Humans
Humans are the most common race found in Avalonia alongside the Kin folk, Elves and Dwarves. Their appearance varies in shades of pale to tan skin tones with various hair colors. Being one of the weaker races, what they lack in raw strength or power, they make up for in resilience. Humans can be found in almost every corner of Avalonia and living countries, and it is commonly believed that they originated from Titenus.
Special Note: There is a rarity that can occur where if a parent conceives a child under the influence of a love spell or potion, the child's skin will be an unnatural color - ranging from blue, to green, to red.
The Two Types of Humans
Mundane Humans
Non-MagicalNon-magically gifted humans who are not able to naturally pull at the weave of magic in order to cast spells without some sort of magical focus or pulling from another source.
How They Cast: A Mundane would be able to cast using the magic from an existing source - for example, pulling magic out of fire in order to cast fireballs while using a specially made wand or weapon.
Source Requirements: The magic must be equal to what they are pulling from. Light pulling from sunlight, shadows from shadows, fire from existing flames, and so on.
Looms
Magically Gifted HumansLooms are magically gifted humans who do not need to pull magic from something else in order to cast. Instead, they are able to pull directly from the weave of magic itself.
Unlike Mundane humans, Looms can cast spells without requiring an external magical source or special focus items - the Symphony answers their call directly, allowing them to shape magic from the weave according to their will.
Elves
There is a wide range of elves that can be found in almost every realm, world and country. Every subspecies of elves can trace their origins back to the first Elves - the Light Elves and Dark Elves, made in the image of Nyx, mimicking her image of being half of light and half of dark. Some subspecies have gone on to become full races in their own right, such as the Twili, however each of them still have the basic characteristics of pointy ears, lean builds, and lack of facial hair.
Common Ability Across All Elves
Advantage Against Being Charmed: All elves have an innate resistance to charm effects, making them able to spot lies and acts of deceit more easily than other races.
Light Elves & Subspecies
From the kingdoms of the golden ages. Light Elves appear with pale or yellowed skin, with blonde or white hair, and solid colored eyes that are yellow. They are able to conjure hard beams of light magic and cast small orbs of light to allow them to see in the Umbre.
Weakness: Shadow magic and dark magic.
Rare Status: Their world, for currently unknown reasons, has been closed off to the rest of the worlds in the multiverse. The Light Elves are commonly believed to be extinct due to them closing off their Way Portal for unknown reasons.
However, recently there have been sightings from time to time of Light Elves being seen. These sightings are confirmed.
From the mountains of dawn. Sun Elves worship the sun and its light to the point of fanaticism, seeing shadow, moon, or darker connected forms of magic as a plague on the world.
Appearance: They appear with either yellow, white, red, or orange hair, pale white or a light tan skin. The most noticeable marking is that they will cover their bodies with sun-related imagery. They derive their powers from sun-infused magical fires.
Abilities
- Solar Rays: A defensive attack that causes temporary blindness in a 15ft radius around the caster.
- Solar Blast: An attack that will burn their enemies in close combat with a hot fiery blast.
Weaknesses: Shadow and dark magic. However, they are especially weak to moon magic above all others.
For those who wish to see the cosmic wonders in the worlds above, the children of the stars are calling you. The Star Elves are one of the most mystical out of all the elves, being closely linked to the stars they are some of the most rare but hauntingly beautiful of the elven subspecies.
Appearance: Tall in height even for elf standards, their skin takes on a more pink to light magenta hue. Hair color is normally black with white streaks or solid white. The most noticeable feature however is their eyes - being solid black with twinkling white spots resembling the night sky itself.
Found in the country of Ambrosia. Desert Elves are a hardy race being able to withstand extreme temperatures of heat.
Appearance: Most notably recognized by their bright red hair and tan skin. Their eyes can be an array of colors, but commonly purple, green, brown, yellow, and blue.
Age: Reaching adulthood at the age of 26 and growing as old as 1,000 to 2,000 years of age.
Character Creation: Two Types of Desert Elves
Tribal Desert Elf
You are very far from home. But you will never forget your home, your family, your people. You trust in your skills of survival, tracking, and foraging in order to gain what you and your family needs to survive. But now, out here, you know you will do whatever it takes to reach your goal and show them what it means to be a desert elf.
City Desert Elf (Carcosa)
The Braza, the smell of smoke and spices. Your home is known simply as Carcosa. The black star keeping the city from falling to the unbridled heat hangs overhead. The beautiful glint of the sun against the lake of Hali. The hot sun against the stone makes the city look like a beautiful mirage out of the desert sands - but these beauties come at a high price, and that price is your life. These lands are harsh if you do not know how to survive. Stealing, tricks, or other means to get by. Maybe you come from a noble family or maybe a street rat on the run. Either way, the city is still the same. It is your home.
High Elves are some of the most common elves found in almost all the realms except for the Fae realms and the Realm of the Abyss. Their place of origin is unknown, however this seems to be more due to the age of the race and society as a whole and not a lack of record.
Believed to be one of the oldest races next to the Sylvan Elves and the Moon Elves, giving them both an air of superiority over other races. They are known most for their grace, intelligence, and magical abilities. Most of some of the famous aether and magic tech inventors are High Elves.
Appearance: Seen with very pale skin with slight yellow undertones. Their eye colors can be a variety of shades across the whole color spectrum. Their build is similar to tall slim humans.
Sylvan Elves are very similar to the High Elves however they are commonly found in the Fae realm, forests, and also select parts of the Abyss. Unlike the High Elves, they seem to be a bit more disconnected from society and social norms, giving them an air of mystery to themselves.
Appearance: Sylvan Elves appear very gaunt with exaggerated features. They are much taller than High Elves, having little to no color in their skin. Their hair matches this colorless theme, and their eyes are either a piercing blue or red.
Dark Elves & Subspecies
From the far realms of Gloomveil. Dark Elves have ashen grey skin to even a shade that is similar to obsidian. Their hair is like black coral or as dark as a moonless night.
Abilities: They are able to manipulate darkness into physical tangible form, along with having impeccable darkvision.
Weakness: Weak to any form of light and celestial magic. Even long periods of exposure to natural light can become uncomfortable or irritating to them.
Rare Status: Their world, for currently unknown reasons, has been closed off to the rest of the worlds in the multiverse. Due to Dark Elves being an unrevealed people, few to none have ever been seen.
Only as of late have they become more widely known.
The underground cities and territories of the Drow are mostly off-limits or restricted to outsiders. This was a choice made by the high houses, due to putting very little trust in anything that is not Drow. As one of, if not the most volatile and unpredictable subspecies of the Dark Elves, Drow culture is built on tenacity, ambition, self-reliance, independence, and ferocity. With being driven by a strive for power always, might makes right in Drow society.
