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Lineages

The city of Abhaile is populated by many different lineages of people. This has always been true, and because of this only the uncommon lineages would get a second glance because of how they look. Abhaile is a place of heavy cultural connection, with the exception of the elves because of the circumstance of them being so few, there aren’t many ties connecting people based on genetics. The people of Abhaile are far more likely to be prejudiced against someone for being a Drui or a Moamian than they are to discriminate against someone for being an elf.  

Humans

Tan of skin and lithe to large, with gold scales flanking the ducts of their eyes and swirling down their face to meet at the chin. Sometimes these scale patterns extend to other parts of the body, or other parts like the nails or hair will manifest with a gold sheen.   The humans of Abhaile are Lineage of people that live to be 130-150 years old. They range anywhere from 4 feet to 6 and a half feet tall and are the most common lineage of people in the city.   Human tears are gold, and glisten beautifully in the light of the SolarVine. Humans can control when they cry- an ingested human tear will heal you slightly and conveys warmth and comfort. Humans can inherently sense the pain of others, seeing it like a resplendant or diminished light.   Humans gain the following benefits:   Healing Tears: You can heal others within 5 feet of you by allowing them to drink a tear. You spend an action producing it and bringing it to the mouth of an ally, reliably healing them for 1d4 health. You can do this number of times equal to your proficiency bonus per long rest.   Sight of Safety: Humans can accurately tell how hurt a creature is without making a medicine check. Additionally, you are proficient in perception, gaining advantage when sensing stealthed creatures.   Darkvision: Humans have Darkvision up to 60 feet.        

Elves

Long and pointed ears jut out from the skull, the tops these ears made up of segmented bone like that of a spine. They all have washed grey skin that tightly wraps around the skull, revealing sunken blue eyes. Their nails are naturally corpse black, and their hair comes in shades of white to pale blond. Most curiously, elves has a hole in their chest where their hearts should be, the skin grows around this holes circumference as if it was always meant to be this way.   Elves are the longest lived lineage, living up to 700 years old. They look human when born, but as they get closer to the age of 25, their ear bones grow in and their skin greys to its mature saturation. There are only two elven lineages left on Abhaile, the Farseids and the Triptychs. Only two elves can make a full blooded elf, and half elves do not inherit the same longevity of life. No matter how the future of these elven families play out, they are doomed to one day go extinct, though it will be a long path to it.   Elves get the following benefits:   Long Lived: You are proficient in History, and make those checks with advantage when recalling things that happened in your lifetime.   Relentless Endurance: When you would drop to 0 you instead drop to 1. This cannot happen again until you take a long rest.   Far from Death’s Door: You make Death Saving Throws with Advantage.   Elven Shroud: You are quite tough to detect. You gain proficiency in stealth, and you cannot be the target of divination spells unless you allow it.         

