv are a spindly framed race, standing no higher than 5 feet tall. Your size is Medium.

Speed: Your base walking speed is 35 feet.

Darkvision: The Thriv were designed out of a curse of vengeance, and were crafted for the express reason to hunt and kill humans. They are adepts in darkness.  You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Stealthy: You gain proficiency in the Stealth skill.

Thrivan Weapon Proficiencies: You gain proficiency with the Heavy Flail, Spiked Chain, and any weapon that has the words "Thriv" or "Thrivan" in the name.

Languages: You can speak, read and write Thrivan.

Subraces: Thriv have three hearts, each of which are attuned to a different completely opposing emotion: Vengeance, Empathy, and Remorse. A Thriv will find themselves more attuned to one heart than another, and will often choose to follow that one, to find peace amidst the clamor of their schizophrenic nature. These hearts have evolved into pillars of Thrivan society and schools of thought.  Choose one subrace.

 

  • Vengeant

 

Ability Score Increase: Your Dexterity score increases by 1.

Hate of Lelbressa: You deal 2 extra damage against humans.

Trained for Murder: You can also use this trait once to make a free stealth check, even if you would not be able to do so normally due to conditions. If you are in conditions of dim light or darkness, you gain advantage on this free stealth check. You regain to use this ability after a long rest.

 

  • Remorse

 

Ability Score Increase: Your Intelligence score increases by 1.

Necromantic Prowess: The DCs for any necromancy spells you cast are increased by 1 due to your vile heritage.

The Art of Remorse: You know the Chill Touch cantrip. At 5th level, you can cast the Ray of Enfeeblement spell once a day. Intelligence is the spellcasting abilities for these spells.

 

  • Empathy

 

Ability Score Increase: Your Charisma score increases by 1.

Empathic Magic: You know the Blade Ward cantrip. At 3rd level, you can cast False Life two times a day. Charisma is the spellcasting ability for these spells.

Embolder of Kin: you can use this trait once to change the range of a spell from Self to Touch. You regain the ability to do so after a short rest.

 

Khime Sebak

 

Known as the Forsaken to those who still think they exist, this primal race is comprised of only the most fearsome and beautiful features. They have three heads, one of man, one of lion, one of serpent, and bear powerful wings. They are covered in feathers and furs, and the ends of their fingers and toes are powerful talons. They are commanded by their humble goddess to give mercy to those meek, even in spite of their apex position among all in the world. They are forsaken because they were made as an act by their goddess to please her husband in the rebellion, and because of her rebellion, he forsook her and these angels she made.

 

Ability Score Increase: Your Dexterity score increases by 2.

Age: Khime Sebak mature around their 60th Gorb cycle, and are known to be eternal creatures.

Alignment: Khime Sebak on average are a good natured kin; while bearing the nature of apex predators, they are devoted to ideals of mercy and discretion.

Size: Khime Sebak stand around a median of 7 feet tall, barring wings. Their frames are fearsome and majestic. Your size is Medium.

Speed: Your base walking speed is 30 feet. Your base flight speed is 30 feet.

Darkvision: Seeing with six eyes bred for only the most valorous hunt, Khime Sebak have no difficulty in darkness. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Chimeric Maws: You have three heads; one of Alsoph, one of a lion, and one of a dragon. The dragon and lion head are fearsome. You gain two bite attacks, each being 1d4 slashing attacks. They count as Unarmed Strikes. When used with Two Weapon Fighting, you still add your damage modifier to the damage roll, but only if you attacked using both heads on your turn. You are proficient with these attacks. At 6th level, the damage dice for these attacks become 1d6. At 11th level, they become 1d8.

Eternal Witness: Khime Sebak are immune to effects of magical aging.

Wild Things: Khime Sebak are proficient in Stealth and Survival skills.

Languages: You can read, speak and write in Khime Sebak.

Subraces: Among the Khime, there are those who excel in the hunt, and those who flourish in their spirituality. Choose one subrace; these are Savage and Magnificent beasts.

 

  • Savage

Predator's Blades: You gain two claw attacks. They deal 1d3 slashing damage, and count as Unarmed Strikes. When used with Two Weapon Fighting, you still add your damage modifier to the damage roll if your other attack was either a bite or claw attack. You cannot use a claw attack with your hand when you are wielding anything in that hand. You are proficient with these attacks. At 6th level, the damage dice for these attacks become 1d4. At 11th level, they become 1d6.

Multi-Attack: At your 10th level, you can use your bite and claw attacks as a multi-attack. You can make 3 attacks in any combination, using each appendage once. At 15th level, you can attack with all four of your attacks. This does not stack with Extra Attack.

Pride of the Beast: You have disadvantage on all attacks whenever wielding forged or manufactured weapons.

 

  • Magnificent

Ability Score Increase: Your Wisdom and your Charisma scores increase by 1.

Angelic Countenance: You have proficiency in the Persuasion skill.

Camouflage: You can cast the Invisibility spell upon yourself once a day.

 

Golems

 

Wrought of wood and stone, these philosophers give themselves to greater pursuits than race wars. They find themselves compassionate towards the human race who has lost their way for so long. They are a race of constant innovation and invention. 

