Yhatnar

Yithandreal armor, swords, and spears flashed as the bright-hued warriors poured from the woods roaring their battle rage. The valiantly fighting dwarves surging with renewed energy in spite of their wounds. The Yhatnar had joined the fight, and Rodiut knew he had lost.
— The Battle of Vinrath, Dwarven histories
 
In the forgotten myths of the Dwarves and Elves, references can be found of a powerful, aggressive, and artistic race known as the Yhatnar. The Yhatnar are described as both hideous and beauteous. The Yhatnar were feared by all other races for their aggressive battle prowess. Yhatnar warriors show no fear of death or failure. Once they engaged, nothing can turn them from their goal. Yhatnar cities are described as works of art blending nature, stone, and a silvery metal called Yithandreal, believed to be the origin of today's Dwarven mithril.
— Binthinri, Forgotten Fea Races
 

Quick Attributes

Ability Scores: +2 Strength, +1 Constitution
Age: 20 to 250 years adulthood
Size: between 7 and 9 feet tall / Medium
Speed: 35 ft
Vision: Normal
Languages: Common, Yhatnar
Elemental Resistance: resistance to heat and cold throughout character’s life
Oversized: Can use weapons of one size larger as if they were correct size
Playable Subraces:
Tilishna (Keepers of the Lands)
- Blend with Nature: hide behind/in light concealment caused by nature (rain, mist, brush, etc.)
- Breath of the Forest: move 2x speed without trace through wooded lands
- Elven Friend: access to elven lands and support of the elves
- Tilishna Upbringing: proficiency with two skills, choice of Athletics, Investigation, Medicine, Nature, Stealth, or Survival.
- Tilishna Weapon Training: proficiency with slings, longbow, longsword, spear, and quarterstaff
Vindrial (Protectors of the People)
- Keen Senses: proficiency with Perception skill
- Vindrial Reprisal: occasionally shrug off injury to attack an enemy with advantage
- Vindrial Upbringing: proficiency with two skills, choice of Animal Handling, Insight, Intimidation, Medicine, Nature, or Survival
- Vindrial Weapon Training: proficiency with the longsword, shortsword, shortbow, longbow, pike, spear, javalin, and throwing knives
- Weapon Improvision: use any object as a weapon without penaulty
 

Yhatnar Tribes

  The Yhatnar are made of ten tribes. Being from a given tribe does not necessarily dictate a person's place in their society. Although, it has been said that no one can understand Yhatnar society except the Yhatnar. Only two tribes interact with the other races and specific details on the other eight tribes is based on tales and information provided by the few encounters with Yhatnar outside their cities. The Yhatnar are as a whole, considered honorable, trustworthy, and a bit nieve. Unless provoked they are friendly and helpful so long as it doesn't interfere with their duty. There are no records or tales of anyone surviving an attempt to prevent a Yhatnar from doing its duty. On gender roles, it appears that females and males are equal in status and strength among the Yhatnar. The Yhatnar find societies with roles divided by gender to be puzzling or worthy of mockery (politely.) To a Yhatnar, the person who is best at a job should be the one tasked with doing it.  
1. The Tilshna (Protectors of the Lands)
dedicated to the husbandry of the natural lands. Honored by all creatures of nature.
2. The Vindrial (Protectors of the People)
dedicated to the martial arts for the protection of the Yhatnarian society. Honored by all soldiers and commanders of the Fae nations.
3. The Molgr (Protectors of the Histories)
dedicated scholars who maintain accurate histories of the Fae.
4. The Oru (Protectors of the Laws)
5. The Eysteiffi (Protectors of the Futures)
6. The Limriu (Protectors of the Vitalities)
7. The Gundar (Protectors of the Spirits)
8. The Edingru (Protectors of the Knowledges)
9. The Kareuko (Protectors of the Industries)
10. The Anjohiem (Protectors of the Holds)
  The Yhatnar are a very old race, they carry wisdom from bygone times when the Fae lived together with the gods. It is the Yhatnari Mimir and Valfprodnir that Argos, the all-father, sought out to learn the ancient knowledge of the Dukatilaion. All the gods respect the Yhatnar. The dwarven and elven kings from the pre cataclysm were tutored by a Yhatnar. Human legends claim the Yhatnar were consorts to some gods. The Yhatnar are always of the light and trusted by all the Fae. All those with darkness in their hearts fear the Yhatnar.   No one knows exactly where on Niya-Yur the Yhatnar communities are. Prior to the spring of 15,294 A.C., the Yhatnar were thought totally extinct. But, a few Tilshna began appearing in central Aelargo, western Nasur, and in the forest north of Gracia city. In these encounters, the Tilshna gave all sapient folk specific instructions of places deep in the forests to avoid. At about the same time a delegation of six members of the Vindrial presented an ancient claim to the Duianna Alliance naming the forbidden areas as the property of the Yhatnar. The Duianna Council, at the strong recommendation for acceptance by the dwarven and elven members, reaffirmed the Yhatnar claims and issued orders to comply with the Yhatnar requests to avoid the specified wilderness areas.   Some Yhatnar of both the Tilshna and Vindrial tribes have been seen in taverns and inns hiring out as mercenaries. None have yet joined any of the major guilds or the various mercenary groups such as the Swords, Shields, Guards, Knives, or Daggers. The Yhatnar appear to be spreading out and observing the social interactions of the races of Niya-Yur.  