Appearance: At a shorter stature than most elves, with silver to white hair and their piercing cool red eyes.
Magic: Drow lost their primary connection to dark and shadow magic a good few millennia ago. Chaos magic is their most commonly used magic. Most Drow are, or are at least familiar with, the worship of the Abyssal lords.
Weakness: Order and celestial magic.
Social Note: Besides all this, Drow are known for being pleasantly polite and respectful when outside of their territories. Some Drow have fully defected from Drow society as a whole and look for a better life elsewhere.
Moon Elves are a bit of a mystery of the Multi Realm. Mainly since from what can be deduced is that they can be found in any realm with a moon cycle. They say their home is the Moonbeam itself.
Appearance: A distinctive purple-pink skin hue sets them apart from other elves.
Origin Legend: In fact they have a story passed down that a group of Dark Elves danced in the light of the lunar rays almost every night until their skin lightened to a purple pink hue. They became the first Moon Elves.
From secrets and whispers, from darkwoods and black forests. Remaining to themselves, to protect and uphold their simple ways. Often mistaken for "wood elves" due to their hunter-gatherer lifestyle. Night Elves are one of the tallest elves you will lay eyes upon - slender and quick-footed. Night Elves are a proud people, who stick to tradition.
Appearance: Dark green to solid black eyes, shades of grey skin, with ebony hair.
Ability: Able to envelop and conceal themselves with shadow magic.
Weakness: Light magic.
Stoic and hardened people from a frigid tundra. The path that most Snow Elves follow in life is a life of hardship but remaining sturdy in the face of it. Often coming across as stubborn and/or blunt in their way of thinking.
Appearance: The northern tribes are some of the most robust and heavy-set of the elves. Black to snow white hair with deep blue to pale as frost skin. Their eyes can vary in shades of white and blue.
Natural Affinity: Elemental magic.
The Pallid Elves are the most unique and to some the most tragic of the elves. The Pallid Elves have no emotion or empathy for anyone. They feel nothing.
Appearance: Pallid Elves take up a stark white appearance. Unlike the Snow Elves, Pallid Elves are completely devoid of any color. Their eyes are white and glossy, their hair pure white, along with their skin. Pallid Elves are tall in height and thin framed.
Resistance: Null type magic.
Weakness: Creation magic.
Unnatural Origin: The Pallid Elves are not a natural subrace of elves. Instead, they are elves whose ancestors years ago were infected by the Pale illness. This spread down and altered them, creating this subrace. Groups of Pallid Elves are basically unheard of - most are just found in pairs or alone.
Found off the coastline all across the world, Aquatic Elves are found in large underwater communities. They are descendants of both Dark and Light Elves, along with having ties to the Merfolk.
Also known as the "Star Gazers." The Astral Elves are believed to come from the mortal realm, however they are believed to come from a place beyond the stars they call Cometisa - a city made from starlight, as they say.
Appearance: Taller than the average elf. Their hair is a stark white. Their skin is a dark blue with white speckles scattered across their skin. No one truly knows how the Astral Elves came to be.
Giant Descendants
Descendants of the mighty Giants, these races carry their ancestors' strength and imposing stature, though in different forms and with different specializations.
Goliath
Giant DescendantSmaller than other Giants in stature, however this does not make them any less massive in strength and power. Slow in speed, they are able to gain more in power. Found in more icy climates in many worlds, it is not understood if they came from a world unknown or dead - however one thing is the same: they are everywhere.
Society: Living in tribes, they have a society ruled under the elder groups.
Strengths: Known for both their immense strength and their resistance to cold.
Weakness: Goliaths are prone to overheat in warmer climates. Found primarily in snow mountain regions.
Origin Mystery: There is no exact realm known to us at this current time on where the Goliaths came from. However, the Goliaths do have a place in their religion and beliefs known as the Jotunstead. Whether this is another world that has been closed off or dead is unknown.
Firbolg
Human-Giant HybridFirbolgs are descended from both humans and giants. Their home is the Settlement known as Carth.
Appearance: Being 7ft to 8ft tall on average, their appearance is no different than any other humans. They bear some physical resemblance to their giant ancestors.
Size Category: They count as a size larger when determining how much they can push, drag, lift, or carry.
Abilities: They have more expertise in magic rather than brute strength, having an average strength compared to pure-blooded giants.
Lost Trait: They have lost resistance to cold that their giant ancestors possessed.
Dwarves, Gnomes & Short Folk
The stout and sturdy races of Avalon, masters of craft and stone. These races may be shorter in stature, but their resilience and craftsmanship are legendary.
Mountain Dwarves
Traditional DwarvesTraditionally strong and hardy, Mountain Dwarves are a type of Dwarf that inhabits the vast mountain ranges of the world. They are found across the mortal realm, but on the current continent, they reside in the kingdom Dagmar - a colossal fortress kingdom nestled deep within the mountains.
Physical: On average, they stand approximately 4-1/2 feet tall and live for around 350 years.
Personality: Mountain Dwarves are known for their stoic, serious, and xenophobic nature.
Duergar
Gray DwarvesDeeper into the mountains, in the darkness and shadows, lies the Underdark. There dwells the Duergar. Also known as gray dwarves, these subterranean beings are closely related to dwarves, yet tainted with a diabolic essence.
Appearance: Ashen-skinned, bald, with black eyes and long gray beards for males.
Theory: Some believe they resemble the Pallid Elves - their ancestors being dwarves infected with the Pale illness. This remains an unconfirmed theory due to the Duergar's tendency to isolate themselves from other races.
Society: Extremely isolationist, often barricading their homes and refusing to venture outside.
Lifespan: Living to about 350 years, little is known about them.
Deep Gnomes (Svirfneblin)
Underground GnomesDeep gnomes, also known as svirfneblin, are a secretive subrace of gnomes who reside in underground cities. They are known for their seriousness and suspicion, often using magic to conceal themselves from outsiders.
Social Nature: However, when they are alone with their own kind, they exhibit a friendly and respectful demeanor.
Appearance: Svirfneblin have wiry, rock-colored skin that typically ranges from medium brown to brownish gray. Notably, only males are bald, while females have stringy gray hair.
Lifespan: The average lifespan of a svirfneblin is 250 years.
Most svirfneblin are found deep within the Underdark, and their home and society remain largely unknown.
Gnomes
Forest DwellersGnomes are found in almost every location with rocks or numerous trees. They mature at the same pace as humans and are typically expected to settle into adulthood by around age 40.
Appearance: Gnomes are between 3 and 4 feet tall and weigh about 40 pounds. They have thin, flaxen hair, walnut-brown skin, and striking turquoise eyes.
