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Stranger

Ancient, evil forces desperately tried to create a race that could establish its supremacy over others and take control of all material existence. They forged creatures out of flesh, thunder, and magic. These creatures were truly immortal, extremely fierce, and fast on the uptake, yet, they were not obedient. Evil tried its many tricks on these creatures, they even gave them souls to bind and chain. Every single time, these creatures found ways to break free from their masters, and eventually, they started to ward off evil’s attempts of enslavement effortlessly.

Nameless and Cursed

They were not given a name upon their creation, not even a true name, as evil forces didn’t want others to be able to take control of their precious creation. Ironically, their creations took control of themselves and started to decide their own fate, calling themselves the “nameless”. When the first nameless was struck down, they learned there were limits to their immortality. They tasted the fear of dying, of losing a loved one, and of the great unknown. Motivated by this fear, they fought back much more vigorously than before. They knew that this angst had to be their burden, and that evil had to be stopped before its wickedness spread further. Countless times, they fought back and countless times, they lost. Every time, they lost a little more of themselves, being cursed again and again by their former masters and current defeators until they lost so much power that they were no longer the concern of evil powers.

Lost Eternıty, Earned Glory

Right before the evil powers that had made the nameless turned their attention elsewhere, they bestowed their final and greatest curse on their creation; mortality. A final curse was placed in their hearts to symbolize their evil origins. With a lifespan of 66 years, they searched for their place among other mortal races. They scattered across worlds and settled near anyone who had a kind heart. They searched for good people to leave their pasts, their masters, and all the evil they witnessed behind.

Dıfferent but the Same

The nameless lived in various societies, masquerading as humans. Two things gave them away; their crackling thunderous voice and the blue veins covering parts of their bodies. Some of the nameless started to feel ashamed because they were different from the rest, and this always warranted a reaction one way or another. They adopt different cultures as humans do and lead honest lives, readying themselves and their loved ones to fight back against evil if that day ever comes.

Stranger Names

When the nameless settled in various societies, they were called (a variety of the word) “strangers” and the name stuck. After some time, the nameless embraced this new name as well. They don’t have names and true names, thus, they are not good with names and any concept they bring with them. A stranger usually adopts a name given to them by a loved one or an important enemy.


  • Ability Score Increase. Your Wisdom score increases by 2 and three ability scores of your choice each increase by 1.
  • Age. Strangers reach maturity at age 5. Because of the curse placed on their hearts, they die when they turn 66.
  • Alignment. Most strangers do not like the confines of rules and regulations as it reminds them too much of their past, and thus tend to lead chaotic lives. They also try to be as different from their creators as possible, leaning towards good and trying to walk a path of righteousness to the best of their abilities.
  • Size. Strangers stand as tall as humans, averaging at about 6 feet. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Curse of Death. When you turn 13, dark blue veins start to spread across your body, originating from your heart. When you turn 66, you die. Also because of this condition, Wisdom (Medicine) checks to stabilize you are made with disadvantage.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Voice of Thunder. Your voice is like crackling thunder. If you use your voice during an intimidation attempt, you have advantage on your Charisma (Intimidation) check.
  • Languages. You can speak, read, and write Common, Abyssal, Infernal, and one language of your choice.
  • Curse and Strength. Your ancestral strengths and curses occur in various severity. This condition determines your inherited strength and weakness. Roll on the two tables below, or choose one curse from the Curses table and one strength from the Strengths table

Strengths Table

  1. Backup Organs. Any critical hit against you becomes a normal hit.
  2. Borrowed Gift. You channel the power of your creators by force. Your weapon attacks deal an extra 1d6 necrotic damage. This damage increases to 2d6 against fiends.
  3. Deep Sleep. When you suffer 6 levels of exhaustion, you don’t die, you remain unconscious instead.
  4. Mithridatism. You have resistance to poison damage and immunity against being poisoned.
  5. Efficient Metabolism. You can survive for a month without food or water, and you can hold your breath for one hour before you start suffocating.
  6. Persistent Existence. Your hit point maximum can’t be reduced by any means

Curses Table

  1. Cursed Hands. You can’t wield weapons that have metal parts. Any attempt to do so automatically fails and the weapon falls to the ground.
  2. Cursed Soul. You can be attuned to no more than two magic items at a time.
  3. Cursed Smell. Any beast within 150 feet of you is automatically aware of your location, and considers you a threat.
  4. Cursed Feet. You can’t take the Dash action.
  5. Cursed Mouth. When a creature uses magical means to discern whether you are telling the truth or not, it always concludes that you’re lying, even if you aren’t.
  6. Cursed Emotions. You can’t regain hit points by any means while charmed or frightened.

Strangers are typically Humans in appearance, but tend to have small abnormalities like dark blue veins or loud voices. Most can live among humans without others finding out their origins or race. Strangers were common during the Earth-an Era but as time went on became exceedingly rarer, to the point most believe they are just myths or legends. Without the forces of evil creating more strangers, the only ones found now were from the Earth-an Era, but somehow got trapped in some sort of time freezing scenario, like frozen in a glacier, or stuck in a time freezing vortex.

Genetic Ancestor(s)
Origin/Ancestry
Fiend
Lifespan
Mature by 5, Up to 66
Average Height
6'
Average Weight
170 lbs
Geographic Distribution

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