Dedicated Workers

  The Yhatnar appear to be driven to learn and experience as much as they can while performing their duties. Once a Yhatnar has committed to doing a task it will dedicate all its will, strength, funds, and power to completing the task. Although their speech patterns lead many to think the Yhatnar are simple-minded brutes, they have proven over and over they are every bit as capable as any other race. They tend to observe, plan, and then execute. They have no problems changing plans midway if things are not working or they find a better way. They will not compromise nor do anything against the light. In the few stories of the dwarves, there are warnings about what happens to evildoers who attempt to fool the Yhatnar into doing something wrong.   The Yhatnar seem to place a lot of weight on self-sufficiency and personal growth. They are constantly comparing notes with others around them. A specific tale tells of a battle captain who had killed three opponents less than her second. She proceeded to attack the final stronghold alone and succeeded in killing the last thirty fighters herself to ensure she doubled her second's score. The Yhatnar do not fear failure. They view every failure as a prime learning moment that they must learn from to improve themselves.  

Honorable Friends

  The Yhatnar live by a rather odd code of conduct. Although they are driven to always improve and learn, that is never allowed to interfere with friendship and love. It is perfectly safe for an enemy to walk into a Yhatnar battle camp even just before a battle to negotiate, they will never attack or harm a guest. They also believe that a guest should be offered the very best. If you invite a Yhatnar to your campfire, you had best pull out some roast or at least a good ale to share.   Once you have met a Yhatnar they never forget you and somehow, all Yhatnar learn about you as well and may even recognize you, even years later.   A Yhatnar will never ambush, sneak attack, or feign death to escape. They believe they must survive with total honor or else they will not be welcomed to their afterlife. They believe that the spirits of the Yhatnar who died with dishonorable acts in their lives remain to roam the world for many lifetimes of regret before the gods give those souls a second chance and allow them to be reborn. They believe the dead can influence the living and with great effort alter something physical. They also believe it is the dead who speak to and give oracles their wisdom and warnings.   The entire Yhtnari society is based on the core belief of honor and service to sapient life as a whole is the reason for life. This creates interesting conflicts as it extends to protecting the world from sentient abuse while still growing societies for the improvement of all. Yhatnar can debate these topics for weeks if you let them.  

Care for the Weak

  The Yhatnar never leave a wounded comrade behind. They will go to any length, once their primary duty is finished, to help a disabled Yhatnar return to their home. What happens to the crippled Yhatnar is not known and they have never answered any questions about this. But, while they are moving crippled comrades they are as instensly dedicated to the comrad's health and comfort as they are to all other duties.   When Yhatnar die they have various burial customs based on circumstances and prudence. They believe the dead have no need for their material possessions or bodies. But, their concern for nature means they desire to recycle everything to the best of their abilities. Therefore, they will strip metals and other non-biodegradable items from the dead for recycling then bury or burn the bodies. They do not like the idea of leaving bodies out for the beasts simply because that feels disrespectful. But, if there is a natural famine they may do just that to help the natural creatures survive. They have no problems following the religious beliefs or social requirements of any other sapient race regarding their dead, except for the idea of killing wives or servants to accompany the dead. If someone insists on a funeral pyre or burial with all the equipment or other goods, that is just fine. After all, nature will recycle it eventually, just less efficiently.  