Lifespan: They can live between 350 and almost 500 years.
Society: Most gnomes reside in forests and become devoted worshippers of the forest's mothers, caring for them and the woods they inhabit. They typically live in small clusters of 10 to 20 individuals, with no more than that.
Personality: While generally kind, gnomes can be playful tricksters towards those they don't know.
Halflings
Peaceful FolkHalflings are seen as normal dwarfs, though without the thick foot hair and round front doors. Living in peaceful, bucolic communities usually hidden from the conflicts of the world, they're cheerful and curious by nature.
Angels & Nephilim
Divine beings of light and their forbidden offspring. From the celestial hierarchies to the abominations born of forbidden unions, these races carry the weight of both heaven and hell.
Angels
Angels of the third triad tend to resemble the humanoid races, most commonly humans. Where they differ is that angels have a pair of feathery wings that are most commonly white but can be the color of any naturally occurring bird.
Appearance: Angels tend to have hair and sometimes fur that matches their feather color. Angels have brightly glowing eyes that lack irises and pupils. This glow tends to be golden in color but more aligns with the mana type the angel uses. This is typically Light, Holy, or Celestial.
Angelic Abilities (Pick Only One)
Angelic Offense
This angel has been created to be an offensive combatant and therefore has the ability to once per day have one of their melee strikes ignore armor and other defenses. This ability does not stack with ANY other ability. (Get your big hit off on the big bad)
Angelic Casting
This angel has been created to be a spellcaster and therefore has the ability to once per day cast a single spell without material components or draining their personal mana supply. The angel still needs to have the full knowledge of the spell to use this ability.
Angelic Defense
This angel has been created to be a guardian and therefore has the ability to once per day teleport to an ally that is about to take a hit and block that hit entirely taking no damage. Some magical effects may still carry over if they typically pierce magical defenses.
Angelic Healing
This angel has been created to be a healer and therefore has the ability to once per day mend any one wound or cleanse any one poison or curse from their target. Higher level curses may resist this ability. (DMs can say it fails for story reasons)
Aasimar
Angelic BloodlineBeings born of angelic bloodlines typically resemble their mortal parents and can look like any humanoid race with the difference that their eyes lack irises and pupils and glow brightly with the color of mana that the Aasimar is most attuned with.
Nephilim
Heavily Restricted - Requires DM Approval
What is a Nephilim?
A Nephilim has the affinity of Demonic and Angelic parents. In the eyes of anything holy/demonic, they are an abomination - they should not exist. For something that can develop great strength with both affinities, they will be a curse upon the land, or so the legend goes.
Discovery Consequences
Once a Nephilim is discovered, the two mates - an angel (any type) and a demon/devil (any type) - will be killed along with their child. The act of creation of a Nephilim will cause the angelic parent to fall, and both the demon and the angel must be willing parties to the creation.
Social Standing
For any Nephilims, any demonic or angelic beings (outside of those who have an alignment of balance) will have a pure hatred for these beings, making it harder for Nephilim to gain favor with either, unless significant work has been put in. Note: A player cannot gain favor with both due to them needing to align with one or the other. A Nephilim cannot befriend angels at the Iron Maiden, then try to get in good with the Lords of Sin.
Appearance
A Nephilim's base appearance can favor either their angelic or demonic ancestry, or they can choose to appear with aspects of both present. For example, Nephilims can show both angel wings and demonic horns.
Their wings would appear either fully black or white fading to black (100% customizable depending on how you want it). A Nephilim has an option to just look human with zero appearance of looking otherworldly, but the eye color or hair will be a giveaway from birth.
Resistance & Weaknesses System
Nephilims have two weaknesses: angelic and demonic magics. A Nephilim can gain a resistance if they choose to develop on one side more than the other, but cannot get rid of the weakness (using more demonic magics than angelic, for example, renders them weaker to angelic magics).
If a Nephilim does not try to learn one way or the other to develop their Angelic or Demonic side, they are left with the untrained balance of both. They will be able to use angelic or demonic powers in combat, but this comes with both weaknesses. Nephilim will gain resistance to the alignment they are using, but not become immune to the affinity.
Passives
Sense of the Sides
Nephilims are able to sense when any demonic or angelic affinity is in an area around them. The closer it is, the stronger the feeling becomes. They are able to tell how great or what rank the angel or demon is by their raw power level. If a Nephilim focuses on training this passive ability, they can even tell one demon or angel from another, making them excellent trackers out in the field at long ranges.
What Should Not Be
Due to them having both demonic and angelic bloodlines, depending on what affinities a Nephilim leans into, this can be used to cause them to be hidden in plain sight from other angels and demons. Only when the angel or demon is right in front of the Nephilim would they be able to tell what they are. However, from a distance, they will be completely hidden from the affinity they most associate with. Note: This passive is nulled if the Nephilim does not lean one way or the other - it will instead make them a target for investigation.
Holy or Abyssal Energy Absorption
A Nephilim has the ability to absorb energy from an angelic or demonic object (depending on their affinity) and gain power from it. However, this becomes a double-edged sword: if they absorb too much it can cause them pain or discomfort by consumption.
Abilities
Blink
Blink allows the Nephilim to speed up to the point where they seem to be able to move without being seen by the naked eye for just a few moments. Done in short bursts, it can give them the upper hand in combat - being able to close the distance between them and their target, or it can allow them to avoid getting hit on some occasions. Note: For players starting off, this only allows for 3 blinks in each fight.
Embrace
The Nephilim is able to embrace the power of the Holy or Abyssal side to give themselves a boost. This will change their form to match their newfound boost - if they are demonic aligned they will become more demonic in appearance; if angelic aligned, more angelic. However, if they are not aligned with one or the other, they will share appearance from both sides. Duration: This form can last for 1 hour OOC and takes 30 minutes to recharge before they can do it again. They are weaker to the opposite power when in this state of recharge.
Magic
Depending on their affinity, the Nephilim can learn or have magical abilities that are known to demons or angels. If you have any questions on what these might be, please reach out to a DM for more questions.
Character Creation: Customization
Creating a Nephilim gives you a variety of options. Consider the specializations of their parents (such as support, close combat, or ranged battle) - your character can inherit abilities from them.
Example: If the mother is a support but the father is a combatant, you have an option on what your character wishes to be. If a Nephilim decides to be more like their mother (Angelic) who is a support, their affinity would be stronger. Support abilities can be amplified, as would the use of any type of magic.
Nephilims can also have one or two transformations, possibly three if the player wishes to go that route (with a big drawback which is optional).
