Humanoids in Realm of the Blind God | World Anvil
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Humanoids

"Humanoid" is a label that encompass Humans, Half-Elves, Elves, and other derived races. While neither Humans or Elves are originally from Isan, the two groups have come to dominate it. No one in the Humanoid group are originally from Isan. Humans migrated here at the beginning of the 2nd Era from Kretath, another continent. Elves came here from Arcadia, another world and another Kalpa. Halflings are descended from Humans that survived the catastrophe that ended the First Era and came here from the Starry Realm, which is the space that surrounds the world of Halaran.
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Sikalian (Half-Elf)

Sikalians are the result of crossbreeding between Human and Shantil. Sikalian means "Half-Breed" in the Old Tongue, and their position in the world reflects this. Many Sikalians wander the world, not fully accepted by Human or Shantil society despite belonging to both. These individuals, however, do act as fine diplomats between the two species. Half-Elves have established themselves all across Isan, from the xenophobic forestfolk of Sikalia to the piratically-inclined nation of Durthenia and everywhere in between. Wherever there are Elves and Humans, there are guaranteed to be Half-Elves as well.
Race Lore: Half Elf
Race Perk Pages: Human Perks , Elf Perks
Inherent Racial Ability:
  • You must pick an Elven Ancestry between High, Wood, Sea, and Dark.
  • You may choose any perk (Except for "Outlander's Constitution" and "Ephemeral Form") from the Human or Elvish perk list. You may also get the Inherent Ability of each race. The Human ability costs 3 points, the Elvish ability costs 6.
  • To pick "Astral Respiration," you must have the (Sea) Elven Inherent Ability
Point Balance: 28 Points
Size: Medium
Speed: 30 ft
Language: You know International and International Elvish
Age: Half-Elves mature around 20 years old and often live up to 100 years.
Physical Description: Sikalians typically appear as close Humans, although they can exhibit some of their Shantil traits. Most Sikalians have pointed or leaf-shaped ears instead of the more Human ones, The usual skin tone of the Shantil is usually canceled out by their Human ancestry, although a rare few of the Sikalians are still born with a less visible version of their Shantil Ancestor's skin tone.
Social Difficulty: 2. Half-Elves, while seen as Elves by Humans and as Humans by Elves, are able to fit in well enough except with the most bigoted of either group.  

Roizunder (Human)

Humans, or "Roizunder" as they are also known, are not a race native to Isan. They first arrived at the very end of the Archaic Age, having migrated from the lost land of Kretath, and have controlled most of the continent since the conclusion of the Age of Shadow. Humans are the most naturally spiritually-sensitive of the races of Isan. The average Human does not have a refined ability, although almost all of them can detect divine entities that are close to them.
Humanity used to have extremely advanced technology during the Archaic Age and the Age of the Shadow. After the Great Collapse following the end of the War of the Shadow, this technological and societal progress was lost, and Humanity fell into primal savagery and division. Over the past four millennia, they have partially recovered and are currently around what we would call an Early Modern Period. Though Humanity only has remnants of that which their forebearers built, they are still one of the most powerful races in the world.
Race Lore: Human
Race Perk Page: Human Perks
Inherent Racial Ability:
  • You may cast Detect Evil and Good at will. This spell does not require Verbal or Somatic components when casting it with this perk. This spell may only detect Aberrations, Celestials, or Fiends.
  • As a reaction to being attacked or hit with the Magic Missile spell, you may call out to the Divine to protect you. You have a +1 AC bonus against the triggering attack. If you cast this in reaction to being hit with the Magic Missile spell, you take no damage from one of the darts. The amount of attacks or magic missiles this can block per reaction increases to 2 by level 5, 3 by level 11, and 4 by level 17.
  • The number of workweeks you need to learn a new language or tool proficiency is reduced by 3.
Point Balance: 25 Points
Size: Medium
Language: You know International and either Northlander or Southlander Common
Age: Humans reach maturity around 20 years old and live to an average of 70 years.
Physical Description: Humans on Isan are the full spectrum of humanity on Earth. One group of people might be darker or lighter than another, but most people from populous areas are of mixed heritage due to the six millennia of intermingling.
Social Difficulty: 1. Humans are widespread on Halaran, having settlements on just about every known continent. On the overworld of Isan, they are the dominant species, and their commonness even in nonhuman settlements means that they will rarely, if ever, face discrimination based on their species.  

