Geitlan (5e Race) in Carracosta | World Anvil
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Geitlan (5e Race)

"Fight not for yourself, but for those at home who cannot."
-Deimos, Paladin of Kord  

Physical Description

Geitlan, known to many as Goatfolk, are a race of half-human half-goat humanoids similar to Satyrs or Minotaur. They have goat-like heads, complete with horns and rectangular pupils. Their entire body is covered in coarse fur that comes in many different patterns and colors. They have humanoid torso and arms, but their legs are bent backwards and end in cloven hooves. Many have a short stubby tail, but it is not uncommon to lack one.  

History

Most Geitlan stay within their small communities, becoming farmers, weavers, or hunters. Occasionally, however, there comes one who longs for more. Geitlan make strong adventurers, taking advantage of their natural hardiness and force of will. It can be difficult to track a collective history of the Geitlan, as they have been separated into nomadic groups as long as anyone can remember. Most simply resort to tracking the accomplishments of well known Geitlan and mentioning their home tribe in passing. One such member is Deimos, a righteous warrior of the God Kord. He led an incredibly daring and surprisingly successful assault against the legions of the Abyss, saving the city he had called home for the last 30 years. He later became King of said city, ushering in a time of peace and prosperity.  

Society

A hardy race, Geitlan take pride in their autonomy and close-knit communities. These communities, however, are small and nomadic in nature. They usually build temporary shacks on remote mountainsides, moving on when its scarce resources are depleted. Because of this many remote mountainsides have large random patches of vegetables that have adapted to thrive in the cold, descendants of the crops Geitlan have planted in years past.  

Geitlan Names

Geitlan language uses primarily one-syllable words, and they will choose an object or idea to name their children after. Once their children reach adulthood they are given a new name that reflects a physical trait or deed. These names are subject to change even further over time if a new accomplishment or trait overshadows the previous one.   Young: Sark (Stone), Lesk (Lightning), Bronn (Tree), Ferr (Flower), Cohl (Winter)   Old: Enkla (Big-Horn), Kerrm (Leader or Elder), Kainber (Furious Mage), Deimos (God Sent)   d6 Name Origin  
  1. I have an unusual physical trait.
  2. I accomplished something heroic.
  3. Dissatisfied with my given name, I decided on a new one myself.
  4. I did something cowardly or spiteful, and my name is a way to punish me.
  5. I have mastered a skill, and was given a name reflecting it.
  6. I was named after a famous or heroic relative.
 

Geitlan Traits

Geitlan, known to many as Goatfolk, are a race of half-human half-goat humanoids similar to Satyrs or Minotaur.   Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Geitlan mature rather quickly, reaching adulthood at 13 years. They live slightly shorter lives than humans, to around 70 years old.
Alignment. Geitlan tend to stay neutral in most aspects of life, preferring to keep to themselves and act at the moment. However, they are likely to shift their outlook after being exposed to other cultures for long lengths of time.
Size. Adult Geitlan are generally close to 5 feet tall and average around 180 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. Your horns are a melee weapon that deals 1d6 bludgeoning damage, and you are proficient with your horns.
Stable Footing. You are not slowed by difficult terrain caused by rocks, gravel, sheer faces and other such obstacles.
Hardy. You are proficient in the Survival skill.
Mountain Born. You’re acclimated to high altitude, including elevations over 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Force of Will. You can plant yourself in place with all your weight, making you very difficult to move. You have advantage on any checks or saving throws made to move you or make you prone, including spells like thunder wave.
Languages. You can read and write Common and one other language of your choice.
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