RPer/DM Note
The process of creating a Nephilim is deliberately open-ended. Let your imagination run wild, but also take care to work closely with a DM. This ensures things stay reasonably balanced, and also that there is a shared understanding of what your goals are - what your character has to gain, and what they have to lose.
Demons & The Abyss
Demons come from the other world known as The Abyss. Once a world completely split from The Realm, it is now connected by the Way Portal gates made by the Nation of Aetherion. Demons can come from many rings of Hell, each ring except one - the ring that houses the city of Dis - is controlled by the Lords of Sin. Each of them grants a gift of power to the demons living in their rings.
Character Creation: Starting Locations
Dat - The Moving City
A movable city normally found outside of the gates of Hell. This city is able to move and roam around "The Pit" while guarding that spot - a permanent Way Portal to The Abyss in the Haven desert. It's an unspoken rule between Demons and the Angels in Haven's desert that the walking fortress of Dat guards and keeps silent about the portal.
Those who staff this are the worst of the worst of the Abyss, chosen to work on the surface realm. They act as the main portal for lesser demons and outsiders to enter the Abyss more formally.
Backstory: Guard Duty
You aren't too sure how you ended up in the spot you did. Was it holding the bag of soul coins you stole from The Den? Was it when you stopped that supply of drugs from going through Acheron checkpoints? Or was it when you pissed off that high-ranking Arch Demon official? However you ended up here, you're really in the shit. The only way out: RUN. HIDE. And get as far away as you can before you die in the next angel attack.
The City of Dis
Run by a council made up of the Seven Deadly Sins along with members chosen by the Ars Goetia. They make up the main rules and government. The Dis city structure is much more advanced than all the other rings since it was an agreement between the Seven - this would be their main seat along with the throne of Abyss.
Pipe work pumps out chemicals from the many factories and industrial plants, and pumps fresh air in. Dis is split into two parts: the Upper City for higher-ranking demons, and the Lower Slums where the workers and poorer citizens live.
Upper City
Not many demons are born with a silver spoon in their mouth. But you were. High-ranking family members in very high places. Away from the toxic gas and poison of the lower city. You come from money - dirty money, but money. However, that's not enough. Time to make a name for yourself.
Lower City
It's not easy, it's rough down here in the lower city, but it's home. Just always remember to sleep with one eye open, unless you wanna end up dead.
Universal Demon Passives
As Above, So Below
Those who have fallen into Hell after death, entered, or been born into Hell - sins committed in the overworld outside of Hell will start to affect their shape and form. These changes can be simple (color changes in skin or eyes) or drastic (sharper fangs, wings, or more tails).
As Within, So Without
Demons can quickly change their own shapes to better attune with their new environment. If a demon stays in one environment for about two months OOC, their body will slowly change to become more fit. For example, a spider demon moving to a tropical climate will lose cold resistance and gain heat resistance.
Pleasing Shape
All demons can take up a more humanoid form when they choose to. They can take up the form fully or partially. This allows them to blend in with the world around them.
Sin-Based Abilities
Lust - Hearts Desire
Once per hour, become the target's lustful desire. D20 roll to turn enemy to ally.
Greed - Luck Be My Lady
Before mission: call heads/tails. Win = advantage all rolls. Lose = disadvantage.
Gluttony - Major-Vice
Addiction grants 30 min immunity to physical attacks. Then withdrawal weakness.
Sloth - Me Time
5 min OOC rest = natural healing. Completely vulnerable while resting.
Wrath - Vengeance Is Mine
Once per day: double strength attack against someone who hit you.
Envy - What's Yours Is Mine
Once per day: D20 to copy an enemy's attack. Fail = take that damage yourself.
Pride - In The Limelight
2 hour advantage on intimidation/persuasion. Then 1 hour moody disadvantage.
Demon Races
The Luxanna were forged by the Sin of Pride. Made to be tools, weapons, and companions. Luxanna are living suits of infernal metal armor from Hell. They can evolve into a more specialized form, but the choice is permanent.
Form Evolution System
All Luxanna start as Squires. When they evolve, they choose one of the following permanent forms:
Armored defender
Offensive power
Speed & stealth
Magical focus
Living armament
Ranged specialist
The Succubus is intrinsically linked to the demonic mother known as Lilith. A Succubus/Incubus can either be born, or created by another Succubus or Incubus through a special ritual using a dagger known as Lilith's Lotus.
Appearance: Known for their beauty, Succubi/Incubi have larger horns and devil tails compared to other Hell races. Gender does not determine whether you are a Succubus or Incubus - that is determined by personality and overall lifestyle.
The Hunger (Passive)
All Succubi/Incubi must charm and feed on creatures. However, while this could be a nuisance in larger towns, you can always bring someone outside to consume in a more isolated area.
Abilities
- Flight: Natural flying ability.
- Life Drain: Drain life force from targets.
- Charm: D20 roll to charm a target vs. their willpower (for OOC consent).
One of the most common races in Hell along with Imps. Tieflings have an array of different skin, eye, hair, and horn colors depending on their mood or what sin they are aligned with. These colors can be a solid color or a mix of many.
Origin: Tieflings are born from the union of a human and demon or when a human's family line has made a deal with a demon.
Color Changes: Their features shift with their emotional state and sin alignment, making them visually expressive of their inner nature.
The most common race in Hell, found at almost all levels of the political and social hierarchy. Imps are small in stature with skin that can range from typical human tones to a variety of other colors.
Despite their common status, Imps can rise through Hell's hierarchy with cunning and determination, making them a versatile starting point for demon characters.
Hellhounds
There are two types of Hellhounds: the standard dog-like hellhound, and hellhounds that are descended from the Chaindeads - the demon's answer to Hell's version of the Cerberus. This type of hellhound is often grouped together into the slave markets, but some have managed to rise through the political system.
Hellcats (Bezekiras)
Bezekiras are hellcats that have gray, orange, black, or white coats covered with infernal flames. Often kept as servants or pets by various mages, they can advance through politics faster than hellhounds.
Haraknin are orcish tribal men that were crossbred with hellcats. They carry traits from both their orcish and hellcat ancestry, making them formidable warriors with the cunning of demons.
Society: They maintain tribal structures but have adapted to Hell's hierarchy, often serving as elite warriors or hunters.
Ophidians are snake-like demons from the Abyss. These cold-blooded, agile, and mysterious beings slither through the shadows of Hell.
Body Types
- Lamian: Human upper body with a snake's lower half.
- Scaleborne: Humanoid form with snake features (scales, fangs, etc.).
Subspecies
Venomous predators
Constrictors, physical strength
Charismatic, hooded
Amphibious, water-dwellers
Aggressive, warning-givers
Weakness: Cold temperatures make them sluggish. Strength: Sunlight and warm environments speed them up.