 

Ability Score Increase: Your Intelligence score increases by 2.

Age: Golems are born mature, although they continue to grow in mind and root until death. They will remain for about 3 centuries of cycles.

Alignment: Golem society is very virtuous and ascetic, while very advanced and progressive. They are mostly lawful good.

Size: Standing around 5-6 feet tall, and weighing in at at least 300 pounds, Golems are heavy, even when ornate and articulated with filigree. Your size is medium.

Speed: Your base walking speed is 25 feet.

Skin of Heskrath: Golems are hulking bodies made of root and stone. They do not wear clothes. You have a base armor class of 13+ your Dexterity modifier. Due to their articulate, varied and unique forms, they cannot don the metal forged armors made by hands.

Machine of the Lands: Golems do not have the weak flesh of other races, and are much less susceptible to the dangers of those of blood and bone. You gain advantage to saves vs. Poison, Polymorph, Paralysis, Sleep and Stunning.

Veins of Root: Golems' inner systems are made of living vines, roots, and foliage. They are vulnerable to fire damage.

Languages: You can read, speak, and write Zikzarran.

Subraces: Golems adhere to one of several schools of philosophical and metaphysical thought. This is influenced by their lineage, and also their individual ideas. They adhere to either the schools of the Verdant Heart, or the Progressive Heart. The Verdant Heart is staunch on ideals about conservation and harmony with the ground from which Zikzar was founded, while the Progressive Heart seeks to find the limits of the unique potential of the physiology of the Golem race and society, and often leans towards military pursuits.

 

  • Verdant

 

Ability Score Increase: Your Wisdom score increases by 1.

Wildtender: You know the Druidcraft and Mending cantrips. At 5th level, you can cast the Meld Into Stone or Plant Growth spell once per day. Wisdom is the spellcasting ability for these spells.

 

  • Hardened

 

Ability Score Increase: Your Constitution score increases by 1.

Advanced Bulwark: Your body is more shielded by the stone of your carapace than other Golems. Your base armor class increases by +2.

Warrior Auxiliary Augmentation: You gain a hand augmentation. Choose any Simple One handed weapon. One of your hands of choice becomes an appendage in this shape, made of stone. It functions exactly as the weapon would normally, except you cannot drop it, it cannot be disarmed, and it also counts as an unarmed strike for you. You are proficient with this weapon.


Homunculi

 

Helpers to the Golems, the Homunculi are small lizardlike folk with one large eye and almost absurdly large ears. Although grotesque, they are usually a kind people, rabid with a thirst for knowledge that none but themselves will ever fully understand or have compassion for. They are usually found perched on the shoulders of Golems, inside of the Zikzarran libraries, or spelunking for secrets.

 

Ability Score Increase: Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age: Homunculi never truly mature, but are born at a certain plateau of readiness in both mind and body. They will live for about one century of Gorb cycles.

Alignment: Being objective and rabid scientists, Homunculi regard everything through a lense of research and experiment, and are usually neutral.

Size: Homunculi stand at a squat 3 and a half feet, with rotund reptilian figures. Your size is small.

Speed: Your base walking speed is 25 feet.

Inherent Arcanum: Homunculi are very adept at magical knacks and tricks. You know the Prestidigitation cantrip. At tenth level, regardless of your class, you can learn another cantrip from the Wizard spell list.

Research Mania: You gain proficiency in the Arcana skill, and any one skill of your choice. Choose one sub-field inside of that skills' realm of use. Whenever you make a check in that sub-field, you add double your proficiency bonus to the roll.

Knower of Obscurities: You can use this trait to cast the Identify spell once. Intelligence is the spellcasting ability for this spell. You cannot use this ability again until you have taken a short or long rest.

Languages: You can speak, read, and write in both Zikzar and Homunc Tongue.

 

Hudorians

 

Made from the mourning throes of the first Elf, these aquatic simians live in complete harmony with the massive guardians surrounding them. They are nothing without their tell-tale song of mourning their creator Yaevre's father, and are renowned for their ability to use song to inspire Yaevre and their born kinds, and charm guardians with their music.

 

Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.

Age: Hudorians will mature around 25 cycles, and will last for a little longer than a century of cycles.

Alignment: Hudorians emphasize harmony with the seas they were born into, and with the beasts they live among. Generally they are a lawful good as a society.

Size: Hudorians stand tall at a staunch 6 feet, built proud and lean. Your size is Medium.

Speed: Your base walking speed is 30 feet. You also have a Swim speed of 30 feet.

Singers of the Deep: You gain proficiency in the Performance and Swim skills. Furthermore, you can always replace a Handle Animal check with a Performance skill check.

Maestro of Beasts: You can cast the Animal Friendship spell once using this trait, with your character level as your caster level. Charisma is the spellcasting ability for this spell. You cannot use this trait again until you have taken a short or long rest.

Simian Tactics: Hudorians have feet which are as articulated as their hands, and are very mobile warriors. They have advantage on any saves made to resist grapple attempts.

Weapon Proficiency: You gain proficiency with all double-sided weapons, and any weapon with "Hudorian" in its name.

