Dara

Dara are peculiar, semi-ethereal spirits found throughout Aigusyl, recognized by their simple yet unsettling forms: floating, rounded shapes that hover a few feet above the ground, with drifting movement like dandelion seeds in still air. They come in two distinctive kinds—Blue Dara, which possess a single, large eye, and Red Dara, which bear two gleaming eyes. Both glow faintly in dim light, and their forms shimmer as though half-submerged in another plane.

Though often dismissed as minor spirits or faerie oddities, Dara have long held a deep and mysterious connection to luck, fate, and supernatural protection. They are most commonly encountered near shrines, ancient ruins, and sites of magical convergence, where they float silently, watching. Many druids, witches, and traveling monks believe their presence signals a turning point in destiny—either great danger or profound opportunity.

Blue Dara are solitary watchers, known for observing individuals in silence for days or even weeks. Their single eye emits a soft azure glow, and their talismans—simple-looking charms etched with looping sigils—are often found tied to branches, doorways, or worn around the necks of travelers blessed by these watchers. Blue Dara talismans are said to protect against curses, misfortune, and even the attention of malevolent spirits. Their presence is considered a good omen, though their silent surveillance can be unnerving.

Red Dara, by contrast, are more active and far more unpredictable. Their two crimson eyes flash in strange rhythms, and they often appear in times of spiritual upheaval or just before calamity strikes. They are associated with omens, warnings, and aggressive bursts of spiritual energy. When a Red Dara appears, it is often followed by sudden weather shifts, strange animal behavior, or a sense of heavy foreboding. Their talismans tend to be worn by risk-takers, warlocks, and seers, and are said to amplify magic, incite visions, or break illusions, though they may come at a price. Some believe Red Dara seek to test mortals and force growth through hardship.

No one knows where Dara come from, though they are believed to originate from between the Spirit Realm and the Weave itself, acting as emotional or magical echoes given form. Some mages claim the Dara can communicate through dreams, symbols, or through the behavior of their talismans. These talismans, when studied, often contain layers of arcane script only visible under moonlight or spiritual sight.

Despite their elusiveness, Dara are respected in many cultures across Aigusyl. In Cressari, they are used as warding symbols in gambling halls. In Hewe, druids leave offerings to attract them before important rituals. And in the Lustrous Isles, Dara-shaped charms are passed to newborns to ensure spiritual clarity and protect from Yokai.

They are not hunted, worshipped, or commanded—only acknowledged. For the wise know that when a Dara appears, something has changed—in the air, in the thread of fate, or in the very soul of the one it follows.

Genetic Ancestor(s)
Geographic Distribution

OTFTTG

Dara

HUMANOID (SPIRIT)

Dara Traits

Size: Small (Red) or Medium (Medium) (2-7ft)

Speed: 25ft (Red), 30ft (Blue)

As a Dara, you have these special traits.

Awakened Skills

You gain proficiency in three skills of your choice.

Create Talisman

As an action, you can create a magical paper talisman, which can bestow unique abilities to any creature in possession of it. When you do so, choose one of the following forms for the talisman:

  • Sun Talisman. A creature in possession of this talisman can use its bonus action to activate the talisman, granting it the benefit of the Disengage or Dash action (its choice).
  • Earth Talisman. When a creature in possession of this talisman is reduced to 0 hit points but not killed outright, the talisman activates, causing the creature to drop to 1 hit point instead.
  • Moon Talisman. This paper talisman can be placed on any weapon as an action. The next time this weapon successfully hits a target, the talisman activates, dealing extra radiant damage equal to your level.

The talisman lasts for 1 hour or until it is activated. Once you use this trait, you can’t do so again until you finish a long rest.

Sacred Revelation

You possess an innate gift allowing you to perceive and absorb information from the peculiar glyphs strewn across the island. These glyphs take the form of intricate symbols resembling thumbprints and hold the potential to convey anything from simple messages, to complex skills to you. As an action you can touch and absorb any information stored inside one of these glyphs.

Impart Knowledge

In Dara culture, the individuals who go on to obtain wisdom truly worth sharing are blessed with a unique ability to impart glyphs before their death. This extraordinary skill is revered amongst the dara.

When you reach 10th level, you gain the ability to impart messages through dara glyphs. As an action you can press your hand against any surface and create a thumbprint shaped glyph unique to you. When creating this glyph you recite a message, which is stored inside the magical symbol. The glyph can only be seen by other dara and can be absorbed by using the Sacred Revelation ability.

Blue Dara

As a blue dara you gain the use of the knowledge talisman and are able to produce it once per day in addition to other talismans you know.

Knowledge Talisman

As an action, you can create a knowledge talisman. When a creature in possession of this talisman makes an ability check, it can activate the talisman, rolling a d6 and adding the number rolled to the check; the creature can roll the die before or after making the ability check. The talisman lasts for 1 hour or until it is activated. Once you use this trait, you can’t do so again until you finish a long rest.

Red Dara

As a red dara you gain the use of the might talisman and are able to produce it once per day in addition to other talismans you know.

Might Talisman

As an action, you can create a might talisman. When a creature in possession of this talisman makes a saving throw, it can activate the talisman, rolling a d6 and adding the number rolled to the save; the creature can roll the die before or after making the saving throw. The talisman lasts for 1 hour or until it is activated. Once you use this trait, you can’t do so again until you finish a long rest.