Huldarin
Basic Information
Huldarin are the taboo offspring of an elf and a goliath. Elves often look upon Huldarin with disgust and fear, while goliaths often despise them out of jealousy or pity. Mockingly called Half-Elves by their immortal cousins they are also known across the lands as Confessors or Revealors, for their secret power they hold within. Huldarin have the uncanny ability to warp your mind against your will into obeying them. This hold on you can be an undying flame that takes over the entire existence of the person up until their death. It is so controlling that it is like the original person no longer exists. Their wants, needs, interests, or fears all disappear in an instant, and upon fulfilling the Huldarins desires, or failing them in any way, the person will either find a way to end their own life, or simply just die where they stand. Depending on the Huldarin, this can be a horrible curse, or an incredibly dangerous weapon. The most infamous being Celinor, Heart of the North, a male Huldarin that nearly toppled the kingdom of Loth in little over a month using his power to incite revolt.Anatomy
Huldarin take two distinct forms that depend on the circumstances of their birth. Huldarins born to a goliath mother are called {Umbrinates}, they have scarlet skin, dark hair, and vibrant blue or purple eyes, and distinct horns that grow from {the top of their forehead}. Huldarins born to elven mothers are called illuminates, they exhibit a ghostly pale complexion with bronze hair, and bright golden eyes. Both huldarin forms typically have the height and bone structure of their goliath parents, with the slender frame, and pointed ears of their elven heritage. Huldarins are born with four arms and a pair of wings, however they lack the instinctual control over these appendages to make full use of them. The vast majority are flightless, and their arms typically function together as if they were a single pair.Reproduction
The origination of a huldarin is specific enough that very few exist. Huldarin are not so rare that they are unknown to the other races of Skjaald, but rare enough that no known lines of heritage have ever been drawn beyond that of a second generation Huldarin. It is known that huldarin are incapable of breeding with other races, or huldarins of a different type than themselves.Huldarin Traits
The average Huldarin has the following traitsAttributes
Primary AttributeHuldarins have charisma as their primary racial attribute. They gain +2 in that attribute score.
Racial Attributes
Huldarins have instinct and knowledge as their racial attributes. They gain +1 in those attribute scores.
Racial Attribute Penalties
Huldarins have a -1 penalty to their strength, durability, swiftness and control attribute scores. These are their racial deficiencies.
Health and Recovery
Maximum Health BonusHuldarins have a +2 bonus to their maximum HP
Recovery Die
Huldarins gain a D4 as their racial recovery die. They add one die to their pool at every odd character level (1,3,5,7, etc).
Natural Healing Factor Modifier
Huldarins do not have a bonus to their NHF.
Size and Movement
SizeHuldarins are considered large, regardless of their height and weight.
Base Walk Speed
Huldarins' base walking speed is 6 spaces (30 ft).
Additional Movement Types
Huldarins have no additional movement types.
Proficiencies
WeaponsHuldarins do not have any innate racial weapons or weapon proficiencies.
Armor
Huldains do not have any innate armor proficiencies.
Skills
TBD
Tools
Huldarins do not have any innate tool proficiencies.
Languages
The racial language for Huldarins is Voruum. They are proficient in speaking and reading/writing it.
Features:
These are the baseline racial features of the average huldarin. If you wish to replace one of the following features with another racial feature, talk to your GM. (negative features are typically not replaceable such as the monstrous feature.)Devils... Monsters...
Your unnatural looking physical appearance, alien-like behavior, and generally strange presence causes people to either consider you divine, or monstrous. Either way you have advantage on intimidation skill checks, or rolls to frighten people, and disadvantage on communication linked skill checks. Some people may even consider you a threat on sight.
Technically Four Armed
You have 4 arms, but controlling them individually is exceptionally difficult for you. You tend to just use each pair together like it is a single arm. Gaining full control of your off- hands and making them dominant is different than other races. For the first you must have a +1 control attribute modifier, for the second you must have +3 control attribute modifier, and for the third you must have a +5 control attribute modifier.
Mind Piercer
You can speak telepathically to any creature within 30 feet of you that you can make eye contact with. This can be in any language that you, or the target knows how to speak. While linked this way you have advantage on insight checks against this creature.
Blood of the Mother
The race of your mother shapes your physical features, and mental capabilities. See the effects below:
Illuminates add resolve as a primary racial attribute. They gain +2 to that attribute score.
Umbrinates add instinct as a primary racial attribute. They gain +2 in that attribute instead of the +1 above.
The Touch
Huldarin are able to warp the mind of a creature they can touch. Expend a number of recover dice of your choice. Roll each die and take damage equal to half the total. Afterwards add your will save to the total, if it exceeds the will of the target creature they become dominated by you. The severity of the domination depends on the amount you exceeded the target's will and the effects are as follows:
1-3: Target creature likes and trusts you they will treat you as kindly as they would a friend. 4-6: Target creature adores you and regards you as a close friend for the rest of their life. 7-9: Target creature loves you and will protect or defend you if able. The creature will not be willing to die for you if it is against their nature 10-15: Target creature regards you as the most important thing in their life. They will die for you if necessary but still retain some semblance of themself. 16-20: Target creature becomes your thrall through and through. They no longer have any wants or needs and will do anything you ask for the rest of their life, or die trying. Attribute Modifier
You gain +2 to your resolve score. You gain +1 to your intelligence, wisdom and charisma scores. You gain a -1 to your strength, dexterity, and constitution scores.
Maximum Health Bonus
You gain +2 to your maximum HP.
Recovery Die
You add a 1d4 recovery die to your pool at each character level you do not gain a class level
Size
You are considered large, regardless of your height and weight.
Speed
Your base walking speed is 35.
Skills
You start as trained(proficiency) in the skill
Languages
Your racial language is {giant} . You may speak and understand it at a basic level. You may also read and write suungscript
Features:
Devils... Monsters...
You are considered monstrous by most. You are widely feared and mistrusted. Some will attack you on sight if they discover what you are.
Four Armed
Although you have 4 arms, they mostly function the same as two armed races, where both right arms work in unison and both left arms do the same.
Mind Piercer
You can speak telepathically to any creature within 30 feet of you that you can make eye contact with. This can be in any language that you, or the target knows how to speak. While linked this way you have advantage on insight checks against this creature.
Blood of the Mother
The race of your mother shapes your physical features, and mental capabilities. See the effects below:
- Illuminates gain +2 to their wisdom score.
- Umbrinates gain +2 to their charisma score.
Huldarin are able to warp the mind of a creature they can touch. Expend a number of recovery dice of your choice. Roll each die and take damage equal to half the total. Afterwards add your will save to the total, if it exceeds the will of the target creature they become dominated by you. The severity of the domination depends on the amount you exceeded the target's will and the effects are as follows:
- 1-3: Target creature likes and trusts you they will treat you as kindly as they would a friend.
- 4-6: Target creature adores you and regards you as a close friend for the rest of their life.
- 7-9: Target creature loves you and will protect or defend you if able. The creature will not be willing to die for you if it is against their nature
- 10-15: Target creature regards you as the most important thing in their life. They will die for you if necessary but still retain some semblance of themself.
- 16-20: Target creature becomes your thrall through and through. They no longer have any wants or needs and will do anything you ask for the rest of their life, or die trying.