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- Adamant Isles - Whether a Brass dragonborn, a prisoner that has escaped, or a trader that spends most of their time going to and from the Adamant Isles, there is a presence to you that is unmistakable. You also have much easier access to adamant than almost anyone else. If you would start with metal armour from your race or background, that armour is made of adamant. You also gain proficiency in Intimidation. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Artolia - Your experience in the north causes you to tire slowly, so slowly that you seem to others to be unstoppable. Your maximum exhaustion is eight instead of six. You are also very used to the massive fauna that inhabit Artolia. If you would attempt to harvest materials from a creature, you always successfully harvest at least one item. You also gain proficiency in Animal Handling. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Bamboo Isles - The seafaring cultures of the Silver and Gold dragonborn, and especially the Keita tieflings has taught you almost all you need to know about how to travel the ways of Gateway. You gain a swim speed equal to your movement speed. You also gain proficiency in all Vehicles and Athletics. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Bowl Region - The wide variety of peoples, places, and animals in the Bowl region has always been an area of study and interest both before the contact with the Eastern Continents and especially after. Even if you were not directly involved in the study, it has shaped your early life. If you would roll a skill check using Intelligence about a natural phenomenon, you always gain one piece of relevant information. You also gain proficiency in Nature. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Dallmoor - Thanks to the great crafters, artisans, and innovators of your country and the influence they wield, you grew up learning and studying how to use tools from a young age. Whenever you make an ability check using Artisan tools add half your proficiency bonus to the check in addition to whatever other bonuses you have. You also gain proficiency in Technology. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Deinos - Tools are a luxury (or a liability) you can't always afford in the crime filled streets of Illyria. So you've learned to make do with what you can scrounge up. You can make any check that would normally require tools without tools, though you roll with disadvantage. In addition, you don't suffer disadvantage from using improvised tools. You also gain proficiency in Stealth. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Hadano - Conscription is rule of law in Hadano, and though your training might be long behind you, you've fought in the field before and like all your countrymen, you're hard to keep down. When you are dying you may act normally, but you still gain exhaustion as per normal. You gain proficiency in Medicine, and once during an eight hour rest you may roll a Medicine check to reduce exhaustion in one character by one stage (DC 20). If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Hook Region - Deep in the rainforest of the Hook Region, your home is one of tradition, secrets, and harmony with the world. It is not for those unfamiliar with it to know its ways and means. You gain the following spells, even if you would not normally be able to cast spells: Druidcraft, Speak with Animals, and Speak with Plants. You may cast Speak with Animals and Speak with Plants once per long rest for free. You also gain proficiency in Deception. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Kimura - The jungles of your homeland are dangerous, but also full of what seem to others strange delicacies. You can and have eaten almost everything your country has to offer, whether by choice or necessity. Even things that weren't always intended to be food. You can immediately identify ingredients in everything you eat, including poison. In addition your constitution means you can survive on nearly anything organic, and do not suffer from ingested poison or from diseases. You also gain proficiency in Survival. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Maisica - The northern polar region of Gateway is home to only the most hardy of individuals. Whether you’re in the Freeholds, a member of one of the Goliath tribes, or living in one of the gnome communities under the earth, you live your life on the edge of survival. Keeping one ear to the ground and one eye on the horizon. You have a +2 to initiative, and if combat starts and you are not surprised you get a turn before the first round. This turn can not be used to make hostile acts. You also gain proficiency in Perception. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Meran - No matter how fierce the opposition. Whether it is an outside force, a creature of the desert, weather, or rough terrain, you press ever onward. Working in the Halls of Vol or assisting those who do to hone your craft; letting the world know of your capabilities. Your movement is not reduced by difficult terrain or poor weather unless the weather would prevent all travel. In addition if you are affected by a fear or charm effect you may gain 2 levels of exhaustion to instead succeed on the save. You also gain proficiency in Sleight of Hand. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Pelion - The largest and greatest city of the Imperial Age sits within your country, and though the vast majority of Dulra remains as untouched as it has for millennia, artefacts have made their way out. Through countless trial and error and experience, you've been taught to quickly determine magical properties. At a glance, you can tell if an item is magical, and with a touch, know details about a magical item's abilities. You may also attune to an item as a full round action, though only once per long rest. You also gain proficiency in History. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Portalis - You're far more used to magic than most in the world, and because of that you have some small control over it. Whenever you roll die or dice to determine a magical effect you roll twice the number and choose from among them. In addition, when you would deal elemental damage, you may modify the spell, item,or effect to deal a different type of elemental damage. This change only lasts for one minute, and you may only do this once per long rest. You also gain proficiency in Arcana. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Rakar - You've either spent time in the adventuring schools of Rakar, or grew up with those who did. You’re used to competition, whether verbal or physical, and are quite adept to bandaging yourself quickly on the fly. It might leave you with a lot of small scars, but you take each one as a lesson learned. When you roll hit dice to regain hitpoints, add your proficiency to the total. You also gain proficiency in Persuasion. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Skull Region - The coldest part of Veritas, and perhaps the least accessible, those that call the area their home rely on each other more than almost any other culture on Gateway. It’s this teamwork that has let the White dragonborn to survey and understand some of the oldest ruins on Veritas. Instead of requiring you to use your action to Help an ally in combat, you may instead use a bonus action instead. You also gain proficiency in Investigation. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Themis - Whether you’re from the more secular north and west, or the more religious south and east, Themans are known for negotiation, compromise, and honesty. People who would normally be neutral to you are instead friendly, and when you would make a Deception or Persuasion skill check to try and acquire a piece of information, you will always gain one piece of relevant information. You also gain proficiency in Religion. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- The Shield - Though the days of open warfare on the Shield are long in the past, the rituals of competition and rivalry remain between those who inhabit the island. You’ve seen and taken place in enough of them to know how to rally yourself and your allies. As an action, you can attempt to boost the spirit of those within 30ft who can see or hear you. You and those allies can immediately roll a number of hit dice up to your proficiency modifier to gain that much temporary hit points. These temporary hit points only last for one minute, and you can only do this once per long rest. You also gain proficiency in Performance. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- The Sunlight Veil - A region of stunning beauty, the Sunlight Veil is almost just as dangerous. Between the constant mist and fog that gives the region its name and the low atolls and barely submerged rocks those that live here have to be very sure of their footing. Or at least be able to get back to their feet quickly. If a spell or effect would cause you to fall prone or force you to move, you have advantage on the saving throw. In addition, you roll with advantage on any skill check to cross difficult terrain and can stand from prone using only 5ft of movement. You also gain proficiency in Acrobatics. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
- Winds’ Home - The crossroads of the world. Winds’ Home doesn’t have its own distinct culture so much as pulling from all other cultures both in Veritas and the East. These contradictory, and sometimes incompatible, mixes cause just as many brand new ideas as they do brawls in the street. When you assist someone with a skill check that uses Intelligence, Wisdom, or Charisma you may also have them gain a bonus to that roll equal to your proficiency modifier. The same is true if you are assisted by another person. You also gain proficiency in Insight. If you would gain proficiency in this skill from your race or background, gain Expertise instead.
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