The Durslara are demons that have evolved to take on insect or arachnid forms. Each subspecies has unique characteristics and abilities based on their insect type.
Subspecies
Swift scouts, compound eyes
Hive-minded, venomous stingers
Sonic abilities, long lifespan
Deadly hunters, patient killers
Armored, resilient
Web-weavers, trappers
Venomous tail, armored claws
A creature with the body of a lion, head of a man, and tail of a scorpion. Previously kept as pets by higher-ranking demons, some Manticores have begun to show higher levels of intelligence and now have the ability to speak both Common and Infernal.
Abilities
- Venomous Sting: Their scorpion tail delivers a venom that causes paralysis for 2 minutes OOC.
- Flight: Can fly up to 70ft before needing to land.
- Roar of the Infernal: A terrifying roar that can intimidate enemies.
The Fae
Mystical beings from the Fae Wild. All Fae are expected to follow the Fae rules set by the DMs. Most Fae appear like average humans with the exception of some magical subtypes.
Note: The Fae realm operates on different rules than the mortal world. Deals, promises, and names hold significant magical weight. Consult DM guidelines for specific Fae roleplay rules.
Eladrin are elf-like Fae creatures who have an advantage against being charmed and have proficiency in Perception. An Eladrin doesn't need to sleep but can instead enter a trance state, being semi-conscious for 4 hours a day for a rest.
Fey Step (Ability)
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this once per rest and it gains the following additional effect based on your season:
- Spring: You can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space within 30 feet of you.
- Summer: Radiant damage to nearby enemies.
- Autumn: Charming presence effect.
- Winter: Frightening aura.
Fairies are human-sized beings with insect wings. Their wing type determines their role in Fae society and grants unique abilities.
Wing Types & Roles
Swift and agile. Advantage on evasion and reflex rolls.
Monarchs have the ability to see traces of magic like threads on a tapestry that runs through everything. Advantage on any magical-related checks.
Caretakers for wildlife and Fae lands. Advantage on nature and survival checks.
Guards and protectors. Advantage against deception.
Traders and entertainers of the realm. Advantage on bartering and performance.
Pixies are tiny creatures with either butterfly or dragonfly wings. Due to their speed and size, they are perfect for stealth. In fact, many Pixies outside of the Fae realm are known to become thieves or assassins.
Communication: Pixies do not talk like other creatures. They communicate through body language and sounds rather than words.
Naming: Names are nature-based with -o or -y endings (examples: Minto, Leafy, Pebby, Twiggo).
Dryads are nature spirits connected to a single tree. They can leave for extended periods of time but must return to their tree to rest.
Warning: If a Dryad stays away from their tree for too long, they will begin to wither and rot.
Note: Dryads are not the same as Nymphs, though they are often confused.
Changelings are ancient shapeshifters that once called the Spring Court home. After its collapse, they were divided into two distinct types:
Corrupted Changelings
Those who stayed during the collapse. They bear black ichor blotches that appear even after transformation. Their shapeshifting is volatile and unpredictable.
Preserved Changelings
Those who escaped before the collapse. They have stable transformations but struggle with abstract concepts and may have difficulty understanding complex emotions.
Satyrs are the goat folk of the Fey. In nature, Satyrs are predominantly male. Their culture revolves around music, dance, food, and wine - celebration is at the heart of Satyr society.
Abilities: Advantage on Perception, Performance, and Stealth checks.
Harengons are rabbit humanoids from the Fae realm.
Lifespan: Approximately 100 years. Height: 4 to 5 feet tall.
Natural Abilities
- Exceptional Luck: Fortune seems to favor them.
- Acute Senses: Heightened awareness of their surroundings.
- Powerful Jumping Legs: Can leap great distances.
Kin-Folk
Humanoids with animal traits. The term "Kin-Folk" comes from Kenno (old elven for animal) and Móens (old elven for people). Kin-Folk are divided into two main categories based on their appearance.
Kemons
More human in appearance with slight beast features (ears, tails, etc.)
Anthros
More beastly in appearance with humanoid posture and intelligence
All Kin-Folk share keen hearing and smell abilities.
Kemons (Human-Like)
Candis (Dog Folk)
Extremely loyal creatures who tend to move in packs of 3 or more. They are friendly but have varied personalities based on their breed.
Cat Folk
Thin, small, and stealthy with a solitary nature. Range from house cats to large predatory cats like lions. Expert hunters and infiltrators.
Dragon Kin
Magical beings with large wings and a selfish nature. They are rare and tend to keep to themselves, guarding their hoards and territories.
Centaurs
Half horse, half human. Their unmatched speed on four legs makes them excellent messengers, scouts, and cavalry. Various coat patterns exist.
Bear Folk
Three types: Black (quickest, weak to warm climates), Brown (largest and slowest, weak to cold), White (extremely rare).
Minotaurs
Half cow/bull humanoids. The tallest and strongest of all Kemons. Males have larger horns than females. Known for their incredible strength.
Anthros (Beast-Like)
The most prideful and fearsome of all Anthros. Dragons can hide themselves as humans and return to their full dragon form when needed. Older dragons rarely take human shape, preferring to remain in their natural form.
Gender: Dragons are gender fluid by nature - a survival adaptation that allows their species to continue regardless of population makeup.
Wingless bipedal dragons with robust bones, horns, and scaly skin. They stand about 6.5 feet tall and weigh between 200-300 lbs.
Society: Clan loyalty comes above all else for Dragonborn. They are fiercely protective of their clan members.
Age: Reach adult size by age 3, considered adults at 15, and live approximately 80 years. By the time a Dragonborn is 3, they look like a 10-year-old human.
Known for their stealth and cunning. Kenku have black feathers, beaks, and talons. They stand between 5'5" and 5'6" and weigh 90-120 lbs.
Age: Mature at 12 years, live approximately 60 years.
Abilities
- Mimicry: Can replicate any sound or voice they've heard.
- Forgery: Advantage on creating forgeries and copies.
Small reptilian humanoids connected to gem dragons. They originate from deep within the caves of Ostafa, where they worship their dragon patron with fervent devotion.
Exiles: Most Kobolds seen outside their caves were exiled from their society, often seeking new purpose in the world above.
The Kragorn Hase are large predatory burrowing rabbits from Ostafa. They have hypnotic eyes, muscular builds, and thick fur. Their claws can cut through ironwood, and they can lift up to 1,500 lbs.
Abilities
2-minute sprint: 30ft speed bipedal, 60ft speed on all fours.
Natural armor protection from their dense fur and hide.
Advantage on strength-based checks and carrying capacity.
