Aasimar Species in Lyanore | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Aasimar

Basic Information

Anatomy

Aasimar are indistinguishable from humans externally. However, within, they have several different organs, most of which depend on their subrace. The only kinds of Aasimar which are easily discernible are those with wings and those who have devoted themselves to evil. A Fallen Aasimar has ashen skin, protruding, red veins, and discoloured eyes.

Genetics and Reproduction

Aasimar birth live young and impregnate through mundane sexual reproduction. Their periods last for ~40 days once per year.

Growth Rate & Stages

Aasimar grow about the same rate as humans, maturing around 20 years or so. However, they are technically immortal, as in they cannot die of "old age" without being poisoned or the like. Aasimar cease to physically age between age 22 and 29.

Ecology and Habitats

The optimal environment for an Aasimar is a temperate climate with steady humidity and fresh resources such as cereals and water.

Dietary Needs and Habits

Aasimar are omnivores, that is, they can eat herbs and most mundane meats.

Biological Cycle

The only biological cycle besides a reproductive period for an Aasimar is their yearly rejuvenation cycle. Once a year, usually shortly after the Aasimar's birthday, they get desperately sick for a day or two before returning to normal. This is the price they pay to keep their bodies young.

Additional Information

Social Structure

The Aasimar have no current societal structure. Their old society, destroyed by the Elves of old, consisted of a series of city-states with centralized figure-heads for each city.

Domestication

Aasimar are well-integrated into modern society.

Facial characteristics

This varies greatly among Aasimar, but they tend to have soft, glowing features.

Geographic Origin and Distribution

They can be found all over the world, since there are so few of them left.

Average Intelligence

Aasimar don't have much by way of natural intelligence (+0), nor wisdom (+0), but have above average charisma (+1).

Perception and Sensory Capabilities

Aasimar have inherited the darkvision of their godly parents, Geshtai and Pholtus. They can see the world in greyscale in the absence of light for 60 feet around them.

Civilization and Culture

Naming Traditions

Aasimar names vary wildly. A minority of them are very old and still have ties to Aasmaria, and generally they have a handful of names. Generally though, these older Aasimar have true names given to them by the gods or by their long-dead tribe. Newer Aasimar generally take Celestial names by choice or attempt to blend in with human or Elvish cultures.

Major Organizations

Aasimar control no major organizations. The most well-known Aasimar is he who sits among the Assembly of Wizards as one of its founders, Savvas Revara the White.

Major Language Groups and Dialects

The only language native to Aasimar is Celestial, as they brought that tongue with them from the Heavens. However, most of them learn Common as well as local languages in order to communicate more easily.

History

The Aasimar descended from the Heavens as the children of the goddess Geshtai and the god Pholtus some 50,000 years ago. They settled the lands of the far northwest, once its own continent called Voreios, and claimed the land under the name Ouráchora, later renamed Aasmaria. The tribes of Aasimar over a century split into four major regions centered around cities. These were Foliá, Kataigídonaktí, Néosýnnefo, and Zóaníma. Foliá was a small hold in the southeast in the Kókkinos Timberlands that specialized in woodwork, hunting, and foraging. Kataigídonaktí was a small hold in the northwest on the northern shore of the Pagoniá Bay that relied on ice-fishing, hunting for rare furs in the far north, and sea trade. Néosýnnefo was a metropolitan city in the northeast on the Lefkós River that had acres upon acres on the Anoichtó Plains on which many farms for both vegetables and livestock thrived. Zóaníma was a medium hold in the southwest on the southern shore of the Pagoniá Bay which mostly survived by trade, war, and hunting in the nearby Nótia Wilds. Over the next thousand years, the Aasimar grew somewhat peacefully after a short war with the Elves and many small campaigns against the Médivéki tribes scattered throughout the southern lands. Eventually, after a debacle between Trithereon and Boccob, one of the Elvish patrons at the time, the Aasimar felt the Elves had stepped too far by denouncing Trithereon and throwing out his followers. Soon after, the Aasimar declared a holy war against the Elvish kingdom, Virenta. Sailing along the northwestern coast of Voreios, the Aasimarian navy quickly sacked the Elvish city of Carennas. With this blow, the Elvish offense was crippled, but its defense was bolstered by order of the nobles of the land. For the next two years, the war stayed mostly in the wilderness between camps of soldiers and in the ocean between the two navies. A couple of years later, the Merfolk of the southern ocean also invaded Virenta, granting Ouráchora a great advantage. In the next 6 decades, warfare would continue on and off. At last, in the year 48,815 of the Ancient Compendium, peace was restored more or less. Though all but one of the Elvish holds had been razed to the ground, the Aasimar did not settle the area due to a relatively low populace. For the next few millennia, there was peace between the Elves and Aasimar, though they both began to exploit and conquer the Médivéki tribes after some time. However, revenge was inevitable. With the relatively quick growth of Virenta to Ouráchora, the Elves eventually declared an ancestral war against the Aasimar. Over a century, Ouráchora fell to Virenta, slowly but surely. Most of the Aasimar were slaughtered in an act of revenge. The cities of Foliá and Zóaníma, renamed Thogneh and Cirstrand, were razed upon capture, but Kataigídonaktí and Néosýnnefo were taken as northern strongholds for Virenta. Eventually, Kataigídonaktí, now named Tempesmond, was abandoned due to a minor Ice Age in which the city was overtaken by glacier ice. Several centuries later, Néosýnnefo, now named Nova Stratos, slowly disintegrated due to its far distance between it and any other large city, only being near druidic circles, the occasional hermit, and a few rogue Médivéki tribes. In the modern age, Ouráchora is referred to as Aasmaria. There was one attempted revival of the state, but the extreme diaspora of the Aasimar across Lospiri rendered this impossible.

