Character Species in Kaos Rhythm | World Anvil

Character Species

Player Character Species Options

Note from the Author

Links in can be followed for more information, however this is all a Work-in-Progress and not everything is finished.

If you haven't already read the Setting Overview, I recommend at least skimming it before beginning Character Creation. The campaign setting is unique and it's usually best to have some basic knowledge of the world you're entering before creating a character to wade through the mechanics, politics, and strangness.

The People of Kaos



Although there are many different kinds of creature across the world of Kaos most are neither intelligent nor civilized. Even among humanoid species there are those that exist with merely the spark of sentience, such as the Magna Hiemsvir or Kakornio. This may seem like more intelligent or civilized species have an advantage, but being self-aware has nearly as many drawbacks as it has benefits.

While some of these species may seem familiar, there have been thematic and statistical changes made to match the campaign setting. Non-humans are rare in Allegran civilization, where this campaign takes place, and are often discriminated against.
Create a character you , but also keep in mind that certain paths may be more difficult to pursue or altogether blocked depending on the choices you make.

 

Human

Human history is littered with bad choices and poor alliances, many of which have faded into myth and folklore. As far back as human civilization can remember they've tried to be allies; stalwart and faithful to all and none have ever regretted it more than the humans themselves. Some humans pride themselves on this trait - earnest and optimistic – yet most refuse to repeat their mistakes and trust nobody. There is one prominent human nation located on Allegri that spans the entire northern area with three large capital cities spaced from east to west. Smaller settlements outside the human alliance are rare and scattered across the southern part of the continent. Most people who live outside a days’ travel of the three major cities are either nomadic or have negotiated some kind of protection from the nearest capital city.
Humans will drop everything they own to make a point or preserve their lives and can thrive in all corners of the world, carving out small habitable settlements or colonies in almost any climate. The world is littered with ancient ruins from kingdoms long dead.

At this moment in history humans have three massive cities spread across Allegri and have found a way of surviving that works well for them. It isn't perfect, but knowing how hard life outside the cities was for their ancestors generally provides them with a sense of gratitude, even if they're living in a squalid hovel or starving.
 
Follow this link for the full article on humans.
 
Human Traits
  • Ability Score Increase. All your ability scores increase by 1.
  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
  • Size. Humans vary widely in height and build, from slightly under 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Cadence and one extra language of your choice. Humans typically learn the languages of other peoples they work with frequently, even rare dialects or dead languages in the case of scholars. They are very fond of sprinkling their speech with words borrowed from other tongues: Elven curses, Dwanar musical phrases, and so on.
Humans
 

Elf

Although they make up a very small percentage of the Allegran population, elves are still the most common non-human species to see in the streets of the capital cities. Depending on their upbringing and heritage elves are nearly as varied in disposition as humans, save for their almost universal love of freedom. Elves are passionate about personal freedom, their own and that of others. Many believe it to be a spiritual remnant of their fae ancenstry, but wherever it came from, no one can deny their fervor runs deep.

There are three common phenotypes of elf that are so distinct many wouldn't necessarily know they were related to look at them.
   
Follow this link for the full article on elves.
Elf Traits
  • Ability Score Increase. Your Dexterity score increases by 2.
  • Size. Elves range from 4'6" to roughly 6 feet tall and have slender builds. Your size is Medium.
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 100 and can live to be 750 years old.
  • Alignment. Elves love freedom, consistency, and selfexpression, so they lean strongly toward the gentler aspects of Chaotic. They value and protect others' freedom as well as their own, and they are more often Good than not.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 grey.
  • Keen Senses. You have proficiency in the Perception skill.
  • Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Languages. You can speak, read, and write Cadence and Elven. Elven is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elven ballads to their repertoires.
Imagine words blending together
as with a Gaelic Irish accent.
 
  Elven Phenotypes
 
Wood Elves
Known as Fortum elves, they are the most common species of elves found in Allegri. These elves are known as Fortum elves after the large area of coastal woodlands they inhabited for centuries before co-founding the city of Clavier with human colonists.
 
  • Ability Score Increase. Your Wisdom score increases by 1.
  • Fortum Weapon Training. You have proficiency with the shortbow, longbow, and net.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
High Elves
Known as Valant elves, these elves are rarely seen in human cities. Sharing a close bond with the fae, most valant elves tend to prefer the company of long lived, and even-tempered folk. With the same zeal for freedom as other elves, valant elves tend to look after themselves first.
 