Enhanced tracking and detection abilities.
Weaknesses
Stunned by loud noises for a short duration.
When startled, may react with uncontrolled aggression.
Glow in darkness, making stealth difficult at night.
Suffer in hot climates due to thick fur.
Forest and jungle hunters with wolf-like features. Wolvens have a lifespan of approximately 40 years and mature at 15.
Society: They acknowledge Lunar (male leader) or Luna Lycaon (female leader) as their pack leaders. Their hierarchy is based on strength and wisdom.
Legend: Some say that if a Wolven and a Lycanthrope have a child, that child becomes immortal - though this remains unconfirmed.
Large wild cat humanoids including lions, cheetahs, and leopards. They are tribalistic in nature with strong family bonds.
Personality: Leonin are proud and righteous, often serving as protectors and warriors for their tribes.
Merfolk & Sea Dwellers
The people of the water, from peaceful Mermaids to deadly Sirens. These races call the oceans, seas, and waterways their home.
Mermaids
Sea FolkHalf-fish, half-human creatures of the sea. They have gills for underwater breathing and can close them for land breathing.
Transformation: If not exposed to salt water, their tails can transform into legs, allowing them to walk on land.
Habitat: Prefer shallow island waters where they can easily access both land and sea.
Sirens
PredatorsAggressive, carnivorous cousins of mermaids. Their angelic voices can lure ships to crash against rocks, allowing them to feast on the crew.
Limitations: Unlike mermaids, Sirens cannot grow legs and cannot survive long without water.
Gender Ratio: Female to Male ratio is 10:1. Males are significantly larger than females and tend to be more reclusive.
Selkies
Seal ShiftersSelkies can transform between seal and human form using their sealskin coat. This coat is sacred to them.
Vital Connection: If separated from their coat for too long, Selkies will sicken and eventually die.
Age: Reach adulthood at 14, live approximately 70 years.
Society: Females lead tribes as matriarchs. Males channel their rage into battle, becoming fierce warriors.
Warning: Beware humans who steal sealskins - they may try to trap Selkies on land.
Kou-Toa
"The Goddess's Chosen"Humanoid fish with bioluminescent markings. They are highly intelligent, crafting cities, armor, and technology beneath the waves.
Limitation: Cannot stay on land for extended periods.
Historical Conflict
There is a long-standing conflict between Kou-Toa and land folk. They have been hunted for their scales and kept as pets - a practice the Kou-Toa find deeply offensive. Many now live in the deep ocean where sunlight never reaches.
Tritons
AmphibiousFrom the distant realm known as "The Great Blue". Most Tritons in this realm are found in Orlay.
Land Survival: Can breathe above water briefly but must stay hydrated to survive.
Abilities: Darkvision and cold resistance.
Weakness: Heat is extremely detrimental to Tritons.
The Undead
Those who walk between life and death - from civilized Ghouls to tragic Vampires.
As long as humanity has existed, experiencing hunger and death, ghouls have lurked in the shadows, eagerly seeking to feed on flesh and memories. Their history can be found in every boneyard, necropolis, and anonymous grave.
Appearance: Skin ranges from various shades of decay, and their eyes are a sickly white. Once they roamed the night in packs driven by an insatiable hunger for human flesh.
History: After the War in the Heavens, ghouls and other undead races appear to have civilized. Their home is a small city in the Underdark called Takers Town.
Origins: For years, the origin of ghouls' revival remained unknown, but it is now believed that naturally occurring and unnatural surges in the magical weave can cause the dead to return as new, rotting beings.
Behavior: Initially, most ghouls behave like wild beasts, but over time they learn to control their hunger and even find ways to survive on non-human sources of flesh. Ghouls preserve what was lost, both through their imitation of ancient customs and by regaining forgotten memories by consuming the dead.
Unlike ghouls who are born naturally from magical surges, The Awaken are created through dark magic. Forced into this world, they are mindless automatons, serving the lords and liches who survived the rituals that created them.
Soul Binding: Even the destruction of their bodies is meaningless, as their souls remain trapped and bound to serve forever. Those who fall are reborn into new mummified husks, each rebirth chipping further at their original selves until little remains of who they once were.
The Free Awaken: Those who retain their sense of self seek to further their goals and revive their once-glorious empire, starting with the awakening of their undead legions. While The Awaken are typically loyal to their masters, some gain the ability to think for themselves and escape.
In the Overworld: These escaped Awaken are the most common ones found in the overworld of the mortal realm, seeking purpose beyond servitude.
"I can give you another chance at life. Through my rot, you will live again. Until your goal is reached. Then your soul... is mine."
The Children of the Fungi are a unique type of undead. For those who died before their time and have gained the attention of the goddess of rot and fungi, a deal can be struck for another chance at life to finish their unfinished work.
The Deal: Those who accept Nethermora's bargain become Children of the Fungi. They must complete the goal they died trying to achieve. If they lose something that would prevent them from completing their goal, or if they die again before finishing, they will lose all rights to their soul, which is absorbed by the goddess.
Appearance: Children of the Fungi take the shape of the race they stemmed from, but with mushrooms growing out from them as a visible sign of their pact with Nethermora.
Vampires are typically tall, pale, and gaunt humanoids with an otherworldly presence and stillness that sets them apart from the warm-bodied living. They possess sharp, dark facial features, red eyes that seem to glow in the absence of light, and cold bodies that cast no reflection.
Physical Traits: Their pale skin results from their undead nature and avoidance of sunlight. Their unnatural stillness stems from no longer needing to breathe, making every action and inaction a conscious decision. When confronted, their sharp retractable fangs and claws become a declaration of warning to all creatures that bleed.
The Beast Within: In their predatory state, their eloquence disappears, replaced by a primal bloodlust as they cut down the living like a plague.
Types: Purebloods and Mixed Bloods. Vampire blood is genetically strong, so mixed bloods typically possess full vampire characteristics. The inhabitants of Crepuscule have embraced the term "vampire" regardless of their blood purity.
Society & Hierarchy: Vampire society is structured into hierarchies based on various factors, often with a Vampire Lord ruling over them. These hierarchies can be based on age, power, influence, or bloodline. Lower-level vampires, commonly referred to as "vampire spawn" or mixed bloods, may be subservient to more powerful vampires.
Possible Ranks: Vampire Council, Magisterials, Dukes/Duchesses, Captains, and various other levels of authority. Elder bloodlines often wield more power in bloodline-based hierarchies.
The Reborn exemplify the strange boundary between life and death - individuals who have died yet somehow still live. The purpose of their creation remains unknown to all, even to the Reborn themselves.