Paperkin

Endlessly folded parchment that creates a humanoid form with flowing lines of illuminated text making their way all over their body, the paperkin are the people born of a dream. Paperkin are around 5-6 feet in height, but   Paperkin are born when another Paperkin collects the best ink and parchment they can find, binds a book with the best thread money can buy and begins to write a story into its pages. This process can involve as many people as this Paperkin wants, inviting lovers, loved ones or people they admire to write verses into the pages of this sacred tome- but the process must always end with the original paperkin pricking one of their inky fingers, drawing inky blood, and signing the new Paperkins name. Over the course of a month, the book will fold itself endlessly, creating and tearing itself into limbs and figure, until the newly born paperkin baby takes its first breath.   The story that is written into them at their conception is known as their “Guiding Myth”. The Guiding Myth is the text that runs up and down the skin of all Paperkin in illuminated text. It informs in many ways the most base parts of their personality. Paperkin often talk about seeing this myth in their dreams, and have moments of deja vu where an event that happens in life mimics an event in their guiding myth. It is important to note that not every Paperkin believes in their guiding myth, and every Paperkin’s reaction to their guiding myth is different.   Paper kin have a more hidden power, one that rarely manifests-if at all. It has been said that paperkin have seen new words form amidst the paragraphs of their guiding myth that portend future events. It is not known what causes this but some say it will happen en masse to herald in the coming of a new age. Just as quickly as the prophecy scribes itself across the person, just as quickly are they gone.   Paper kin have substance to them, their organs are like that of a humans, just made of a paper-flesh. They eat normal food as people do, though they cannot drink water as too much will make them bloated and soggy.   Paperkin get the following benefits:   Flattened: You can spend an action to fold flat, allowing you to pass through the tiniest of gaps. In this state you cannot attack or cast spells, but you can occupy the same space as an enemy or ally and all attacks targeting you are at disadvantage.   Minor Prophecy: Once per day, you can add a d8 to any roll of your choice, as you read a minor prophecy on your form and adjust your next action.   Fire Vulnerability: Being made of Paper you are vulnerable to fire.     Sub-Lineage Paperkin come in three different (mechanical) types due to the guiding myth that was written into them at conception.   Heroic Paperkin: Your Guiding myth is one of Heroism, inspiring you always to be more than you are.    Legend State: Once a day as a bonus action you can enter a state of flowing Legend, drawing upon the myth that makes up your very being. For the next minute you may add a d4 to all athletics checks, acrobatics checks and Strength and Dexterity Savingthrows. During this time on your turn as a free action or as a reaction not on your turn, you can decide to end the state early and add a d4 to your next attack and damage roll, or your next saving throw.     Comfortable Paperkin: YOur Guiding myth is one of comfort, and perpetuable content state. You were meant for the simple life, crafting, drinking and enjoying the sublime- but this does not mean that you agree with your fate, or that your fate wont come knocking at your door.    Hyperfixation: You have spent much time perfecting a cozy skill. Gain expertise in a tool set or in a specific skill relating to the cozy life.    Remember What You're Fighting For: Once a day as a bonus action you may enter into a state of deep resolve as you remmeber the home that is waiting for you at the end of your journey. For the next minute you are immune to fear and you may add a d4 to all intelligence, wisdom and Charisma saving throws. If you would fail one of these you may choose to succeed instead.    Omen Paperkin: Your Guiding myth is one of foretold tragedy. Who knows why you were scribed in this way, but your myth tells of a time of woe- either for you or those around you. Paperkin being so close to prophecy, many fear the portent written on your skin.    Words of Bad Intent: You are proficient with intimidation checks.   An End Approaches: Once a day, you may enter into a state of dread, as you channel the dark future approaching ever closer. All enemies within 30 feet must succeed on a wisdom saving throw or be affected by the Bane spell. You do not have to maintain concentration on this.         

Orthiumnals

Completely wrapped in thick rugs that cover their whole body, the features of the Orthiumnals are hard to tell from afar, though they are instantly recognizable from the three shaved antlers that sprout from their foreheads. Under their rugs they are a people with semi-translucent skin that refracts different colors in the light.   Orthiumnals wear their rugs to safeguard others from accidentally coming into contact with a power that resides in their veins- anything that their blood touches becomes highly flammable. This effect lasts for a long time after as well, there are some places in the city that are years later still flammable because their blood has come into contact with it.   Orthiumnals are mythologized to be the descendants of a group of people that volunteered to shoulder an ancient curse. Whether or not that is true, they are looked at with some level of fear from their fellow Abhailians as the horns on their heads are, to some extent, plant life. Autumnal colored foliage sprouts from these horns, covering the tops of their heads in reds, yellows and oranges. While never proven to be a danger to the people, fear can cause people to make leaps of assumption when looking at the Orthiumnals, so many Orthiumnals will prune the leaves off their horns.   All Orthiumnals feel a pull to, somewhere far away. It manifests in whispers on the wind, in the Solar Vines noon heat, and especially when gazing into fire. It is the feeling you got when you were younger of your mother calling you back home once it grew too dark-and as violent as a commanders summons. Some Orthiumnals will follow this pull, though like all who have left the mountain into the moving sea, none have returned.   Orthiumnals gain the following benefits:   Fire Resistance: Omrals have natural resistance to fire.   Gasoline Blood: Omrals can make something highly flammable regardless of whether it was flammable before. Their spell save is counted as 2 higher when targeting something coated in their blood with fire.   Autumnal Horns: Your horns fill with autumnal foliage, which has odd effects on the natural world. Once a day you may cast the Calm Emotions spell targetting plants instead of people.      Sub-Lineage- Natal Twig Orthiumnals: You have been born with what is known as a Natal Twig. This is a sharp branch, similar to a dowsing rod that forms from the center of your neck, growing from in between your esophagus and larynx. It protrudes on either side of the neck, and is just the smallest bit loose. When an Orthiumnal drinks the blood of another it becomes an almost orange sunset color. If the Orthiumnal ever pulls this branch from their neck, for the next 1 minute they cease to exist and the person who created that blood will take over the body completely, changing their physical form and mind. It takes 1 week for a Natal Branch to grow back.   Ever Burning Orthiumnals: You are home to consistent fire that nothing can quell. Some say odd things happen around you-whispers, time passing just a second faster or slower.   Exhale of Flame: You may exhale the ever burning flame in your body- Once a day you may cast the Dragon's Breath spell without expending a spell slot.        