Zhemubend (Halfling)

Of the little information that remains from the First Era, one legend speaks of a group of Humans who managed to leave Halaran before the disastrous event that ended the First World occurred. Their leader, Janlen, is revered among the Halflings as “the Starfather” or “Sterr ap Tavesh” in Halfling. These Humans spent thousands of years living in the Starry Realm, evolving into what we recognize as Halflings today. In 3897 2E, they invaded Halaran and were able to defeat the Scion Empire multiple times even at its height of power. Its Emperor, Adelard II “the Simple,” granted the invading Halflings the modern land of Banazir in return for peace. Since their invasion and settlement of Banazir, Halfling culture has developed from that of a warrior culture used to scarcity to an agrarian society. Due to the importance of good food, while traveling in a small ship or station among the stars, every Halfling has an innate understanding of cooking. While they love a good meal and an easy day, they love exciting activities when the chance presents itself.
Race Lore: Halfling
Race Perk Page: Halfling Perks
Inherent Abilities:
  • Any kind of saving throw to end a spell or condition occurs at the beginning of your turn, instead of the end.
  • The amount of food you have to eat every day to avoid gaining exhaustion levels is doubled.
  • The number of workweeks you need to learn a new language or tool proficiency is reduced by 3.
  • You have proficiency and expertise with either Cook’s Utensils, Herbalism Kit, or Alchemist's Supplies. (Your Choice)
Point Balance: 24
Size: Small
Speed: 25ft
Language: You know International, Southlander Common, and Halfling.
Age: Halflings are considered mature at 25 and live an average of 90 years.
Physical Description: Halflings have the same proportions as adult Humans despite their much smaller stature. Their feet, however, are proportionally much larger than an average Human’s. Halflings are typically paler-skinned than most Humans. Most Halflings are unable to grow a full beard or a mustache, meaning Halflings usually only grow long sideburns or muttonchops if anything at all.
Social Difficulty: 2. Halflings are well-liked enough by most people due to how many of them are popular entertainers or writers. Many are still wary of Halflings as their small size, love of adventure, and carefree attitudes generate many Halfling kleptomaniacs. Your social difficulty goes up to 4 around Veizmarkers, who lost some of their best lands to the Halflings during the Age of Collapse and now also have to deal with constant thievery from them. In Veizmark, it's not uncommon for a child's birthday celebration to have a Halfling made of straw filled with candies they've "stolen." The children are blindfolded and beat the Halfling with sticks until they drop the candies.

Shantil (Elf)

The Shantil are not from Halaran originally. They arrived in Halaran during the Age of the Shadow from another world known as Trudiverie or "Arcadia." They came originally as conquerors, determined to strip Halaran of every last resource to send to Trudiverie before returning, but were stranded and forced into a new world. Elves have lost much of their ancient technology to the ages, although much of it still remains in their oral tradition. Elves are adapted to the world of Trudiverie, which is placed closer to the Worldfont than Halaran. Even after thousands of years, these adaptations can be spotted in their innate ability to perceive the different forms of the Quintessence, something that takes years of mastery for most other races.
Race Lore: Elf
Race Perk Page: Elf Perks
Inherent Racial Ability:
  • You have advantage on saving throws to resist being charmed and you cannot be put to sleep with magic.
  • You may cast the spell Detect Magic as a ritual. This spell does not require Verbal or Somatic components.
  • You must pick an Elven Ancestry when creating a character of this race. The Ancestries are detailed on the page for the Elvish race.
  • Your type is Humanoid and Fey, effects that apply to either type apply to you also.
  • You are immune to Scurvy.
Point Balance: 22 Points
Size: Medium
Speed: 30 ft
Language: You know International, International Elvish and one other language depending on your ancestry:
  • High Elves know Celestial
  • Sea Elves know Aquan
  • Wood Elves know Sylvan
  • Dark Elves know Undercommon
  • Oathbound Elves know Old Tongue (Fragmented)
Age: Shantil mature at 50 years old and often live up to 600 years.
Physical Description: Shantil have typically have leaf-shaped or pointed ears. Other features of the Shantil differ depending on which lineage they belong to:
  • High Elves have a skin tone of pale gold or bronze. Due to the importance of "pure" lineage in High Elven society, there is very little diversity of appearance. Their hair colors can be copper, golden/pale blonde, or black. Their eyes are usually green or copper and have a liquid appearance.
  • Sea Elves have a set of gills along their neck that allows them to breath underwater, webbed feet, and usually have very well-developed lower bodies. Sea Elves can have any natural hair color, although red is the most common. Sea Elves that spend most of their lives on land or on ships develop a more humanlike skin tone, while those who spend their lives mostly underwater develop a bluish color.
  • Wood Elves have a set of small antlers that sprout from their forehead. Their skin tone takes on brownish or coppery colors. Their eyes range in any color and hue except for red. Their hair is usually a black or brown, although it often has streaks of other hair colors in it.
  • Dark Elves have a layer of obsidian-colored chitin covering their forearms. Their skin tone is purplish. Their eyes are all red in color, and their hair can range from black to a light gray in color.
  • Oathbound Elves have a mixture of High, Sea, Wood, and Dark Elf traits because of their order's acceptance of all ancestries. Oathbound Elves, however, possess stark white hair as a mark of their sacred oath.
Social Difficulty: 2. The Paltian Empire, where most of the Shantil reside, has been increasingly bellicose in the past centuries due to its recent change in leadership. Shantil abroad might be suspected as spies, but are able to dispel this distrust with a little time. Among Grayskins, however, their social difficulty might increase to a 4 or a 5. Shantil raiders have plied the coasts of Ilunabaren for centuries, stealing captives and precious resources.