Appearance: Some Reborn bear the scars of their fatal ends, their ashen flesh or bloodless veins a testament to their encounters with death. Others are marvels of magic or science, stitched together from disparate beings or possessing mysterious minds in manufactured bodies.
Abilities: They retain some of the abilities of their former race, yet they lack memories of their past life as a completely different person.
Memory & Trauma: Reborn suffer from some form of discontinuity or interruption that their minds are ill-equipped to comprehend. Their memories of events before this interruption are absent. Occasionally, the most unexpected experiences can trigger sensations or visions of the past, bringing fragments rushing back.
Home: Regardless of their origins, Reborn embrace a new life, seeking experiences and answers that are uniquely theirs. Most Reborn currently come from or have moved to Takers Town.
Miscellaneous Races
Unique races that don't fit neatly into other categories.
- Green: Most common. Forest tribes. Advantage on tracking/survival.
- Gray: Most civilized. Mountain cities. Religious/scholarly. Advantage on religion/history.
- Red: Most barbaric. Pacted with Wrath lord. Resistant to Abyssal, weak to Holy. Found near the Pit.
- Purple: Rarest, maybe mythical. Never leave Underdark. Adapted to shadows.
From the Twilight Realm, destroyed 2,000 years ago. Light blue-green skin with unique black "Shadow touched" patterns. Long pointed ears, hollow features, large eyes (yellow, violet, red, orange). Orange hair most common.
Age: Adulthood at 1,800 years. Live 10,000-15,000 years.
Abilities: Short-distance portals, shadow manipulation.
Weakness: Bright lights.
Out of all the races, Lycanthropes have some of the most interesting cultures and history. Believed to be the first connection between humans and Kin-folk, Lycanthropes can be a wide array of animals: from wolves to sharks, to bears, and even big cats.
Lifespan: Lycanthropes can live to be about 800-900 years on average, with their full life expectancy being about 1,000 years without interference.
Tribal Structure: Lycanthropes live in small groups normally run by a generational bloodline stemming from the first Lycanthropes. Leadership is typically given to a female of that group, known as the Pack Mother. However, if a male is the only heir to that bloodline, he will be referred to as Pack Leader until he bears a daughter.
Global Structure: There are hundreds of tribes across the mortal plane. However, almost all tribes stand behind one overarching leader for relations with other groups.
Purebloods
Take the form of the animal they are, or a human. There is no in-between form like the Were-beast. Purebloods must be careful around humans - if a Pureblood bites a human, they will become a Were-beast.
Were-beasts
Take the form of a human or an animal on two legs. Only able to switch forms during full moons, or with practice. Were-beasts cannot create other Were-beasts, and are considered safer than Purebloods for that reason.
Semi-new race (few hundred years). Evolved from golems into tech-magic machines. Magic infused throughout. Each has a magical core - destroy it and they cease. Replacing the core creates a new personality. Weak to natural elements.
Hexbloods are an interesting species since they are not born of natural means. They can either be made from the use of rituals cast upon a child, or are the result of any race other than humans conceiving a child under a love potion.
Appearance: Hexbloods look completely and utterly different from each other, having traits from many different races. The way to be sure that one is a Hexblood is the branches that seem to be growing out of their head.
Skin Colors: Blue, green, red, purple, pink, yellow, or orange.
Character Creation (4d20 Rolls)
When creating a Hexblood, players can roll 4d20 for their creature's appearance:
- 1-5: Has sharp teeth or tusks
- 6-10: Kin-folk paws or ears
- 11-15: Angel, demon, or fake wings or tails
- 16-20: Has a random trait of your choosing from any race
Genasi: Created magically from human/elf and elemental mixing. Adopt fire, water, air, or earth affinity. Human-shaped with visible elemental traces.
Elementals: Pure elemental beings with humanoid shapes but no organic form. Considered dangerous by many races.
Also known commonly as "Imaginary Friends", Incorporeals are beings that stem from the Valid. When a human Loom is a child, there's a rare possibility that their unpracticed and unstable magic can manifest these beings into existence.
Nature: They are non-physical beings, however they can reach into the physical plane. Their abilities range from being able to conjure up items they have seen as a way to protect themselves. These conjurations are noted to be almost child-like, or comically large or small compared to non-magical counterparts.
Appearance: Entirely dependent on the child Loom that thought of them in the first place. Their appearance can temporarily shift for short bursts of 5 minutes at a time. However, if they want to change their shape permanently, they can only do this with the help of another Loom or skilled weaver of magic.
Aging: Incorporeals do not age, but instead remain the same. Most are unaware of their true age, losing track of years over time.
Ability Mechanic (D20)
Incorporeals roll a D20 on missions and socials to determine how many times they can summon or use their abilities.
- Social Lobbies: 1 hour cooldown
- Missions: 30 minutes OOC cooldown
Weaknesses: Void, Null, and Corruption magic. If an Incorporeal uses their ability too much, they will "flicker" from the physical plane until they are able to restabilize themselves.
Damage & Death: Any damage taken during flickering will appear on them permanently unless treated by a weaver. If an Incorporeal takes too much damage where most of their form is affected, it will be a death roll. If passed, they will live on until fixed by a weaver. If failed, they will fade from the world permanently.
Human-like beings tied to Fae and Elementals. Extremely attractive with connection to one form of nature. Advantage on bartering and seduction. Found throughout the realms.
Two types: Normal (short, skinny) and Hobgoblins (taller, human-sized). Reach adulthood at 12, live ~30 years. Brown or green skin with rare purple variants. Found all around the mortal plane.
Shade Walkers / Mystics
"As Life began to form in the material plane, people started to get lost in the planes between. To those who wished to move on to their life or afterlife chose to move forth. However some decided to stay close to their creator. Over time these people were shaped and changed by lines of the Spiritual and Material, becoming a new form of life in this world."
Known for traversing the stars, dreams, the fade, and the material planes, these beings are made up of their own souls, taking up and in some cases replacing the physical form.
Appearance
Shade Walkers are most notably spotted by their stark white hair and blue eyes. They will take traits from their ancestry - if their ancestry was cat folk, they will have cat ears and a tail; if moon elf, they may have purple skin.
Those who walk onto the material planes have a blue hue around them, often being confused for spirits. Their skin color can vary depending on base ancestry, most commonly pale to dark brown.
Age & Lifespan
Mystics age much slower than other races. Their ages can be quite high due to their travels and how their bodies have been affected.
When a Mystic dies, they leave no physical body. Their body rapidly decays into shimmering ash within 5-10 minutes.
Naming Conventions
For the first 90 years of life, a child has no name. Once they learn to walk, their name is based on what the child reaches for when they take their first steps. The naming ceremony follows the viking tradition.