Omrals

Rusty red skin and bright red colored hair, 7’2 and all born female, the Omrals are a group of completely identical people that melt out of a crack in the sacred relic known as the Omral Stone. The Omral Stone, a large red crystal that pulses and glows with ruby light, was found by the ancient Moam before history was recorded on Abhaile. At the Omral stones core is the shadowy silhouette of what appears to be someone roughly the same dimensions and size as all the Omral’s, but it is unclear who the person in the stone is. Some Omrals say they get dreams or flashes of people, visions of a different time, terrible wars in alien lands, but this is not commonly shared amongst all.   The Omrals are an identical people because of the circumstances of their birth, down to the fact that they are all lactose intolerant. Many Omrals have found ways of expressing individuality with intricate hairstyles, face and body tattoos and specific styles of clothing. Some even participate in a form of ritual scarring though this is a choice made to signify important changes.   A new Omral is born every year on the same day known as The Birthday, a giant city wide party all Omrals throw as they celebrate their lives and await the creation of their new sibling. Its after this ceremony that a few Omrals will volunteer to care and teach the new Omral about how the world works, how to survive and provide tutelage on what is moral and what isn't.   Omrals gain the following benefits:   Big: Omrals are incredibly large, they have an additional 5 feet of reach on their attacks. Additionally they are considered 1 size large when determining lifting and carrying capacity.   Regenrate: Omrals contain the uncanny ability to regenerate. As long as their heads are attached and one of their hearts is functioning, they can mend loss of limb and organ. You gain the maximum on any rolls to regain health in short rests, and at the beginning of every hour you regain 1 hp.   Second (and small Third) Heart: Omrals have incredible circulation thanks to their second heart. Their base speed is 35 feet, and any class ability that would increase speed does so as if it was increasing from 35 instead of 30.   Battle Instinct- Omrals are born with an exceptional instinct for battle, sometimes moving before their mind has processed what is even happening. As a reaction when you would get hit you can increase your AC by 2 until the start of your next turn. You can do this a number of times equal to your proficiency.            

Drawven

Short, Stout and made of Stone- this lineage of people is born and molded from stone. All drawven contain a hexagonal pillar of a pearlite mineral that runs straight through their chest, which they consider to be their heart- for if it is ever removed, the stone once again becomes inert and that form of the Drawven dies.   Drawven families have an almost cyclical nature to them. A parent will place a Heart pillar into a sheet of well selected rock, and after a few months, a new Drawven will emerge. Over the course of these months the rock looks as though it is congealing and pullling in sheets until a humanoid shape emerges. In the last few days the carved veins will start to beat with cloudy sediment-white blood.   Drawven gain the following benefits:   Stone Body: Your Natural AC when unarmored is 17, as you are made of- well- stone.   Stone Consumption: As a bonus action you may grab a stone that you are holding and eat a nice chunk of it. Doing so will allow you to regain 1d10+ you constitution. You can do this a number of time equal to your proficiency bonus.    Resist Disease: You are resistant to all forms of Disease.         

Uncommon Lineages

Shifter

Shifters are those touched by the pale wood, a mythologized spiritual plane that leaves those it comes in contact with half forms, caught in between beast and mortal. The way that this manifests is a case by case basis, but it always leaves the afflicted with odd senses and odd abilities. This can be as hideous or as tame as you would like, but the mechanical manifestation will be between DM and Player.   All base lineages can act as a base for this.  

Witch-kin

When the land is broken enough, perhaps by a person or a beast of great power, the land creates an entity that is designated with the job of repair. This entity is known as a Witch. Witches are privy to the power that their environment can spare, and will bargain not only with creatures but with mortals to get the necessary materials to heal their land. One can always tell they are getting close to a witches domain when the animals seem to be missing limbs when they shouldn’t be and wield powers that seem unsuited for their form.     Witch bargains look different from person to person, and will highly depend on the deal made-so they should ideally be between DM and Player.    

Noble Gift

The Noble Gift is a genetic Oddity, that will take the place of your Faction and your Lineage. Only Humans, Orthiumnals, Drawven and Paperkin can be host to Noble Gifts.  The Mechanical manifestation of this is different from person to person, and will be determined by the DM and the Player.

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