Daesan

Technology is never a burden

And there in the back of their army stood the giant war machines of the Daesan. I got to tell you though, for people who don't do war, they sure make a lot of weapons.
— Hillk Proudfoot, Commander of the Royal Guard
 
A proper Daesan laboratory is like a descend in madness. You can die just from inhaling the air or touching the table. My advice is to avoid going in there, son. But if you want to die, I guess there are worse ways than being an experiment.
— Jenno Sikser, Adventurer

Basic Information

Anatomy

Hair Color: Brown, Orange or Red usually
Eye Color: Various, matching their gem
Skin Color: Ranging From Paleto Rosy
Limbs: Two Arms & Two Legs
Height: Normal/Medium
Special Features: They have a gem embedded in their forehead

Genetics and Reproduction

Genders: Two, Male & Female
Copulation: Normal (Insertion Of Male Genitalia)
Birth: After Approximately Ten Months of Pregnancy By The Female

Growth Rate & Stages

Infancy Duration: From 0 To 3 Years, Approximately
Child Age: From 3 To 11 Years, Approximately
Growth Age: From 11 To 18 Years, Approximately
Adulthood: 18+ Years, Approximately

Ecology and Habitats

Anirhas can be found everywhere in Aell and can survive in most conditions.
Extremely harsh conditions for long periods of time, such as cold or heat, can prove harmful.

Dietary Needs and Habits

Omnivores

Biological Cycle

After reaching adulthood, Anirhas live comfortably for about 40 to 50 years before a serious decline in their physical and mental skills begins. This stage can be prolonged, depending on the subject's physical condition, nutriment and other factors.

Additional Information

Social Structure

Adheres to a democratic social structure, through voting and elected officials

Facial characteristics

Each Daesan has a gem embedded in his/her forehead. The gem shines when their mind works on overload. If the gem is removed, the Daesan dies within 1 hour.

Geographic Origin and Distribution

They can be found in most kingdoms, but they inhabit permanently, only their island, Seians

Average Intelligence

Highly Intelligent, can craft exquisite devices, can't use magic

Perception and Sensory Capabilities

Normal Eyesight and Perception/Sensory Capabilities

Civilization and Culture

Naming Traditions

Common Male Names:
Diash, Glink, Talbus, Filk, Klobus, Carwizz, Lavash, Lakink, Thinly, Bimtink, Leegus, Carki, Tokian, Dinago, Banik, Pitke, Elloble, Gelgus, Nittlegus, Tenwin
Common Female Names:
Lovizzle, Fyna, Julthinkle, Mittle, Tyldee, Fenble, Lyskyris, Elmink, Bonlily, Talarn, Ketwin, Seellaris, Dolee, Tilnk, Lissfizz, Katoulo, Soalinkey, Thena, Pithtonk, Teenbeeris
Common Surnames:
Thistlefuse, Shinecrank, Porterfizzle, Gearneedle, Swiftspan, Overspan, Winecork, Stormgear, Twiststeel, Springspring, Wobblegauge, Fastdwadle, Hammershield, Slategem, Frostbreaker, Firegem, Battlefist, Fuserock, Caskarm, Mechatorque, Spynozzle, Berrypipe, Springkettle, Tinkwrench, Thistlespanner, Marblehelm, Grindfuse, Sprytorque, Faststrip, Gearwhistle, Draxlegrinder, Mechabus, Caskore, Shinemaster, Stoneshield, Ironbrew, Deepdust, Tossleneedle

Beauty Ideals

Daesan are beautiful but don't care for such social normalities, as they are busy with their creations

Gender Ideals

Daesan don't distinguish genders. What counts for them, is a person's ingenuity and intellect.

Courtship Ideals

A good gift for any Daesan is something that was created from scratch, even a mechanical flower is better than an actual flower for them

Average Technological Level

The Daesan have a technological level that other races only dream of. They have created the Valsanir, the Skyships, the Autowagons, a multitude of various items such as weapons and armors and of course their crowning achievement, the Crux.

Major Language Groups and Dialects

Pestymi, Prevalent Tongue

Common Etiquette Rules

Daesan are ignorant of other cultures and their social skills are lacking severely. Only those that live and work outside of Seians can faction in a normal way.

Common Dress Code

The Daesan dress freely within their kingdom. However to protect themselves, when visiting other kingdoms where their safety might be compromised due to the Bijou, the gem in their forehead, they cover their heads with helmets or a piece of cloth.

Culture and Cultural Heritage

Almost all of the Daesan, live in the kingdom of Seians. The few Daesan that wander outside in the world do so due to their desire to see more of the world and work mostly as blacksmiths and merchants in foreign kingdoms or technological advisors to various nobles and organizations. In Graditel, there is no king, instead the kingdom is ruled by the Council of Technology which elects a citizen of prominence every five years to represent them in the biannual Kon’Sey. There are six boroughs, each ruled by a member of the Council and each deals with a specific aspect of Technology. These are:  
• The War Borough
• The Automation Borough
• The Elemental Borough
• The Alchemical Borough
• The Mineral Borough
• The Magical Borough

Common Customs, Traditions and Rituals

Day of the Gear, Metal Festival, Dole Month

History

The Daesan were always the most technological advanced race in both the Old and the New World. This is the main reason for their survival. Other races seek out their creations, for entertainment, war or other uses. The most notable creation of the Daesan, is of course the Automatons, now known as Valsanir. While they are highly technologically advanced they are unable to channel magic. For that reason they rely on mages to augment their devices when needed to do so.

Historical Figures


• Alluin Farkana
• Eworis Clickspring, The First Scientist
• Fomi Wobblebeam, The Venerable Mind
• Kribish Anglewrench, Creator of Tools

Interspecies Relations and Assumptions

Daesan get along with all of the races, save the Nak'Hish, due to their trading weapons and armors

Daesan

Ability Score Increase +2 INT, +2 DEX
Size Medium
Speed 10 Steps

Artificer's Lore
Whenever making an Intelligence (History) check related to magic items, alchemical objects, or technological devices, can add twice the proficiency bonus. Bonus also applied when using a related Profession or Crafting.  
Disarming Skill
Add double the proficiency bonus when searching or trying to disarm a non-magical trap.  
Technological Ingenuity
Proficiency with Artisan’s Tools (Tinker’s Tools). Using those tools, can spend 2 hours and materials to construct a technologically advanced device (AC 7, 7 hp).
The device ceases to function after 24 hours (unless 1 hour is spend, maintaining it), or when using an action to dismantle it; at that time, the materials used to create it can be reclaimed. Can have up to two such devices active at a time. When creating a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Cost: 15 GP, Simple Materials
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires a bonus action. Cost: 10 GP, Simple Materials
Grappling Hook: A belt which has a grappling hook mechanism as well as a mechanism which extends a strong and highly flexible thin rope allowing to climb easily on every surface. The rope has a maximum length of 25 meters unless the device is made bigger, in which case it is placed on a backpack. The device confers advantage on all climb checks. Cost: 50 GP, Advanced Materials
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. Cost: 15 GP, Simple Materials
Headlamp: This lamp can be attached to any helmet and provides dim light up to 20 meters. Cost: 15 GP as well as a suitable helmet

Languages. Prevalent Tongue, Pestymi

Scientific Name
Hominem Sapiens Technica
Origin/Ancestry
Old World
Lifespan
<= 100 years
Average Height
1.6 - 2.1 steps
Average Weight
55 - 90 stones
Average Physique
Human physique
Body Tint, Colouring and Marking
Can have tattoos depicting blueprints on their bodies. More blueprints show a better position in their culture and hierarchy.
Related Materials


Cover image: by Endora Rodgers

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