Clarasen (Harpy)

Harpies, or the Clarasen, were first brought into existence by the Asgari Shantil during the Age of Division as a scouting and airborne force to help guard the various Asgari realms following the Great Collapse. Over time, the Clarasen gained independence from the Asgari and spread out all over Isan. Harpies typically live in small tribes of about 50-100, although larger groups are not too uncommon. Many Harpies make their living by raiding the surrounding countryside, which has done little to endear them to the common people. Harpies are free spirits, and will just migrate should they feel too unwelcome. Harpy tribes often sign up as mercenaries during wars or adventurers during peacetime, and their superior speed and vision allows them to maneuever like no other species can. Despite their usefulness, few people actually like having harpies around and even fewer trust them.
Race Lore: Harpy
Race Perk Page: Harpy Perks
Inherent Racial Ability:
  • You can see up to 1 mile away with no difficulty and are able to discern finer details as if you were standing no more than 100ft away.
  • You are both a Humanoid and a Monstrosity. Effects that apply to one type also apply to you.
  • You have a set of wings that can sprout from your arms that allow you to fly. As a bonus action or a reaction to falling more than 20ft, you may sprout or retract your wings. While your wings are sprouted, you gain a flight speed of 30ft. You cannot fly if you are wearing medium or heavy armor, and your flight ends if your movement speed is reduced to 0.
  • While your wings are out, you may choose to glide if you fall. While gliding, you fall at 60ft per round and move 2ft for every 1ft you fall.
  • You take no penalties from high altitude, as long as it is below 45,000ft above sea level, and may move continuously at your glide speed when at an altitude above 2,000ft.
  • You have talons that act as natural weapons that do 1d4 Piercing damage. You may carry objects with your talons while flying, but you cannot use them normally.
Point Balance: 21
Size: Medium
Speed: 20ft
Language: You know International, International Elvish, and Auran
Age: Clarasen are considered mature at 20 years old, and live up to 80 years.
Physical Description: Harpies stand shorter than the average Elf and weigh far lighter. Harpies can have the coppery or brownish skin tone of their Elvish ancestors. All Harpies, however, have leaf-shaped ears like many Elves do. Their legs are similar to the feet of birds of prey and have feathers further up. Their arms appear like any other Elf or Humans, but can sprout wings on command that allow them to fly.
Social Difficulty: 3. Many people dislike the Harpies due to how many of them become bandits. Many of them can also be found working alongside the increasingly bellicose Paltian Empire as scouts and skirmishers. Despite that, many soldiers on both sides have a grudging respect for the Clarasen due to their maneuverability and their sharp eyes. The difficulty score of a Harpy might increase to 4 or 5 around a Grayskin, since many Harpies serve alongside Elven pirates off the coast of Ilunabaren.  

Meded-Allain (Wolfkin)

