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Alrenian

Ability Score Increase +1 Con, +2 Str
Size Tiny
Speed 30ft

Those grey freaks are something else, but damned if they aren't staunch allies when you ask it of them. Just be sure you don't turn to them in weakness. They are as hard and unforgiving as the mountain stone, as cold and pitiless as its bitter, cold winds. If you approach them in strength, they might consider you worthy of an alliance. -Malkem, A Guide to Other Worlds

In the high mountain peaks of Alreni, Kraken as it's known to the offworlder's that sit in the sky, where snowcaps turn to ice, and biting wind threatens death, dwell the natives of the planet. Sightings of the wandering and reclucive Alreni are rare, even more rare is a lone Alrenian that wanders the world below. Alrenians wander a harsh but sacred realm of stone, and ice, and trees. Their bodies look as if they are pulled from mountain stone, and though long and lithe in appearance hide great strength. With three large, pitch black eyes, and translucent-grey skin covered in hair to rival even a Dwarf, they tend to be off-putting at best to most outsiders.

They take their role as guardians seriously, aiming to make as little impact on the land as possible. Through this goal, they wander the mountains and live on the peaks, only venturing to the greenery below for the absolute necessities in what they need. Their spirit is as hard and cold as the stone they place their camps on, leaving each Alrenian to struggle alongside each other or be left to die.

Fierce Competitors



Alrienians live in the sharp cold atop the highest mountains of their homeworld, taking to harsh physical sports to stay warm. Wrestling is the most common, while rock lifting competitions and non-lethal hunting follow after. The last of which is used to recruit hunters, using blunt arrowheads and non-lethal traps to simulate killing prey, while leaving the animals caught in the crossfire unharmed. To kill without intending to is considered a weakness, and such members of a tribe are often given the lowest jobs.

Living in such a harsh and unforgiving place as the mountain peaks, self-sufficiency and individual skill are placed in the highest regard. Most Alrenians will compare their skills, and find a way to make a competition out of anything skill-based, even patience. While they love to win, they refuse to turn to anger in times of loss, instead asking for tips on improvement from their proven better.

This compulsion to compete can, at times, prove dangerous. Should one Alrenian achieve something that brings them great glory, such as making a new discovery, another Alrenian is likely to rise up and attempt to make a more daring revelation; not uncommonly at the cost of their own life.

Impartial Justice



Amongst the Alrenian virtuies is fair-play. No judgement, competition, or debate is held without level ground and impartiality amongst those involved. When competing, they measure discipline, talent and skill, and are sent to compete with no equipment. When not in a competition, Alrenians gladly make use of the benefist of specialized equipment and aids, but will always be mindful that tools may be lost, and when they are only skill remains. Many Alrenians have been left behind when they prove they have grown reliant on these tools, and lost some degree of skill and self-reliance. Most Alrenians hold ability and raw skill too highly to grow so reliant on objects.

The most apparent example to outsiders of this ideal is an Alrenian's reaction to other racial societies. An Alrenian can hardly fathom the idea of bending a knee to someone simply because they were born from a certain person. Surely, if their skills in leadership and knowledge of their people is lacking in some great way, the most capable person to be found should instead take the place of leader. As such, Alrenian keep no chiefs, but instead each profession has someone given the title of "Better" to whom questions are directed. Should someone prove to have more skill, they take the title instead. This has lead to a constantly shifting society with little structure, and when mingled with their way of life brings about little need for a political leader.

Alrenians are extremely outspoken, and will openly taunt others who rely on laws and politics to maintain order. Their own crimes are punished swiftly and without malice, by rendering a punishment that removes the ability for the guilty to commit the crime again. As such, they refuse to call someone guilty without absolute proof.

Survival Contribution



An Alrenian that fails to bring growth to the clan is tested for skill, they are left behind on the mountain tops with no equipment, or clothing. The skilled and dedicated will find their way back, and given a job to do to keep their place. Others earn another fate, equally fitting in the eyes of their clan. Though the sick and and injured are cared for, it is expected that they replace what supplies were used to treat them. Even the elderly or permanently injured Alrenian are still expected to pull his or her weight in the clan. Typically, such an Alrenian dies attempting to keep up, or slips away in the night to seek the cold will of fate.

It is a common occurance that the Alrenians' competitiveness brings them to their end. Most would rather die young, strong, and at the peak of their skills, than slowly decay and whither away. It can rarely be said that one has met an elderly Alrenian, and those few will constantly struggle with the urge to die quickly rather than feel their strength leave them further.

As a result of their reckless competitiveness, most clans lack the valuable insight that comes from an aged craftsman and leader. As such, they can do little more than attempt to find the members with the most natural levels of instinct or skill to put in charge of a given area.

Guardians and Caretakers

The singular duty shared by all in an Alrenian clan is guard the world they live on. If you must cut down a tree for its wood, plant its seedlings. If you must kill an animal for meat, care for its young until they can fend for themselves. Many Alrenians will learn to behave in animalistic ways, even mimicing their fighting to raise these animals. Most of these animals eventually wander off in their life, but some will accompany the clans and aid them in hunting.

This sacred duty is also the cause of death for many poachers and lumberjacks who wander too close to the mountains. The forests at the base are seen as natural guardians of the mountains they surround, and many hold the corpses of Alrenians who have died honorably.

The Alrenians live in tear-down camps that can be torn down and moved at a moments notice, so as not to damage the sacred peaks they call home. These camps can be mere handfuls, or imposing militaristic outposts, or on rare occassions, even the size of a human city.

Alrenian Names

Every Alrenian has four names: a birth name assigned and used only by the newborn's mother and father, an honorable name (more of a title chosen upon completion of a remarkable deed) assigned by the clan's chief for inter-clan meetings, a name chosen upon reaching adulthood for within the tribe, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and are the only ones that end in a vowel. Most Alrenians choose to go by their clan name, or honorable name when speaking with outsiders.

Birth and Chosen Names: Achuak, Arytel, Baesh, Darastrix, Garurt, Irhtos, Jhank, Kepesk, Kethend, Korth, Kosj, Kothar, Litrix, Mirik, Thurkear, Usk, Valignat, Vargach, Verthick, Vuthun, Vyth

Honorable Name Examples: Beastwrecker, Daybringer, Forestkeeper, Horntaker, Lyricweaver, Luremaker, Packherder, Peacemaker, Roadfinder, Steedkeeper, Trenchdigger, Troublestopper, Trackingeye, Windwhisper

Clan Names: Amretia, Elgrade, Gythro, Kalvaki, Kronoi-Tempa, Kulnaina-Hyu, Omithitapa, Trenlipania, Tyranitampo, Valuri-Ugaa  

Features

Expanded Vision
Alrenians have three eyes, all of which are nearly as large as their palms. As a result of this, you gain advantage on all Perception checks. Additionally, you gain a permanent +2 to passive perception.
Altitude Acclimated
Being raised on mountain peaks and high altitudes, you can hold your breath for 1d4 extra minutes each time you are under water, and gain a resistance against cold damage.

Languages. Common, Undercommon


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