Mole People
Dnd Mole People Race
Overview
Mole People are small, subterranean mammalian humanoids who thrive beneath the surface of the world. They live off earthworms, grubs, and other underground creatures. Their bodies are compact and cylindrical, covered in dark fur ranging from deep gray to pitch black. With short tails, powerful digging claws, and a keen sense of smell and touch, they navigate the darkness of their tunnels with ease.
Their eyesight is poor, but underground, sight matters little; they perceive the vibrations and scents of the world far better than most surface dwellers could imagine.
Society and Settlements
Mole People construct vast networks of tunnels, chambers, and even underground cities. These burrowed civilizations are carved out entirely by their own claws, forming intricate mazes of earthen homes, markets, and halls.
They rarely venture to the surface, preferring the comfort of their dimly lit burrows. The surface folk, whom they call Sunshiners, are often viewed with suspicion. Mole People particularly distrust Dwarves, Humans, and Dogfolk, as those races frequently dig for ores and treasure, sometimes disturbing or even collapsing Mole settlements in the process.
Relations with Other Races
Although many Mole People harbor resentment toward the Sunshiners, not all share this view. Some choose to leave their subterranean homes to explore the surface world. These wanderers are often considered outcasts or even traitors by their kin, for to live under the sun is, in the eyes of many Mole People, to abandon one’s heritage.
Leadership and the Deep Kingdom
Deep beneath the Red Iron Hills lies the greatest of all Mole cities, ruled by the enigmatic Deep King, who calls himself Mole Man (real name Harvey Rupert Elder). He claims dominion over the Mole People and often involves himself in surface politics, though few take him seriously.
Despite his efforts to establish peace between surface and subterranean folk, his pleas to halt excessive mining go largely ignored. The Deep King continues to fight for the safety of his people, though his words often fall on deaf ears.
Personality and Adventurers
Mole People adventurers are rare but driven. Those who leave their tunnels do so out of curiosity, exile, or a desire to bridge the gap between the dark below and the light above. They are loyal, practical, and instinctively cautious, but once they trust someone, that bond runs as deep as the earth itself.
Stats
- Ability Score Improvements: You gain a +1 to your intelligence score and +1 to your wisdom score
- Size: You are small, usually ranging amund 3 to 4 feet tall. You are also quite stout
- Speed: You have a walking speed of 25 feet, and burrowing speed of 10 feet in soft soil or sand.
- Sunlight sensitivity: in the sunlight or other bright light, your senses are dazzled and you struggle to engage with your surroundings Dexterity related skill checks, saving throws and perception checks all have disadvantage
- Blindsight: You have blindsight of 10 feet around you thanks to your sensitive nose and affinity for vibrations
- Dirt Architect: You have advantage on survival checks when tunneling, analyzing substrate, or otherwise creating dirt structures
- Languages: Your character can speak, read, and write. Common, Mol and one other language that you want.
