Dalrithe Species in The World of Oless | World Anvil

Dalrithe (Dahl-Reeth)

Dalrithe   In the Fey language, Dalrithe means 'Exiled Ones.' Such is the fate of those who were once esteemed members of the Fey Courts, now forced to live among the mortals they had looked upon haughtily. They have no home now, but are often found in the slums of great cities, selling their services in order to survive, or living in the wild in isolation from the world. While in human lands, they often take on the appearance of a young person or child to blend in, but when it is safe and comfortable, they return to their natural form, one shaped by the realm that they once called home.   Stewards of the Fey Courts   In ancient times, those known as the Dalrithe had a different name; Tamrithe, the Esteemed Ones. Their position in the Courts was nearly unrivaled, and their power was surpassed only by the Fey Lords themselves. Yet as with all Fey creatures, their power was tinged with an arrogance and sense of grandeur that would ultimately be their downfall. While in the Mortal Realms, powerful wizards would be soon to unleash a great calamity on the world, these Stewards plotted to overthrow their masters, to become Lords of the Fey Courts and usurp the power of those who once ruled.   The Curse   The Tamrithe, though greater in number and powerful in their own right, had made a fatal flaw, one that so many others had made. They underestimated their masters. Their plan to usurp the Fey Lords was destroyed before their eyes, leaving them helpless and quivering before the unbridled rage of their masters. Yet they would not die for the treachery, but instead were cursed with a much crueler fate; stripped of their power, robbed of their immortality, and cast out to live among the mortals in a land that harbored no love for these strange and pathetic creatures. In their shame they took on a new name, one that would remind them of what they had lost.   Once High, Now Brought Low   The shock of finding themselves stripped of immortality and forced to become part of the mortal world killed many of the Dalrithe outright, as they wasted away from despair. Those who survived did not do so easily, as they quickly learned that in their natural form, the humans were more likely to consider them monsters than anything. Many were killed by superstitious folk, but those who escaped the slaughter quickly learned to disguise themselves among the humans, and their natural talents for manipulation and deceit made them a valuable commodity to those who had use of their particular abilities.   People of Two Forms   The Dalrithe, in their natural state are unmistakably not of the mortal world. Though humanoid in shape, there is a great variety in the appearance among them; some are more bird-like with bright feathers, or with fishy scales covering their skin, while others look like small, furry man-bears, or walking, talking plants. Most people find this appearance strange and uncomfortable, which is why the Dalrithe use what lingering bits of magic that remain in their blood to take a form more palatable to most humans, often disguising themselves as young people of whatever land they currently inhabit. These deceptions are so well done that most humans cannot even tell the difference, unless magic is used to discern the Dalrithe's true nature.   Dalrithe Names   Dalrithe often take on the names of the lands that they currently inhabit, and are prone to change these names on a whim, much as they change their form to suit their current needs.   Dalrithe Traits
  • Favoured Classes. Rogue and Sorcerer
  • Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.
  • Age. Dalrithe reach physical maturity and mental maturity between 10 and 30 years. Though the curse they suffered has rendered them mortal, they still live longer than many other creatures, usually between 150 to 200 years.
  • Alignment. Dalrithe tend heavily towards chaotic alignments.
  • Size. In their natural forms, Dalrithe will typically grow to be around 4 to 4.5 feet tall. Their size is small.
  • Speed. Your base speed is 25 feet.
  • Languages. You can speak, read and write Tradetongue, and have some ability to speak the Fey language.
  • Senses. You have Darkvision of 60 feet.
  • Deceptive Nature. You gain proficiency in the Deception skill.
  • Shifting Forms. As an action, you can shift between your Natural and Humanoid forms. This change takes 1 minute to complete.
  • Humanoid Form. You take on the appearance of a humanoid creature, up to 1 foot shorter or taller and can appear thin, fat, or in between. You can choose any hair, skin and eye colour. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. When in this form, you gain access to the following ability.
  • Mesmerize. Once per short rest, as an action, you can look a non-hostile creature (that can see) within 10 ft in the eyes and attempt to mesmerize it. You gain advantage on all Charisma checks made against this creature. This effect requires concentration and lasts for one minute, and when the effect ends, the creature must make a Wisdom Saving Throw with a DC of 10 + your Charisma modifier. If it fails, it does not realize the deception. If it succeeds, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
  • Natural Form. When you create your character, choose one of the following types. You gain the abilities associated with that type when you are in your Natural form.
  • Bird-Type. Your body is covered in bright or dark feathers, and your eyes are often black and unreadable. You can perfectly mimic the voices of creatures you are familiar with, and your base speed increases by 10 feet. You can communicate with avian beasts.
  • Beast-Type. Much of your body is covered in soft or coarse fur, and your eyes are dark yet expressive. You have sharp claws and gain proficiency with unarmed attacks, while your claws deal 1d4 damage. You gain a climbing speed of 20 feet. You can communicate with non-avian, non-aquatic beasts.
  • Plant-Type. Your skin is like bark or vines, and little flowers or leaves might sprout from it. While in this form you can use the Druidcraft cantrip, and you can attempt to hide even when you are only lightly obscured by foliage and gain Advantage when doing so. You can communicate with plants.
  • Water-Type. You are largely covered in fish-like scales, and gills can be seen on your neck. You gain a swim speed equal to your movement, and you can breath underwater. You can communicate with aquatic beasts.