Yhatnar Names

  It has been discovered that a Yhatnar comes of age at 18 years old. At that time they go through a trial that on succeeding they call out their name and that is the only name they are known by for the rest of their life. Only adult Yhatnar have interacted with other races so it is not clear what names they give to their children.   Yhatnars rarely use their real names, instead, they have nicknames based on some act or whim of a higher ranking Yhatnar. Their nicknames are generally stable but may be changed by a team leader or some act (successful or not) they performed. A Yhatnar with a notable deed nickname, either a success or failure, is usually much respected by their companions, and failure to use a nickname is considered an insult. As a result, Yhatnar will assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.   On formal occasions Yhatnar will present all four of their names when identifying themselves, in the order of clan name, birth mother's name, birth father's name, adult name, and nickname. In casual conversation, they use their nickname.   Nicknames: Honestherder, Flowertanner, Thundertwister, Skyeye, Frightdrifter, Deersmasher, Rockleader, Beareye, Highlogger, Dreammaker, Swiftstalker, Silentstalker, Flintpicker, Smartworker, Frightweaver, Riversmasher, Hidetwister, Strongstriker, Hardvigor, Highwalker, Threadweaver, Tribedream, Wildbearer, Honestfinder, Steadylander, Deercook, Woundaid, Brightdream, Slyguard, Stormclimber.   Female Adult Names: Ranleinga, Kau, Gytt, Rorre, Rillelth, Reko, Meovnarth, Gyni, Gongrbonn, Relgae, Yharbigli, Blireingey, Utlaui, Maup, Blunghi, Jalau, Skurbu, Kestop, Lafeyp, Gjingikótt, Kerbeje, Dúroffát, Fruso, Bediss, Ovnar, Mevnaphet, Radhonorth, Tirmolirth, Nypar, Kanlali, Kaulfaudar, Rugjin, Hrinnlok, Groddung   Male Adult Names: Watfius, Votsog, Uwar, Gonziar, Dlomrym, Arusag, Hukfur, Mogi, Alor, Fobkrus, Litsius, Fluzar, Vuzar, Wixmohr, Galom, Klidbar, Retver, Slogdus, Uto, Aelog, Rutsal, Hozam, Omlor, Masor, Kexroch, Alixsius, Woxkrus, Cretrog, Zlawar, Muslor  

Yhatnar Traits

  Yhatnar share a number of traits in common with each other.  
Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Yhatnar have lifespans comparable to halflings. They enter adulthood at the age of 20 and generally live about three centuries.
Alignment
Yhatnar society, with its strong dedication to honor, has a lawful bent. The yhatnar sense of nature balanced with an emphasis on honorable behavior and self-sufficiency pushes them toward neutrality.
Languages
You can speak, read, and write Common and Yhartnar.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Size
Yhatnar are between 7 and 9 feet tall and weigh between 250 and 340 pounds. The males and females have no size difference. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Yithandreal Blooded
You have resistance to cold and heat damage.
 

Subraces

 

Tilshna Tribe

  The Tilshna tribe is dedicated to the husbandry of the natural lands. The tribe is known a Protectors of the Lands and honored by all creatures of nature.   The Tilishna have slate gray, reddish-tan, or sky blue skin their bodies are striped with dark green or brown stripes and spotted over their heads. Neither the males nor females have any facial hair including eyebrows. The males may be totally bald or have a ponytail of autumn colors (red, orange, and brown). The women are totally bald from birth. Their eyes may be almost any color with the majority being gold or green.  

Tilishna Traits

 
Blend with Nature
You can attempt to hide even when you are just lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Breath of the Forest
When in natural wooded environments like forests, woods, and low mountains you can travel at twice your speed leaving no trace of your passing.
Elven Friend
You are welcome to all elven lands and the elves will do what they can within their traditions and culture to provide assistance.
Tilishna Upbringing
You have proficiency with two of the following skills of your choice Athletics, Investigation, Medicine, Nature, Stealth, and Survival.
Tilishna Weapon Training
You have proficiency with longsword, longbow, sling, spear, and quarterstaff.
 

Vindrial Tribe

  The Vindrial tribe is dedicated to the martial arts for the protection of the Yhatnar society. The tribe is known a Protectors of the People and honored by all soldiers and commanders.   The Vindrial have blue-green skin their bodies are striped with various shades of purple strips with similar colored spots on the back of the neck wising over the top of their head to their brows. Neither the males nor females have any facial hair including eyebrows. The males may be totally bald or have a ponytail of spring colors (green, yellow, or black). The women are totally bald from birth. Their eyes may be almost any color with the majority being violet or gold.  