Common Myths and Legends

Interspecies Relations and Assumptions

The Aasimar view themselves as among the most powerful mortal races, only truly contested by Dragons, Elves, and the Shabti in individual power.
Scientific Name
Asum Novus
Origin/Ancestry
Celestial
Lifespan
Unlimited by age
Conservation Status
Aasimar currently have no country of their own and are vagabonds across the planes.
Average Height
The average Aasimar is about 6 feet tall.
Average Weight
The average Aasimar weighs about 150 pounds.
Average Length
The average Aasimar has a length of 1 to 2 feet. They are Medium sized humanoids.
Average Physique
Aasimar have average physique in strength, dexterity, and constitution.
Body Tint, Colouring and Marking
Aasimar are universally pale-skinned, and they tend to have shades of brown for their hair.

Remove these ads. Join the Worldbuilders Guild

Aasimar

Ability Score Increase Your Charisma is increased by 1, and you can choose to increase Charisma again by 1 or take 1 point in Wisdom.
Size Medium
Speed Your base walking speed is 30 feet.

Age: Aasimar mature at the same rate as humans, but appear to stop aging in their mid 20's.
Alignment: Due to their celestial heritage, Aasimar are often good. However, some Aasimar do fall into evil, rejecting their heritage.
Appearance:: Aasimar appear as light-skinned humans. Generally, they are very pale, but some can be naturally tan, and they can become significantly dark due to their unhindered lifespans. Aasimar who have rejected their sacred heritage often gain grey skin and reddish veins.
Size: Aasimars are built like humans. While their human side allows for a variation in physical appearances, their celestial heritage ensures that Aasimar always appear in top physical condition.
Darkvision: Due to your celestial heritage, you have superior vision in the dark and dim conditions. You can see in dim light within 60 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 gray.
Celestial Resistance: You are resistant to Radiant and Necrotic damage.
Celestial Legacy: You know the Light cantrip. Once you reach 3rd level you can cast Lesser Restoration, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Perceptive: You are proficient in Perception checks.
Subrace: There are three types of known Aasimar, Holy Aasimar, Spiritual Aasimar, and Winged Aasimar. Chose one of these subraces.  

Holy Aasimar

Holy Warrior: Once you reach 3rd level, you gain a +2 to all attack rolls with melee and ranged weapons against creatures with an evil alignment. You can also cast Wrathful Smite a number of times equal to your proficiency bonus. A long rest will restore 1d4 worth of these uses. Wisdom is your spellcasting ability for these spells.  

Spiritual Aasimar

Holy Healer: Once you reach 3rd level, all healing spells you cast restore an additional die of hit points. You can also cast Healing Word a number of times equal to your proficiency bonus. A short or long rest will restore 1d4 worth of these uses. Wisdom is your spellcasting ability for these spells.  

Winged Aasimar

Ability Score Increase: Your Dexterity score increases by 1.
Encumbrance: You may not fly while encumbered.
Flying: For every 50 pounds a character weighs, they must fly 5 feet every turn. If you do not move this amount while flying, you fall to the ground at a rate of 240 ft. a turn.
Shoulder Wings: You may not wear any armour you are not proficient with while flying. You also may not wear normal backpacks and armour simultaneously and fly. To alter armour or backpacks for your wings, it costs 1.5 times the usual cost.
Winged: You have feathered wings sprouting from your shoulder blades. You have a flying speed of 30 feet.

Languages. You can speak Celestial and Common. You can read and write the Celestial and Common scripts.


Base HeightHeight ModifierBase WeightWeight Modifier
5'8"+ 1d8 120 lbs.+ 3d20
  • Circa 49,500 AC, or the Days of Emergence
    Descent of the Aasimar
    Founding

    The descent from the Heavens to Lospiri taken by the Aasimar.

    Location
    Lospiri
    More reading
    Aasimar

Comments

Please Login in order to comment!