In the previous text, we touched on the fundamental races and established certain themes for each race from both lore and mechanical perspective. We aimed for subraces to revolve around these themes as much as possible, even as they differentiated. Additionally, some subraces were deliberately designed to deviate from these central themes. Needless to say, each race would have a default, widely known subrace.

One topic we actively avoided was having a subrace excel at arcane spells simply because it received an intelligence bonus or being exceptionally stealthy due to a dexterity bonus. Although some subraces for certain races adhered to these patterns, we managed to steer clear of them for the most part.

Bugbear themes included adept stealth, physical prowess, and laziness. All subraces, at their core, excelled in these aspects or deviated significantly from them. For goblins, themes centered around cowardice, cunning, and being more resilient survivors than they appeared. Hobgoblins delved into war and discipline, while orcs explored themes of savagery and extreme devotion to gods.

Taking a quick glance, all bugbear subraces were inherently lazy. However, the Moose and Mammoth tribes were even lazier, while the Wolverine tribe was an industrious subrace with no inclination toward laziness. All goblins were generally cowardly, but the Jackass goblins were audacious and fearless enough to make other races envious. Despite all hobgoblins being disciplined, Tribal hobgoblins would be exceptionally chaotic. While all orcs were religious fanatics, Faithless orcs stood out as one of the most distant brutal race types from the gods. Similar considerations applied to other themes for each race.

Concerning ability modifier-related subraces:

  • Strength bonus subraces: Wolverine tribe Bugbears, incredibly wild and fierce warriors. Beefy Goblins, medium-sized bullies with certain combat training distinct from others. Castellan Hobgoblins were highly tactical and disciplined warriors. Pureblood Orcs, the default subrace and excessively fanatic zealots.
  • Dexterity bonus subraces: Vulture tribe Bugbears, hit-and-run expert hunters. Wily Goblins, cowardly and sly but a populous community. Tribal Hobgoblins, are chaotic and extremely aggressive archers. Sanctuary Orcs, benevolent and nature-aligned rangers.
  • Constitution bonus subraces: Moose tribe Bugbears, extremely lazy yet nearly large-sized, robust beings. Jackass Goblins are surprisingly resilient and adventurous daredevils. Grunt Hobgoblins, skilled foot soldiers in armor production and usage. Thunderborn Orcs are not inherently malevolent but wild barbarians engaged with elemental powers.
  • Intelligence bonus subraces: Serpent tribe Bugbears, skillful shadow users, and dark seedlings. Snakefoot Goblins, are particularly resourceful individuals highly adept in cities and crowded places. Sellsword Hobgoblins, mercenaries easily integrating with other races, specializing in various combat types. Golden Orcs, a people lost for millennia, were freed from captivity and excellent in the production of magical equipment.
  • Wisdom bonus subraces: Lupine tribe Bugbears, possessing appearances and skills more reminiscent of fey creatures. Eerie Goblins are endowed with telekinetic abilities that enhance their physical agility. Nomad Hobgoblins, are a special type with a unique culture and family structure. Faithless Orcs, faithless prophets with strange cognitive abilities.
  • Charisma bonus subraces: Mammoth tribe Bugbears, socially adaptive beings living in civilized places or among different races. Muzzler Goblins, masters in breeding and training various animals. Worldly Hobgoblins, excellent traders, and, if they choose, knights. Branded Orcs, possessing traits of different races and being a less orcish breed.

As seen, races that were expected to share similar characteristics were made profoundly distinct from each other. In achieving this, they managed to avoid the most classical features associated with the relevant ability modifiers.

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