Synthomotus Species in Emaxus | World Anvil
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- Brian

Synthomotus

The warforged were created out of hope and inspiration. The grandest of all scientific pursuits: the pursuit to create life. This was achieved by House Cannith's creation forges in Ticinum, their base of operations and one of the greatest cities of the Imperium of Aitreas during the Aitrean Golden Age. Thousands of warforged were created from these great forges, souls formed from the ether and put into bodies made from the earth and the forests, all new Imperials welcomed into their new home. These thousands of Warforged spread across the Imperium, and even into greater Emaxus (albeit in much smaller numbers), seeking to forge their own path in this world that they had been brought into, and created for.   But with the Mourning, and the Collapse that followed, the creation forges have fallen silent. No new warforged walk forth from their great maws of metal and arcane magics, and as such, for the foreseeable future, the warforged population is limited to only those that were created before the destruction of Ticinum.  

Living Steel and Bone

Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, warforged were able to modify themselves freely. Now, with the loss of the creation forges, warforged who seek to change themselves must either do it themselves or take a different route (ex: painting or chiseling their body, rather than replacing parts).   Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.  

Creation

Warforged began as souls formed from the ether. The greatest minds of House Cannith used the creation forges to mold minds from the raw energies of the universe, and from this primordial energy, the first warforged souls were born. At first, these souls ranged from confused and dumbstruck to terrified and vicious, and House Cannith had no system to introduce these souls to the world. After all, unlike mortal children, these were souls pulled from the ether and created artificially, with them thus being deprived of biological (and the accompanying psychological) growth. Over time, House Cannith discovered a method to determine a new soul's personality and ideals, thus discovering who they would be as a sentient creature.   After anywhere from hours to weeks, a warforged soul would be deemed "mature" enough to create its mortal shell. Thus, using the creation forges, the House Cannith artificers would guide the warforged soul through the creation of its body, before it was then bound to it. Thus, a warforged soul would be able to curtail its shell to its desires. The typical warforged has a sexless body shape, and some warforged ignore the concept of gender entirely, while others adopt a gender identity. Despite creating its shell at first, the more a warforged develops its personality and continues to "mature," the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.   When making a warforged character, consider how your creation process took place. Was it rapid, and you were accustomed quickly to your newfound existence, or were you terrified and confused and took many weeks or months to understand how you came to be? Has your body undergone many modifications since you first designed it, or have you no desire nor need to change your mortal shell?  

Freedom

The warforged were created for the sake of the act of creation. While some engineers of House Cannith or politicians in the Imperium may have desired the warforged to be soldiers or workers, the eventual decision by a wide margin was that the warforged should be allowed to be who they wish. They would be Imperials, like all other citizens of the Imperium, and, if every other mortal Imperial falls to ash and dust, the warforged would be a constant echo of the Imperium's grandeur. And as such, the warforged were given the same freedoms and rights afforded all Imperials, and the warforged that exist in the world reflect that. There are warforged of all kind, from artists and poets to adventurers and commanders.   No one morality or code defines the warforged, just like all sentient races in Emaxus, and due to their lack of numbers compared to the other races in Emaxus, many warforged strive to leave marks on their communities, for good or ill. Consider the path your warforged wishes to walk. Do they wish to be a trailblazer for their race, becoming the first legendary warforged, or do they seek other destinies?  

Quirks

Warforged are by far the most unique race on Emaxus in terms of how they came to be. They were artificially created! As such, your warforged has not had the traditional life of being born and then coming into themselves over their formative years, and as such, your warforged could've potentially developed some odd personality traits over their life. Consider if you have any unique, odd traits. Perhaps your warforged first encounter with a wolf was actually a druid, and you now believe all wolves are sentient, shapechanging creatures. The possibilities are endless, but don't feel forced to put quirks into your personality! If your warforged hasn't responded to any events in its life by developing some superstition or strange ideal, that is fine. Warforged are just as diverse as any other race on Emaxus, and as are their personalities.  

Customizing Your Origin

At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character's origin and give you the ability to create many different types of characters. Despite that versatility, a typical character race in D&D includes little or no choice - a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character's race, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character's fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters.  
ABILITY SCORE INCREASES
Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D's past. For example, if you're a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's unhelpful if your character doesn't conform to the archetype.   If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here's how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.   For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.  
LANGUAGES
Your character's race includes language that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here's the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait.   To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.   Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign.  
PROFICIENCIES
Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.  
PROFICIENCY SWAPS
       
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/martial weapon or tool
Simple weapon Simple weapon or tool
Martial weapon Martial weapon or tool
Tool Tool or simple weapon
For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a musical instrument - a type of tool - instead of with longswords. Similarly, elves start with proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance.   The "Equipment" chapter of the Player's Handbook includes weapons and tools suitable for these swaps, and your DM might allow additional options.  
PERSONALITY
The description of a race might suggest various things about the behavior and personality of that people's archetypal adventurers. You may ignore those suggestions, whether they're about alignment, moods, interests, or any other personality trait. Your character's personality and behavior are entirely yours to determine.

Warforged Names

Warforged were not given names upon their creation. They may have some numerical designation lost in the great libraries of Ticinum, but all warforged were left to choose their own names. Many of them adopted nicknames, perhaps given to them by friends or mentors. As sentient creatures free to choose their path, many warforged have also taken on names related to the culture they consider "theirs." Based on your backstory, read on other race pages or talk to your DM about what names your warforged may take that don't go with the nicknames below.   Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall  

Warforged Traits

Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.  

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.  

Age

A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.  

Alignment

Most warforged take comfort in order and discipline, leaning toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.  

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
  1. Size modifier = 2d6
  2. Height = 5 feet + 10 inches + your size modifier in inches
  3. Weight in pounds = 270 + (4 x your size modifier)

Speed

Your base walking speed is 30 feet.  

Constructed Resilience

You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
 

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.  

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor:
  • You gain a +1 to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.
 

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.  

Languages

You can speak, read, and write Common and one other language of your choice.

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