Surnames come from a parent, friend, or respected warrior - their first name with -son or -dottir added. Example: Lilly Stardottir, Sparrow Waterson
Culture
Shade Walkers live a strictly nomadic lifestyle in small tribes of no fewer than 100 people, with some reaching up to 5,000.
Every 3,600 years, all tribes gather in a plane of their choosing for the Nostos (Homecoming) - for meetings, inter-tribal marriages, naming ceremonies, and reconnecting with those on pilgrimage.
They prefer to sleep outside or in small tents, seeing houses as wasteful. They trade well-woven wools, furs, and leathers. Technology varies by tribe - some see advanced tech as shameful, while others see it as necessary.
The Great Walk
On their 1,800th birthday, a Mystic leaves their tribe to travel and see the realms on their own. This pilgrimage is called The Great Walk.
On their 3,600th birthday, they must choose: return home or spend their life spreading their faith. This choice is seen as honor or disgrace depending on the tribe.
For example, Thornbloom sees leaving as an honor, while Nixori considers it betrayal - if an ex-Nixori is encountered outside the gathering, a trial by combat is called.
Core Passives (All Tribes)
Emotional Connection
Due to their nature, Mystics share an emotional connection with all living things. This can be tuned out with concentration, but in high-stress situations or emotionally charged places (graveyards, fairs, etc.), it can be almost blinding.
Spiritual Sense
Due to their connection to spiritual and material planes, they can sense the energy of any creature within 5ft. If focused, they can identify what it might be.
Core Abilities (All Tribes)
Blind Wander
Once per month OOC, a Mystic can jump to another plane. They don't choose where - extreme risk. Must rest powers for a week after. (Jump determined by DM dice roll, requires double consent.)
Wander
Travel from current location to a place already visited. Takes a day to recharge. Doesn't work if area has an anchor. With enough spiritual energy or multiple Shade Walkers, can bring others along.
Sight the Fade
Tap into both spiritual and material planes to find lost things. Pinpoint objects or persons within 1500ft for 3 OOC minutes. Requires full concentration.
Resistances
Resistance to cold and heat based magic/elements. Due to traveling to many different planes and realms, they've adapted to extreme temperatures.
Weaknesses (All Tribes)
Soul Damage
Soul damage can extremely hurt and damage their presence in the material plane. It could cause the Mystic to fade from their current realm and fall into another without control.
Undead & Negative Attacks
Due to their nature and longevity, the powers of the undead and their unnatural state of living goes highly against the way of life and power of the Mystics.
The Nine Tribes
Skilled hunters who believe the best way to live simply is to be in the wilds, following hunts of the most dangerous creatures. They are taught to hunt young and take pride in the kill as part of the natural cycle. Wear bones and metals from hunts - larger bones indicate greater skill.
Hunter's Mark (Cantrip): Place a magical mark on a target during hunt/combat. Track them within 120 yards.
Trail's Step (Spell): When cast on a trail's start, identify and follow a creature's trail despite rough terrain. Lasts 20 OOC minutes.
Known as "fire birds." Visit extremely hot volcanic areas - the heat never bothers them. They believe the soul burns within us all, as does fire in the many planes.
Ash Cloud (Cantrip): Summon a 10ft cloud of choking ash to escape enemies, causing uncontrollable coughing.
Sunfire (Spell): Summon a large fire ring that can burn through stone, circling around them for 5 OOC minutes.
Opposite of Emberlark. Found in the coldest areas of almost any plane. Fully embrace the chill of winter and snow, finding beauty in its purifying white.
Snowfall (Cantrip): Cast a small snow flurry about 10 feet around. Lasts 10 OOC minutes.
Winter's Kiss (Spell): Blow winter wind in a 15ft cone, causing frost damage to anyone hit.
The most infamous and possibly oldest (or even original) Mystics. Their name appears in ancient texts across realms. They believe the past holds the way to a pure life. Known for exploring old ruins and listening to what remains.
Listen to the Lost (Passive): In ancient crypts and ruins, listen to memories left by those before, reconnecting with spiritual planes.
Minor Twilight Mirror (Spell): Create shadowy figures of fallen enemies within 15ft radius. These shadows can fight back. 3 times daily, limit 5 shadows normally - skilled Zeshara can raise near-entire armies.
Found in the deepest jungles and forests across planes. Believe nature is what creates and destroys us all.
Forest Thorns (Spell): Whatever nature item they carry grows in size with large thorns for attack/defense. In plant-dense areas, plants within 5ft also grow thorns for extra damage and rough terrain.
Guiding Bloom (Spell): When lost in unknown forest, call out to nature. Small flowers appear on the ground, leading the way.
Known for strength and brutality - the most aggressive Mystics. Believe in strength, numbers, and self-improvement. Very tribalistic, rarely accept outsiders. Train from the moment they can pick up a blade through grueling days.
Strength of Many (Passive): In groups of 5+, gain 2x strength modifier. Groups smaller than 4 suffer -2 debuff.
Heart of the Warrior (Spell): Once per day, inspire allies in combat. Everyone gains +2 strength and advantage on intimidation/attack rolls.
In all planes, dragons are a common factor. The Drakonim have spent so much time with dragons of all kinds that they share a unique bond.
Dragon's Mind (Passive): Understand the complex dragon language and be understood when speaking. Advantage on dice rolls against dragons for communication.
Flight on Serpent's Wings (Spell): Once per day, summon wings to fly like a dragon. Lasts 1 hour OOC.
The least known Shade Walkers. If a Willowmist is after you, you're as good as dead. Elusive, preferring shadows - a flicker of light, a shape in the mist. They believe hiding in shadows lets them see worlds for what they truly are.
Shadow Step (Spell): Shadows are their portals. Teleport from one shadow to another, up to 30 yards. Swift movement in darkness with 1 minute cooldown.
Dark Blight (Spell): Ground in 15ft radius becomes engulfed in shadows. Those caught are stuck and blinded for 5 OOC minutes - time to run or strike.
Nicknamed "the peace bringer." Quick to adapt to outside cultures and traditions. Strictly peaceful but will attack when attacked. Known for resolving political crises across planes. Fast learners with soothing presence - but known to swindle good deals in their favor.
Many Tongues (Passive): Fast language learners. Start with 2 languages beyond Common. Can learn new languages quickly by exposure (DM discretion or dice roll with advantage).
Calm the Mind (Cantrip): Calm emotions in 5ft radius. Taught from young age. D20 with success rate of 10 for those in casting area.
The Shade Walkers are a completely open Metaverse race, free for any roleplay to use. Created by Cheriminto. Questions? Contact on Discord (cheriminto) or VRChat (Cheriminto).