Lorthrins
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The Lorthins are primarily divided between two groups: the Passagers, who reside in the Passage, and the Nomads, who travel across Fromata. The Passagers have a deep connection to Mulath, the living mountain, a sacred place where their geomagical powers are honed. The Nomads roam far and wide, often taking up work as mercenaries, town guards, or soldiers, integrating themselves into various communities while maintaining their unique heritage.Ethnicity
Descended from Nods blessed by the Wyrm Lorthril, the Lorthins are the closest in relation to their Nodic ancestors. They are monomorphic, with men and women sharing the same physiological traits, save for some differences in hair growth. The Lorthins have distinct features, including an average height of 6 1/2 feet, golden hair like the fields in the north, and dark blue eyes. Their physical strength and magical resistance set them apart from other human species, a direct result of Lorthril’s blessing.Religion
The Lorthins maintain a spiritual connection to the Wyrm Lorthril, who granted their ancestors immense strength and resistance to magic. They revere both Lorthril and Mulath, the living mountain, which serves as a source of power and guidance for the Passagers. While the Nomads are more focused on survival and adaptability in their travels, they still honor their ancestral connection to the Wyrm, often seeking to prove their strength and resilience as part of their cultural identity.Intelligence
The Lorthins are known for their exceptional physical prowess and mastery of geomagical disciplines. The Passagers, in particular, have become adept in "geomagiks," a specialized form of magic tied to the earth and stone. Clevermen, or mages, are highly respected within their society for their ability to manipulate the land. The Nomads, though less magically inclined, are resourceful and strategic, using their strength and magic resistance to excel in combat and mercenary work.Appearance
Lorthins are tall, standing around 6 1/2 feet, vary in skin and hair color. Their height and robust physiques are a direct result of their blessing from the Wyrm Lorthril, making them physically imposing figures. Unlike many other species, Lorthins exhibit no significant physical differences between men and women, a unique feature that highlights their monomorphic nature. Their appearance exudes strength and resilience, which are key aspects of their identity.Tradition
Lorthin traditions are heavily influenced by their separation into Passagers and Nomads. The Passagers maintain a deep cultural relationship with Mulath, the living mountain, and focus on honing their geomagical abilities while still venerating their saver lorthril. Their traditions often involve rituals tied to the earth and the stability it provides. The Nomads, on the other hand, have traditions centered around survival and proving their strength through combat and endurance. Though separated geographically, both groups honor their connection to Lorthril and take pride in their shared heritage.Lorthirn Celebration
Red Feild clan leader, Druig Kithrak, leader of the biggest nomad clan of alomost 10,000 with 4000 screamers (warriors).
Goliath as a base but Passagers must choose stone giant an also get some earth magic
Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
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