Vindrial Traits

Keen Senses
You have proficiency with Perception.
Vindrial Reprisal
You can focus yourself to occasionally shrug off injury to attack an enemy. When you take damage, you can use your reaction to roll 1d8 per level plus your Constitution modifier to the number rolled, and reduce the damage by that total. You then may attack the enemy as a bonus action with advantage. You have advantage until the enemy's next action. After you use this trait, you can't use it again until you finish a short or long rest.
Vindrial Upbringing
You have proficiency with two of the following skills of your choice Animal Handling, Insight, Intimidation, Medicine, Nature, and Survival.
Vindrial Weapon Training
You have proficiency with the longsword, shortsword, shortbow, longbow, pike, spear, javelin, and throwing knives.
Weapon Improvisation
You may use any object as an appropriate weapon without penalty.

Basic Information

Anatomy

Standard Humanoid
No body hair except for the males who have various colored hair growing from the back of the head. Older Yhatnar male hair turns to a deep autumn burnt umber regardless of original hair coloring
Males and females have unique patterned strips on their bodies which shift to large oval spots on their shoulders, necks, and heads. Coloring is subspecies based.

Genetics and Reproduction

Yhatnar women cycle annually. If they become pregnant, they birth a leathery egg after four months. The eggs must be half-immursed in a birthing bath prepared by the parents and overseen for six weeks until the child can break out of the egg.

Growth Rate & Stages

embryo
Fertilization to 4-5 months old- embryos in their mother
fetus
5-7 weeks from birth (1-month-old) - fetuses in leathery eggs nurtured in a special incubation bath
hatchling
hatching to 3-years-old - infants needing constant care and mother's milk
child
3 to 4-years-old - child learning language and becoming fully self-aware
boy/girl
4 to 15-years-old - youth/kid being educated, trained, and matured according to tribal laws (includes intense physical training)
apprentice
15 to 20-years-old - apprentice adults, assigned important societal tasks, caring for the ill and elderly, patroling, husbandry, and when picked by a mentor becoming a full-time aide witnessing everything the mentor does and participating in the mentor's duties
adult
20 to ~250-years-old - full adult allowed to chose a profession and given the freedom to fail independently
elder
250-years-old + - when their spots begin to fade to white Yhatnar are given great respect by all and the title of Elder.
oracle, ancient-one
350-years-old + - rarely a Yhatnar will live beyond the normal lifespan, these individuals' skins fade to white pastels they do not become senile and gain the ability to foresee events up to five years or more ahead. They lose almost all their strength and move very slowly but remain healthy and intelligent. They gain the titles ancient-one and oracle.

Dietary Needs and Habits

Yhatnar are omnivores who have diets similar to all other sapient races

Additional Information

Facial characteristics

While Yhatnar bodies have long strips in various patterns, the stripes shift to smaller and smaller ovals becoming spots like large freckles on the top of their shoulders and up the back of the neck, and over the top of their normally bald heads. They do not have body hair except for some males who have long straight hair in various colors based on tribe on the back of their heads which they usually braid with beads or put up in a short-cropped bun.

Perception and Sensory Capabilities

Excellent sight with darkvision.
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Origin/Ancestry
Last Children of Ymir. Although there are ten known tribes of Yhatnar only the Tilishna (protectors of the lands) and Vindrial (warriors of honor) have been seen on Nya-Yur.
Lifespan
250 years
Conservation Status
The Yhatnar were thought lost in the great cataclysm. But, a few have appeared recently in Llino and some trade routes north to Gracia.
Average Height
7’ 1˝ –7’ 5˝
Average Weight
320 to 350 lbs.
Body Tint, Colouring and Marking
  1. Tilshna (Protectors of the Lands): light beige/light blue skin with brown/dark gray spots
  2. Vindrial (Protectors of the People): gray/green skin with purple/coffee brown spots
  3. Molgr (Protectors of the Histories): light pink/light green skin with black/dark brown spots
  4. Oru (Protectors of the Laws): dark red/violet skin with beige/light pink spots
  5. Eysteiffi (Protectors of the Futures): turquoise/leaf green skin with beige/brown/orange spots
  6. Limriu (Protectors of the Vitalities): dark pink/orange skin with violet/maroon spots
  7. Gundar (Protectors of the Spirits): yellow/navy skin with the opposite navy/yellow spots
  8. Edingru (Protectors of the Knowledge): beige/light pink skin with maroon/turquoise strips/spots
  9. Kareuko (Protectors of the Industries): dark blue/black skin with yellow/orange strips/spots
  10. Anjohiem (Protectors of the Holds): dark tans/brown skin with purple/peach strips/spots

Yhatnar Tilshna Female by Leeland Artra

 

Yhatnar Tilshna Male by Leeland Artra

 

Yhatnar Vindrial Female by Leeland Artra

 

Yhatnar Vindrial Male by Leeland Artra



Cover image: by Leeland Artra

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