  • Ability Score Increase. Your Intelligence score increases by 1.
  • Valant Weapon Training. You have proficiency with the longsword, shortsword, and rapier.
  • Valant Magic. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Extra Language. You can speak, read, and write one extra language of your choice that compliments your choice of Background.
Dark Elves
Known as Nalfien elves, they are unique among elves in that they have ebony skin and inky scelera with vibrantly coloured irises and no visible pupil. Due to their intimidating and unique appearance, nalfien elves have always been feared and villainized. Of all the elves, nalfien are the most likely to be evil however many see this as a result of their history rather than an innate fiendishness.
 
  • Ability Score Increase. Your Charisma score increases by 1.
  • Nalfien Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
  • Nalfien Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
  • Superior Darkvision. Your darkvision has a radius of 120 feet.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
 

Dwanar

Dwanar are a stoic but friendly folk known for carving out mountains and building vast subterranean cities. In past millennia the dwanar had dozens, if not hundreds, of cities linked through underground caverns and tunnels. Legends say the tunnels connected dwanar cities across incredible distances, even under oceans and spanning continents. More than any other, dwanar are known as stonemasons and artisans, with a natural intuition that guides them when they work with earthen materials.
Unfortunately, long before current historical records, the dwanar were engaged in a war against a race of goblins that sought out and destroyed nearly every dwanar city. The only known remaining metroplis is MacGiolla, which has been lost to the surface world for centuries. Most of the dwanar in Allegri are the children or grandchildren of either colonists or refugees escaping from under the Allegran mantle and their goblin persuers.
After losing so much, modern dwanar pride themselves on learning and honouring old traditions and cultural elements such as the use of picks and hammers in battle, and dwanar glass-blowing skills.
 
Follow this link for the full article on dwanar.
 
Dwanar Traits
  • Ability Score Increase. Your Constitution score increases by 2 and one other ability score of your choice increases by one.
  • Age. Dwanar mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
  • Alignment. Most dwanar are Lawful, believing firmly in the benefits of a well-ordered society and their place within it. They tend toward Good as well, with a strong sense of justice and a belief that everyone should do their fair share - in work and in play.
  • Size. Dwanar stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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 grey.
  • Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwanar Weapon Training. You have proficiency with the light hammer, maul, war pick, and warhammer.
  • Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, glass blower's tools, or mason’s tools.
  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages. You can speak, read, and write Cadence and Dwanar. The dwanar language is famous for its vowel sounds, absence of a strong “r” pronunciation and the use of an inflection – or intonation – at the end of sentences, which can make statements sound like questions, and those characteristics spill over into whatever other language a dwanar might speak.
Consider a very strong Austrailian accent.
   

Half-Elf

Half-elves have no lands or culture of their own, though they are generally accepted in most human communities. In large cities where elves and humans interact often, such as Clavier, half-elves are numerous enough to form their own community, however it isn't segregated and is part of the larger population that it was born from. Half-elves frequently enjoy the company of other half-elves, the only people who truly understand what it is to live between two cultures.
In most parts outside the Allegran capitals, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid the company of other folk altogether, wandering the dangerous wilderness as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Some half-elves, in contrast, throw themselves into the thick of human society, putting their charisma and social skills to great use in diplomatic roles or even as swindlers and snake oil salesmen.
 
Follow this link for the full article on half-elves.
 
Half-Elf Traits
  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
  • Age. Half-elves mature at the same rate humans and elves do, reaching adulthood around the age of 20. They live much longer than humans, however, often exceeding 400 years.
  • Alignment. Half-elves usually share the Chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
  • Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your elven blood, you have superior vision in dark and dim conditions. 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 grey.
  • Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. You can speak, read, and write Cadence, Elven, and one extra language of your choice.
   

Heblin

Half as tall as a human and twice as scrappy, heblin survive in a world full of larger creatures by either avoiding notice or making friends with bigger, tougher folk. They usually appear relatively harmless or useful, and so have managed to survive without lands or settlements of their own. This has also led to heblin being the most welcomed and accepted full-blooded, non-human species among humans. Although, there are still elements of their culture that humans dislike, especially their fortune telling. Heblin do not have their own politics, but happily participate in those of larger folk as a means of entertainment, despite not being invited or welcome.

Heblin are usually most concerned with basic needs and simple pleasures. They have little use for ostentation unless given a specific motivation. Even wealthy heblin are more likely to hoard their treasures somewhere well protected and secret rather than present them publicly. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Mostly born and raised in travelling communities, each with its own unique name, Heblin love exploring and are usually well aware of the dangers that lurk in the wilderness. The Oakwagon district of Etude is the only permanent residence of Heblin living among humans and behind the walls of a city. They lean more towards joviality than wilderness survival. Although not truly distinct phenotypes, there are two unmistakable cultures of heblin that roam Allegri; Caravaneers and City Heblin.
 
