Misc. in Realm of the Blind God | World Anvil
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Misc.

These races are either completely unrelated to any other species on Halaran or were created by another species.
Back to Introductory Article: Introduction

Ceiasur (Sprite)

In the Elvish language, "Ceiasur" serves as a term denoting "guide" or "guardian." This linguistic designation finds its roots in an ancient covenant formed between mortal Elves who, having risen to the esteemed mantle of Fey Lords, joined forces with the enigmatic Sprites from the ethereal Starry Realm. Their collective purpose was to shepherd wayward Elvish souls to the tranquil realms of the Feywild, where these souls await rebirth through the cycle of reincarnation. While many Sprites call the Feywild home, their presence extends across the entire expanse of the Starry Realms, with few exceptions in the Hells. The mysterious origins of the Sprites, even unbeknownst to themselves, have sparked a belief that they may be fragments of the divine. Intriguingly, Sprites are linked to various elements and emotions, such as water, wind, fire, and joy. They possess the extraordinary ability to alter their appearances but often opt to assume humanoid forms. Although Sprites seldom venture to Halaran, those who do typically do so in pursuit of specific individuals or novel experiences.
  Race Lore: WIP
Race Perk Page: Sprite Perks
Inherent Racial Abilities:
  • While you are not wearing Medium or Heavy Armor, You have a flying speed of 30ft, but cannot fly more than 10ft above the ground or solid surface. If you are knocked unconscious while flying, you float mid-air until you regain consciousness or die.
  • You always descend at 60ft per round and do not take fall damage.
  • You may emit bright light in a 10ft radius and dim light for another 10ft. You may turn this on or off at will, which looks like switching between your two forms. While you are emitting light, you may also choose to take the form of inanimate objects or natural phenomena (such as a chair, rain cloud, or sword) or appear like an older/younger version of yourself, but you are still Tiny size and are still obviously a Sprite.
  • Your type is a Fey instead of a Humanoid.
  • You do not need food or water to survive.
  • Your unarmored AC is 11 + your Dexterity modifier.
  • When a friendly creature casts the spell Find Familiar within 5ft of you, they may choose to make a weak connection to you. When they cast a spell with a range of Touch, they may choose to deliver it through the Familiar or through you. You may hold this bond with only one creature at a time.
  • You cannot be put to sleep by magic.
Point Balance: 23
Size: Tiny (See tiny rules on Perk Page)
Speed: 20ft
Language: You speak International, International Elvish, and Sylvan.
Age: Sprites do not age normally, as time flows differently in the Feywild and Starry Realms. Most Sprites are thousands of years old, but change very little when outside of the Mortal Realms.
Physical Description: Sprites have two forms. The first, and most basic, is a very faint ball or streak of light. This form is very ephemeral and difficult to see if you’re not looking for it, and allows Sprites to sneak if they need to. The second is a delicate and shimmering Humanoid made of swirling, luminescent colors. Other characteristics depend on what type of sprite you are. A wind sprite, for example, is wispy and light, with a form that seems to dance and shift like a gentle breeze. Their voices sound like the gentle fall of rain, and their skin glows a light blue color.
Social Difficulty: 1. Sprites are seen with wonder and awe by most creatures, due to their rarity and appearance. Among Elves, the difficulty is 0, as Sprites are well-respected within Elven faiths due to their role of retrieving the lost souls of Halaran Elves and placing them in the Feywild to await rebirth.  

Hildethaid (Dryad)

 
The Hildethaid were a race of beings created by the Asgari Shantil during the Age of Division in order to safeguard their race against the scarcity of food and other crops brought by the Great Collapse following the War of the Shadow. The race was created by carving the body of an Elven woman from a felled oak tree and then using a ritual forgotten by every other race save for the Hildethaid. With the passing of time, the grip of the Asgari over the Hildethaid weakened, until eventually in the Age of Enthronement the Hildethaid were able to break free of their bond to the Asgari and set their own path as a species.
The Hildethaid now serve as tenders and guardians of their forests. Where they reside, the flora of a place will surely flourish. While Dryads might seem endearingly high-spirited, they can become spiteful to no end when the flora they tend is under threat. Hildethaid are rarely seen outside of their forests, although one might find one occasionally living among Humans or Shantil as a crop farmer, often hiding their true identity, lest they be mistaken for witches by the zealous masses.
Race Lore: Dryad
Race Perk Page: Dryad Perks
Inherent Racial Ability:
  • You have two creature types: Humanoid and Plant. You can be affected by a game effect if it works on either of your creature types.
  • You must drink four times as much water as a normal Humanoid or else suffer a level of Exhaustion. You can recover from this Exhaustion only through magic or by drinking enough water.
  • During a Long or Short Rest, you can root yourself for one hour while in direct sunlight. While rooted, you cannot move and have advantage on any Checks or Saving Throws to resist being moved against your will. One hour of rooting is equivalent to a full day's worth of food.
  • You know the Druidcraft Cantrip
  • You may cast the spell Goodberry at will without material components, although each berry costs 1 hit point to create. These berries always heal only 1 hit point.
  • You have a darkvision radius of 30ft
  • You may speak to plants as if you shared a language. They gain a limited sense of animation and sentience, and can relay information such as events within 30ft of them in the past day, creatures that have passed them, weather, and other circumstances.
  • You have advantage on all Charisma-based skill checks when speaking with plants.
Point Balance: 20
Size: Medium
Speed: 35ft
Language: You know International, International Elvish, and Sylvan
Age: Dryads are considered mature at around 40 years old and can live around 700 years.
Physical Description: The Hildethaid appear similar to the average Shantil woman, with only a few noticeable differences. All of the Hildethaid possess hair that changes color depending on the climate or the season of the region they currently are in, going from yellowish-orange during autumn, a pale blue during winter, a verdant green during spring and summer. Another noticeable feature of the Hildethaid is the tree bark-like skin on the ends of their limbs. Additionally, their facial features appear to be more rigid and pronounced, as if initially carved from wood.
Social Difficulty: 1. Dryads can easily disguise themselves as Human, Elven, or Half-Elven women. When not disguised, their magical nature might lead to distrust among more bigoted or superstitious individuals.  