The Meded-Allain or “Wolfkin” are a group of humans with the ability to change into wolves. Wolfkin are reclusive from the rest of society, and far prefer to spend their time with mixed packs of Wolfkin and normal wolves. Cities and some towns are too noisy for Wolfkin, and the absence of wolves to speak with is disturbing for them. Wolfkin rarely find themselves in the company of adventurers, although extraordinary circumstances might drive them to adventure. They are different from regular lycanthropes in that they do not have an intermediate form, and Meded-Allain are far less destructive. Wolfkin were believed to be something from Hylian worship, much like normal lycanthropy. This misconception was shattered during the Arulosian Crusade in 6110 2E when Wolfkin were found inhabiting the peninsula. They subscribed to an ancient form of the Northlander belief, meaning they were likely left there when Mankind migrated through this area more than 5 millennia ago. What then, created the Wolfkin is completely unknown, but it’s certainly a force more ancient than any civilization or possibly God in Halaran.
Race Lore: Wolfkin
Race Perks: Wolfkin Perks
Inherent Abilities:
  • You have advantage on checks made to track or navigate.
  • You may speak telepathically with non-evil Wolves within a range of 1 mile. Wolves do not speak a complex language and speak by sending mental images. You can also tell roughly which cardinal direction the wolves are in.
  • You may, as an action, switch between your Humanoid form and your Wolf form. While you are in your Wolf form, you use the statblock of a wolf with a few exceptions. While in your wolf form you keep: Your AC, Health, Temporary Health, Proficiency Bonus, Skill and Saving Throw Proficiencies, Walking Speed Bonuses, and your INT, WIS, and CHA scores. While in your wolf form, you cannot verbally communicate or cast any spells.
  • Both while in your Humanoid and Wolf form, you have a darkvision of 60 ft
  • When you change, anything you are carrying or wielding transforms with you (unless you were carrying it in your mouth) with you. If you die or go unconscious, you stay in your present form.
Point Balance: 20
Size: Medium
Speed: 30ft
Language: You know International and either Northlander or Southlander Common.
Age: Wolfkin are considered mature at 15 years old and usually live around 60 years.
Physical Description: Wolfkin look similar to Humans in just about every way, except for their golden or orange eye color. However, unlike Human eyes, all Wolfkin have a small white mark on one pupil that takes the appearance of a coiled snake, marking their connection to the Wanampi in the Dreamtime. Because of their relative isolation, those from Arulosion have dark brown hair and paler complexions. Those from Isan, on the other hand, tend to be a lot more diverse.
Social Difficulty: 3. While Wolfkin appear almost exactly like humans, their eyes are easy enough for anyone to notice. Many people confuse Wolfkin for lycanthropes and treat both groups with the same fear and disgust. Expect to receive many gifts of garlic from people wanting to drive you away. Among Einarans, your social difficulty drops to 1 as your kind are respected in their society. Among Chevelians, your social difficulty drops to 2 as your kind are known of and tolerated in their society.  

Zhârigon (Dhampir)

First originating in Chevel as the offspring of the first vampires, Dhampir have had a complicated history with their human and inhuman relatives. Dhampir are thought of as divine servants and admired greatly by the unwitting masses who believe the Vampiric nobility of Chevel have superhuman abilities due to blessings from the Gods instead of their arcane enhancements. Among the Midnight Aristocracy, however, Dhampir are thought of as a short step above the average Human and are often merely bastard children to their vampiric lords. In Chevel, Dhampir often become great scholars or warriors, using their enhanced physical abilities and lengthened lifespans to achieve great things. Other Dhampir venture far from Chevel’s rolling plains to seek their fortune abroad, becoming great heroes or infamous villains. Abroad, the Dhampir often inherit the poor reputation of their adventurous kind, and often face discrimination should they reveal their true nature.
Race Lore: Dhampir
Race Perk Page: Dhampir Perks
Inherent Racial Abilities:
  • You have a darkvision radius of 120 feet and can see in full color.
  • You are immune to nonmagical disease.
  • You are unaffected by alcohol, but receive similar effects from consuming blood.
  • You have a set of fangs that do 1d4 Necrotic damage. You are proficient with this weapon and use your Constitution modifier for the attack and damage modifier. You also have advantage on all attack rolls with this weapon while you are at or below half of your maximum health. When successfully making an attack with your fangs, you may empower yourself to gain one of two benefits if the enemy you attacked has blood: You may add the Necrotic damage you did to your health or you may add half of the Necrotic damage you did to the next ability check or attack roll you make. You may empower yourself a times equal to your proficiency bonus, and regain all uses after a short rest.
Point Balance: 20
Size: Medium
Speed: 30ft
Languages: International and Northlander Common
Age: Dhampirs mature more slowly than the average human, maturing at about 40 but live to around 320 years.
Physical Description: Dhampirs have paler skin than their Human relatives. Due to their lack of melanin, some are born with silvery or white hair. Dhampirs also differ greatly from Humans in that they can be born with amber, blue, brown, gray, green, hazel, red, or purple eyes. Dhampirs also have a small set of fangs where their upper canines would be, which allow them to absorb some of the life force of those they bite.
Social Difficulty: 2. Dhampirs stand out among normal Humans, but can still pass for Human. If their vampiric nature is revealed, social difficulty can increase up to a 5, depending on how educated the other person/people are. Vampires are not, by nature, evil but their strength has led to a fair share of them terrorizing Humans. Among Chevelians, Dhampirs are honored and your social difficulty decreases to a 1 or even 0.

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