Mothfolk
  1. Races

Mothfolk

Fey

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Its said if you speak a story to a moth and ask for a story back you may summon a flight of moon dancers. When the moon is full, a billow of fog, a sandstorm, a blizzard, or even heavy rain will roll across the land. From out of the effect you'll hear a quiet beating. A thumping of the heart. Some say they hear violin others tambourines, sometimes flute. You'll see heads and bits of polished metal flash in the light. Then out of the mist you recognize the moth folk. Many of them dancing in the air rattling tambourines or playing other instruments. A few dancing to the rhythm covered in rattling beads and any with larger instruments walking the ground. Lastly of the troupe you'll see a group of moths with a singular moth carrying a large scroll the size of a log. They dance, sing, and play instruments to then settle after their performance to share a story with the people around a campfire.

Of the moon dancers there are two kinds of moth. There is the Dannsa Moths which tend to make up the bulk of any troupe. They are the dancers, musicians, and performers who sing the knowledge to any willing to listen. The other ones are the Cuimhe moths. They are the ones who remember. They listen to stories and tell stories. Often when encountered it's in small groups with a scroll bearer who writes everything he hears into the scroll. Average Height of the Dannsa is about 4' to 5'  and the Cuimhne 5' to 6'. Average Weight tends to be about 120 for the Dannsa 120 and for the Cuimhne 160.

Colorful and alien

Dannsa moths stand about 4 to 5 feet tall while the Cuimhe are average 5 to 6. Moth features can often range, but they will always have wings, varying in size, but usually reaching past their arm span. The wings can vary in color in pattern from bright greens, vibrant saturated colors, all the way to simple pastels and soft grayscale. They will often have a soft fur that can appear in patches, completely covered or nowhere at all. The fur is most commonly on their arms, wings, and head. Additionally, they'll commonly have large bulbous insectoid eyes of a moth as well as soft feather-like antennae that extend from the forehead. Lastly, they will always have an extra set of arms, for a total of four. Most of the human-like parts of the Mothfolk will match the patterns of their moth features. For example, Bright Green Wings and fur will result in hair that is green. Larger Wings tend to lead to the Mothfolk being taller. Currently, its not well known how long they live for. The oldest known moth folk to ever live in the material realm was 75 years old before it disappeared into the mist. When it left it didn't seem to have any issues with age. The wild tribes of the moon elves, based on sparse testimony, said the oldest known to live was 761.


Tribal nomads

Mothfolks are organized into nomadic clans that wander the fey wilds led by a silk mother. Each tribe tends to share a common lineage and body pattern. Often the clans end up quite unique from each other in the group of instruments they play, the stories they know, and how they look. All clans ultimately answer to the Grand Silk Mother and the grand cocoon. The grand cocoon is a grand collection of all the collected memories of many a clan saved and archived. Many clans make pilgrimages every century. They do have some villages and a home city, but do to the nature of the fey wilds. The Silk Queen with her power only maintains one large city and some farms. 

Clan life is often means living in one place only for the night, every moth carrying their own weight and are trained at birth on their clans style of fighting. Every moth is expected to contribute to the clan with either music, story, or flesh. Due to this each clan tends to have their own unique rites of passage and favored weapons.

As it's a rare sight to see a moth clan, it's rarer a sight to see a moth folk on their own, but it hasn't been unheard of. Many take a pilgrimage to the outside world to sharpen their performance or learn new stories without any kind of summons. Often after such pilgrimage they will take what they have learned back to their clan.

Mothfolk Names


Dennasi will usually have a name resembling a tool or instrument they use in their performance or based on actions of said performance. Their second name is their clan name.

Dennasi names: tambourine-who-flutters, fiddler-on-the-roof, Wind-dancer.

Cuimhne names: One-who-writ, He-that-bellows, Soft-speaker, Many-Tongues

Mothfolk Traits

Ability Score Increase. 
You can increase any ability score by 2 and any other score by 1.

Age. Adult at 50, up to around 800 years old.

Size. Medium

Speed. 30 ft.

Languages.
You can speak, read, and write Common and sylvan

Racial Beliefs (Alignment). 
Generally most mothfolk are chaotic in nature lending to an individualistic society based on free expression, but their tribes can typically override their natures with tribal traditions.

Moth wings. 
You have base flying speed of 30 feet. While you are encumbered, your fly speed is 15. While overencumbered, you do not have a fly speed

Superior Low-Light Vision. 
Can see in Low-Light as it were bright light

Extra Arms.
You have four arms, which you can use normally. You can interact with a second object or environmental feature for free on your turn. If you make an attack with a two-handed or loading weapon, you cannot benefit from a shield until the start of your next turn, even if another feature allows you to ignore these properties.

Subrace. When you make your mothfolk you have to pick one of two subraces.

  • Dannsa Moon Dancer. Your moon dancer training provides you with proficiency in the performance skill and one musical instrument.
  • Dannsa Magic. You know the Audibility cantrip. When you reach 3rd level, you can cast Charm person once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

      or

  • Cuimhne Storyteller. You've heard stories from many cultures and learned to tell the tales. You learn one extra language of your choosing spoken by a creature that originates in the prime material plane or the fey wilds. You gain proficiency in the insight skill.
  • Cuimhne Magic. You know the message cantrip. When you reach 3rd level, you can cast Comprehend Languages once without material components, and it recharges after a long rest. The spell cannot be ritual cast. Wisdom is your spellcasting ability for these spells.