Rhunan (Hiveless)

 
The Rhunan are a mysterious race that inhabit much of Neldorand that have recently established a tunnel network below the Shattered Deep. Strangely enough, the word "Rhunan" is an Old Tongue word, meaning simply "Folk." This suggests some contact with Humanity, perhaps on their journey to Isan? Within the past millennia, they have come into contact with the Brevenni, and have been both useful trade allies and fierce enemies to the race.
The society of the Rhunan is totalitarian, with their Queens or the Nobility exerting a psychic and pheromone-based control over their subjects. As such, most of the Rhunan never have an original thought in their life, their only purpose is to serve their queen. If a Rhunan is separated from their Queen, the psychic bond between them begins to diminish. The bond is broken after enough time, and the Rhunan will forever become Hiveless. Many Rhunan die shortly after due to an overwhelming sense of despair, although the few that do survive often become wanderers or adventurers. Rhunan still under the control of the Hive hate and fear the Hiveless, due to their lack of a pheromone scent.
Race Lore: Hivers
Race Perk Page: Hiver Perks
Inherent Racial Ability:
  • You gain resistance to Psychic damage.
  • You have a Darkvision radius of 30ft.
  • You may add half (rounded up) of your Constitution modifier to your Strength saving throws and checks.
  • Your robust digestive system allows you to eat spoiled food and raw meat with no ill effect.
  • You have advantage on Stealth checks when you are in front of or on a stone surface.
Point Balance: 19 Points
Size: Medium
Speed: 30 ft
Language: You know International and Undercommon
Age: Drones and Soldiers are considered mature around 8 months old and live up to 25 years. Nobles mature about 1 year and live up to 30 years.
Physical Description: The Rhunan are bipedal and possess two arms. They have a chitinous exoskeleton that surrounds their mucus-covered skin. Rhunan society has no concept of anatomical sex or gender, although those who have travelled out of the bounds of it for a time might gain a bare-bones understanding of it. All of their heads and bodies are differently shaped, but they tend to follow a pattern based on caste.
  • Workers' bodies are very thin and possess rectangular heads with front-facing eyes.
  • Soldiers' bodies are very stocky and possess a Hammerhead-like face, with two eyes at the very ends that allow them to see in almost 360 degrees.
  • Nobles have a body shape similar to most other Humanoids. Their heads are rounded, much like a Human’s head. Nobles are also the only type of Rhunan to possess antennas
Social Difficulty: 3. Hivers have a more unsettling appearance to other sentient species in Isan, one many people might have a hard time looking past. Additionally, the aggressive Hives of southern Isan have made their reputation more onerous. Among the Dwarves, with whom the Hivers have come into conflict very often in the past millenium, their Social Difficulty is a 4.  

Racken (Warforged)

The Racken were machines made bound with the souls of great fallen warriors, doomed fight again during the Age of the Shadow. The Racken were mostly Human before dying, but they also could have been Elves or Half-Elves in their past life, although all of their body designs are based on Humans. The Racken were the first to invent the idea of chivalry, having formed the first knighthood order: The Men of Iron during the War of the Shadow. The Racken were forgotten by most races following the Great Collapse of the early Age of Division, despite the fact that they were vital to Humanity's survival during that time. Throughout the centuries, they have secretly shaped history to return the races back to where they once were before the Great Collapse. Though noble, this quest has been herculean and thankless, many have fallen or renounced it along the way. The world has changed much since the Racken first appeared and many still have trouble adapting to it.
Race Lore: Warforged
Race Perk Page: Warforged Perks
Inherent Racial Ability:
  • You must pick a memory range, which is listed on the Warforged Perks page.
  • You are a Construct instead of a Humanoid.
  • You know the Mending cantrip. Whenever this cantrip is cast on you, you may expend one hit die to regain HP equal to the number you rolled plus your Constitution modifier.
  • You cannot be put to sleep with magic.
  • When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • You don’t need to eat or drink and are immune to disease.
  • You may reattach any lost limbs during a long rest.
  • You have advantage on Intelligence saving throws against magic.
  • Once per long rest, you may cast the spell Ceremony without material components.
Point Balance: 18 Points
Size: Medium
Speed: 30ft
Language: You know International and Old Tongue
Age: The Racken were first produced during the War of Devouring and later during the War of the Shadow. Because of this, Racken characters are between 5,500 and 4,400 years old. Those who were Elves or Half-Elves in a previous life are much younger, being between 4,800 and 4,400 years old.
Physical Description: The Racken anatomy consists of a steel skeleton covered in wires, motors, and sensors with additional steel plating where necessary. The Racken have an appearance that might be mistaken for a suit of armor among the "primitive savages" that now inhabit this continent, which allows them to pass as normal in most of society.
Social Difficulty: 1. Racken can easily disguise themselves as Humans, Elves, or Half-Elves while undamaged. After sustaining enough damage that their robotic nature becomes apparent, their social difficulty score might increase up to a 3. While the Racken are known to have served alongside Mankind in the Age of the Shadow, it is also believed that the Racken who survived have subtly manipulated the course of history since.

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