Urrudean

A race of humans hailing from the deserts, plains, and scrublands of Urrudea, the Urrudeans are one of the oldest known races of mortals, dating back to before the Tiamatan and Mai'jiinic empires. Like the Octestus, the Urrudeans have a natural affinity for Void magic, a type of magic that corrodes, disintegrates, and degrades anything it touches. Curiously, both races are immune to the effects of this magic, something they inherited from the Wyrolithe, the first clan of Diiv to attempt nation-building, and who fell for the temptations of Elethyrill. However, the Urrudeans know this trap and pray to the God of the Diiv, known as Rym-ill, for strength and supplication against their old adversary.
Genetic Ancestor(s)
Origin/Ancestry
Wyrolithe
Related Materials

Urrudeans, the Spurned Men

A race of humans hailing from the deserts, plains, and scrublands of Urrudea, the Urrudeans are one of the oldest known races of mortals, dating back to before the Tiamatan and Mai'jiinic empires. Like the Octestus, the Urrudeans have a natural affinity for Void magic, a type of magic that corrodes, disintegrates, and degrades anything it touches. Curiously, both races are immune to the effects of this magic, something they inherited from the Wyrolithe, the first clan of Diiv to attempt nation-building, and who fell for the temptations of Elethyrill. However, the Urrudeans know this trap and pray to the God of the Diiv, known as Rym-ill, for strength and supplication against their old adversary.

Devout Followers of Creation

The Urrudeans follow the teachings of the Dragon God of Creation, known as Rym-ill the Master Maker. Even though they lack the natural connection to creation that many races possess, the God of Creation teaches that all are born for a purpose, and even they, beings who are of the Void, have a special purpose as his followers. With the hope and love that Rym-ill shows their people, the Urrudeans believe that they can undo the wrongs of their ancestors and prove that their God right.

Spurned Folk

With their connection to the void and the dangers of the nothing, many races view the Urrudeans as a person in our world would view a leper; with repulsion and disdain, believing the entire race to be tainted and evil, as many of the things associated with the nothing are beings that do nothing but destroy and warp reality. Despite this view, Urrudeans take their spurned nature with pride, using their faith in their God to rid the world of the taint the void brings with it, working around ancient necropolis from the Eldrytch Wars, tending to the dead and the tainted, allowing the beings there to rest.

Vices of the Void

The ancestors of the Urrudeans, the Wyrolithe or Wraith Diiv, were a group of Void dragons that sought power, immortality, and the vices of all great civilizations, through their innate connection to the Nothing. It was during this period that their empire sought to release Elethyrill, the Faerii Blade of the Void and Trials, from his prison within the Lands of Nethyr. Although they ultimately did not succeed, they were successful in creating facsimiles of the Faerii Blades, known as the Eldrytch Armaments, an attempt to counter the Instruments of Rym-ill. Today, the Urrudeans actively try and find these dangerous artifacts to seal or destroy them, believing them to be abominations that go against the teachings of Rym-ill.

Urrudean Names

Like the Kalthii, the Urrudeans take many of their names from Middle-eastern cultures, with many dependent on the specific region of Urrudean they are from. Family names are after an Urrudean's parents, generally following paternal or maternal, depending on gender. Ex. Josef ben Shmuel, Elizabeth bat Yahela. Outside of their home city or town, they add their city to their Family name. Example: Josef ben Shmuel of Cedarwatch. See below for the Area-specific names:

Plain of the Remnant Names
  • Male Names: Shmuel, Lemuel, Laban, Methuselah, Zadok, Tobias, Elijah, Levi, Noah, Daniel
  • Female Names: Yahela, Dana, Mary, Martha, Cana, Eden, Ariel, Rachel, Naomi, Ruth
Evona'e'Maroknaa Names
  • Male Names: Tir, Shamash, Gaga, Eriba, Sisit, Apsu, Abu, Nur, Ikuppi, Tammuz
  • Female Names: Belessunu, Bibi, Bilit, Kissare, Zirratbanit, Arahunaa, Rubati, Gula, Kishar
  • Frinden Desert Names
  • Male Names: Amir, Hamidreza, Mahyar, Arash, Esmaeel, Mahdi, Davoud, Vahid, Salam
  • Female Names: Elahe, Hannaneh, Behnaz, Foroogh, Mahya, Maryam, Ozraa, Ghazal, Pooran, Mitra

ability score increase:
age:
Size: Medium
speed:
Languages: Urrudean Common
parent race: Human Folk
race features:

Blood of the Nothing

Your blood manifests the power of the void, something inherited from the Wyrolithe of Old.

As an action once per Long Rest, you manifest a small piece of the void the size of a 5 ft sphere. Make an ranged spell attack, using Chronurgic Primal Magic, Daemonism, or Destruction Magic as your spellcasting proficiency. On hit, the target takes 1d12 + your Wisdom modifier absolute necrotic damage and has their hit points reduced by the amount of damage taken. If the target takes an amount of damage equal to a quarter of its health, it gains a Major Injury.

At 25th level, you can use this feature a number of times per Long Rest equal to your Wisdom modifier.

Breath of the Void

Your draconic ancestry grants you access to a void-related shout when you reach 25th level. You can learn one of the following options:

Marked For Death

Krii (Kill)

Your shout marks the doom of your prey, unleashing a 30 ft cone of weakness. All targets within the cone must make a Reflex saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a fail, the target is weakened for 1 minute. While weakened, the target is also affected by the following:

  • The target's AC is reduced by an amount equal to your Wisdom modifier.
  • The target's hit point maximum is reduced by an amount equal to your Thu'um proficiency.
  • The target takes 1d12 absolute necrotic damage every turn they are under the weakened condition.

A target that succeeds the save isn't affected by the Thu'um.

Sphere of Nothingness

Nid (Nothingness)

Your breath unleashes a Sphere of Nothingness that sucks in everything around it, lasting for a minute. You shout it to a point within 150 ft, and the first turn it is out, it is a 15 ft wide sphere. At the end of the round, it pulls in everything in a 10 ft radius and increases 5 ft in diameter. Each round it increases size, the suction range increases by 5 ft.

All targets that are within the suction radius have their speed halved and are weakened. Any target affected by the suction must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a fail, the target is sucked into the Sphere of Nothingness.

At the last round, the sphere explodes, causing all targets trapped within to be flung 20 ft for every turn they were trapped for in a random direction. If a target was trapped for a full minute, it takes an additional 1d12 absolute necrotic damage.

Void Breath

Nil (Void)

Your breath unleashes corrupting void energy in a line that is 45 ft long and 15 ft wide. All targets within must make a Reflex saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a failed save, the target takes 2d12 absolute necrotic damage and have their hit point maximum reduced by the amount until the target takes a Long Rest. If the target takes an amount of damage equal to more than a quarter of its hit point maximum from this shout, it gains a Major Injury, which can't be healed except by a healing spell or potion of Master level quality.

On a success, the target takes half damage and has its hit point maximum reduced by the amount for 1 minute.

Spurned

Due to your natural affinity for Void magic, you have disadvantage on social roles as long as the individual in question knows your race and isn't considered an ally or isn't in regular contact with your race.

Rym-ill's Blessing

Due to your people's devotion to the Dragon God of Creation, you have moderate resistance to any form of absolute damage, and have proficiency in one of the following magic skills, knowing one novice spell from it tied to Creation:

  • Conjuration Magic School
  • Creative Primal Magic
  • Celestialism
  • Golemancy

Urrudeans generally have the following physical features:

  • Hair. Urrudeans generally have white or black hair, with some rare ones have different hair colors.
  • Eyes. Many Urrudeans have light colored eyes, often something that gives them an eerie appearance, such as almost white, blue, or pale green.
  • Skin Tone. Urrudeans come in a range of pale to fair to tawny.
  • Build. Urrudeans come in all shapes, with a height range of 5-6 1/2 ft tall.