Follow this link for the full article on heblin.
 
Heblin Traits
  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. Heblin reach adulthood around the age of 20 and generally lives into the middle of their second century.
  • Alignment. Most heblin are Good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways and traditions.
  • Size. Heblin average about 2 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave. You have advantage on saving throws against being frightened.
  • Heblin Agility. You can move through the space of any creature that is of a size larger than yours.
  • Languages. You can speak, read, and write Cadence and Heblin. The heblin language isn’t secret, but they are loath to share it with others for no other reason than they don't want others appropriating their language.
    Heblin culture is based around travel so they write very little and don’t have a rich body of literature like the valant elves from Kriio. Their oral tradition, however, is very strong. Almost all heblin speak Cadence to converse with the people in whose lands they dwell or through which they are traveling.
Heblin Phenotypes
 
Caravaneer
Accustomed to harsh weather, rough trails, and wild beasts, caravans of heblin all across Allegri are a alert and quick to respond to events around them.
 
  • Ability Score Increase. Your Wisdom score increases by 1
  • Keen Senses. You have proficiency in the Perception skill.
City Born
Either born within the walls of Etude or raised from a young age around humans, these folk have learned how to use their size and surroundings to their advantage.
 
  • Ability Score Increase. Your Charisma score increases by 1.
  • Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
   

Volsuni

Many different species have hints of otherworldly bloodlines flowing through their veins. Regardless of circumstance, these individuals are usually no different from their parents, siblings, and extended family. Generally, these infernal traces lie dormant, never showing themselves and completely unknown.
When these latent genes do manifest, they throw open the door and come crashing into view. Rare as they are, the volsuni are physically marked by their heritage with demon-like skin coloration and unnatural physical traits that mirror common demo'rai physiology.

 
Follow this link for the full article on volsuni.

 

 
Volsuni Traits
  • Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
  • Age. Volsuni mature at the same rate as humans and commonly live slightly longer than a century.
  • Alignment. Tending toward extremes, volsuni commonly make a conscious choice for one side or the other in the war between good and evil. Most volsuni raised among humans are good but those who lean towards evil can be terrible villains.
  • Size. Volsuni vary greatly in size and appearance depending on how their demo'rai heritage manifests physically. Most are taller than humans, often standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your heritage you have superior vision in dark and dim conditions. 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 grey.
  • Demo'rai Ancestry. You have demo'rai ancestry. Roll or choose one option from the Demo'rai Ancestry table. Your energy attack and damage resistance are determined by the type of ancestry you choose, as shown in the table.
  • Demo'rai Attack. You can use your action to conjure destructive elemental power. Your demo'rai ancestry determines the size, shape, and damage type of the attack. When you use your energy attack each creature in the area must make a saving throw, the type of which is determined by your demo'rai ancestry.
    The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. All creatures takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your demo'rai attack, you can’t use it again until you complete a short or long rest.
  • Damage Resistance. You have resistance to the damage type associated with your demo'rai ancestry.
  • Languages. You can speak, read, and write Cadence and one extra language of your choice, usually the language of your parents or the culture you grew up in. Your speech tends to sound harsh to other creatures and includes numerous unnatural sounds such as the quiet crackling of a fire while you speak, or the sudden sound of nearby thunder when you shout in surprise.
   

Half-Orc

Despite the best efforts of humans, elves, and dwanar, not all orcs are dead. There are no remaining tribes of full-blooded orcs in Allegri, having been hunted down after the First Goblin War, but mixed-blooded half-orcs sometimes cross the Great Sea, or even more dramatically, are born as genetic throwbacks among human populations from ages before the Allegran Accords when orc tribes would sometimes build temporary alliances with nomadic humans for protection.
As it is now, orcs are not feared the way they once were. Thier numbers are far too small to be of any threat to a city and generally being raised among humans has essentially erased the rougher aspects of orc culture. Many half-orcs become adventurers to escape the judgment of their human peers and prove their worth, or to travel the wilderness as their ancestors once did and live off the land while exploring long forgotten landscapes.
 
Follow Half-Orc link for the full article on half-orcs.
 
Half-Orc Traits
  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
  • Alignment. Half-orcs have a tendency toward Chaotic and are equally as likely to be Neutral, Good, or Evil.
  • Size. Half-orcs are larger and bulkier than humans, and they range from 5'6" to 7' feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You have superior vision in dark and dim conditions. 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 grey.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  • Languages. You can speak, read, and write Cadence and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in an archaic Goblinoid script.

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