Harkrin
Homebrew
Harkrin
Descended from some ancient Celestial Age race, the history books say harkrins survived the earliest years of Kairos by moving and hiding. Once Kairos settled, they lingered in the mountains, creating settlements far into the alpines, where most mortal races can't survive. While they're no longer a rarity, especially in Western Dorstovoya, their villages are tight-knit and still hidden. Their culture developed largely separate from the rest of the world, and their leadership are only just starting to make contact with the gnomes of Qyllibi as war breaks out to the north. Harkrins are humanoid, with large wings they use to glide. Most have feathers under and around their eyes, although some have a full extra set of wings that rest above their cheekbones. Their height varies as widely as humans'. Their eyes are often ringed with black instead of white in the sclera.
Harkrin names are earned, and most gather many over their lifetime. The first name is given at birth, and may relate to either their traits or the circumstances under which they were born. A harkrin who leaves their village may choose to translate their names into the language of whatever culture they're interfacing with, or they may choose one to use and keep it in Auran. Harkrins will often refer to strangers in their villages by titles like "Stranger" or "Visitor" until they've done something worthy of a name. There's usually an exception to this when a stranger enters from another culture which uses titles in a similar way.
Child names: Half-Moon, Rain, Hesh, Arra, Storm-Eyed, Raffa, Windcry, Dawn, Owaala, Mhari, Last-Snow, Falling Stars, Cloudless, Firah
Harkrin names: Sharhe-La, Hila-mi-arh, Waterbringer, Lightcaller, Reads-the-Stars, Thel-reha, Guardian, Foxclever, Finds-Joy, Ielthey
Harkrin names are earned, and most gather many over their lifetime. The first name is given at birth, and may relate to either their traits or the circumstances under which they were born. A harkrin who leaves their village may choose to translate their names into the language of whatever culture they're interfacing with, or they may choose one to use and keep it in Auran. Harkrins will often refer to strangers in their villages by titles like "Stranger" or "Visitor" until they've done something worthy of a name. There's usually an exception to this when a stranger enters from another culture which uses titles in a similar way.
Child names: Half-Moon, Rain, Hesh, Arra, Storm-Eyed, Raffa, Windcry, Dawn, Owaala, Mhari, Last-Snow, Falling Stars, Cloudless, Firah
Harkrin names: Sharhe-La, Hila-mi-arh, Waterbringer, Lightcaller, Reads-the-Stars, Thel-reha, Guardian, Foxclever, Finds-Joy, Ielthey
ability score increase:
[+2 / +1] or [+1 / +1 / +1]
age:
Harkrins mature slower than humans and usually reach adulthood around age 25. They usually live about two centuries.
Size:
Medium
speed:
30 ft
Languages:
Common, Auran
race features:
Sky Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet. Winged. You have wings which you can use to glide on the wind. Your long and high jump distances are doubled. Additionally, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level. Feathered Balance. You have proficiency in one of the following skills of your choice: Acrobatics, Athletics, or Stealth. Superior Mobility. When you use Dexterity (Acrobatics) in a contested skill check and fail, you can reroll the d20 once, and you must use the new roll. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and Auran, or two languages of your choice. Many harkrins don't speak common, and some have only bothered to learn some Gnomish in order to interface with their Qyllibian neighbors.
Sky Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet. Winged. You have wings which you can use to glide on the wind. Your long and high jump distances are doubled. Additionally, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level. Feathered Balance. You have proficiency in one of the following skills of your choice: Acrobatics, Athletics, or Stealth. Superior Mobility. When you use Dexterity (Acrobatics) in a contested skill check and fail, you can reroll the d20 once, and you must use the new roll. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and Auran, or two languages of your choice. Many harkrins don't speak common, and some have only bothered to learn some Gnomish in order to interface with their Qyllibian neighbors.
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