Languages: You can speak, sing, read and write in the Song of Benshir Hudor.

 

Orcs

 

Made without soul, Orcs are the embodiment of joyless envy. They take what joy they can in ripping apart all who bear souls alive, and savoring each bite. When anointed by their dark Yaevre, they can summon down comets from the skies at will, and divine secrets no man should ever know from the flickerings of the stars. They were the first race to discover and implement sailing.

 

Ability Score Increase: Your Strength score increases by 3, and your Constitution and Intelligence scores increase by 1.

Age: Orcs reach maturity around 12 Gorb cycles, and will remain full of life until about a full century of cycles, assuming they’ve not been killed by another Orc before then.

Alignment: As a society built upon radical devotion and worship of cruel dark gods, Orcs are known for their savage interactions. Generally, they are chaotic and evil in nature.

Size: Orcs stand usually around 6 and a half feet tall, with muscled frames which are perfectly suited for war and torture. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Orcs are masters of watching the stars and divining their fell secrets. Their eyes were made to scan the night sky. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Menacing: You gain proficiency in the Intimidation skill .

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Weapon Proficiencies: You are proficient with the Greataxe and the Halberd.

Languages: You can speak, read and write Orcish.

 

Ghelbanfolk

 

Made from the wims of the trickster Yaevre Rahn Behn, these goats were given his own eye, and its ability to charm, seduce and manipulate those who give heed to its gaze. These Ghelbanfolk live off of the dwarf kingdoms they can subjugate with their inherent magics, and live in potent secrecy of the rulership of underground kingdoms all across the world.

 

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

Age: Ghelbanfolk reach physical maturity around their second Gorb cycle, and reach peak psychological maturity around 15 cycles. They will remain strong in will for about 4 centuries of cycles.

Alignment: Ghelbanfolk society is drowned in discretion, manipulation and secrecy. They are known as the nobilities and royalties of any guardian race they control. Due to the stresses and needs of their societies' archetypes, they are usually lawful.

Size: Ghelbanfolk usually stand on all fours, but when only on two, they stand almost at 4 feet. They are stout and chubby creatures. Your size is small.

Speed: Your base walking speed is 25 feet.

Truesight: Ghelbanfolk were gifted with the Third Eye of Rahn Behn. This gives them the ability to enchant those unawares, and see things others could not, as they have the eye of a Yaevre. You can see in normal and magical darkness in a range up to 60 feet, and have advantage on Perception checks to identify Illusions.

Tongue of the Goat: You have proficiency in the Bluff and Persuasion skills.

The Third Eye of Rahn Behn: At 3rd level, you can cast the Charm Person or Animal Friendship spell once per day. Charisma is the spellcasting ability for these spells. At fifth level, you can use this trait once to give the target of one of your enchantment spells disadvantage on their saving throw. You regain the ability to do so after a long rest.

Hooves for Hands: You cannot wield any manufactured tools with your hands. You may do so with your teeth.

Languages: You can speak and read Behnish and Dwarven. Because Ghelbans have hooves for hands, they cannot write on their own.

 

Humans

  • Same as PHB

 

 

Guardian Races: The playable Guardian Races are Dwarves, Goblins, and Centaurs. These races were born out of the chaotic slayings of the Avehr, and do not have the propensity to understand the things of the Yaevre. These Guardians were imbued to protect the lands they were charged with, and the teeming raw power their lands possess make the Guardians instinctual and usually oblivious adepts of Arcane magics.

 

Dwarves

  • Same as PHB


Goblins

 

Ability Score Increase: Your Dexterity score increases by 2.

Age: Goblins will mature around their second Gorb, and live on until they are about 50 cycles old.

Alignment: Goblins are a chaotic people.

Size: Your size is Small.

Speed: You have a speed of 30 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Stealthy: You have proficiency in the Stealth skill.

Biter: You have a natural bite attack of 1d4 damage. It counts as your unarmed strike, and you are proficient in it.

Ancient Hatred: You deal 2 extra damage against Dwarves.

Languages: You can speak, read and write in Dwarven.

Subraces: Over the ages, some goblins have become integrated into more civilizes societies, while others have never left their caves, after millennia of generations. Choose one subrace.

 

  • Cave

 

Ability Score Increase: Your Constitution score increases by 1.

Feral: You gain proficiency in the Survival and Intimidation skills.

Kidnapper: You add twice your proficiency bonus on Stealth checks against those whose size are larger than yours.

 

  • Civil

 

Ability Score Increase: Your Wisdom score increases by 1.

Refined: You gain proficiency in the Persuasion and Insight skills.

Immigrant: You can speak, read and write in a language of your choice.

 

Centaurs

 

Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age: Centaur mature around 35 cycles, and will live a bit longer than 2 centuries of Gorb cycles.

Alignment: Good.

Size: Your size is Large.

Speed: You have the speed of a stallion. Your base walking speed is 50 feet.

Mute: You cannot speak. If you cast spells with verbal components, they are treated as if you cast them using the Subtle Spell Sorcerer Metamagic Class Feature.

Stallion Strength: Your attacks deal 1d4 extra damage due to your large size.

Languages: Centaurs can read and write in Cen and Dwarven.