Selds Species in Zemlia | World Anvil
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Selds

Selds are the most common subset of humans, serving almost as a default: if a human doesn't fall into any other group, they're a seld. But to be actively "seldish" is to be welcoming, endearing, and pleasant. Humans are often seen as monsters to the other ancestries, tall and imposing brutes with fangs and tusks, but selds are the closest to elves, dwarves and hobbits. Their fangs are short, tucked away in their mouths. They lack hair or bulbous muscle. Where an orc or a brug might cause immediate alarm, a seld is first met with mere disdain and overcaution. Between this relative ability to mingle and their reputation among their own kind of being unremarkable, many selds hold inferiority complexes and are tremendously ambitious.

If you want a character who tries their damnedest in everything they do, you should play a seld.

You might...

  • Strive to achieve greatness, either in your own right or on behalf of a cause.
  • Seek to understand your purpose in the world.
  • Cherish your relationships with family and friends.

Others probably...

  • Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.
  • Distrust your intentions, fearing you as the vanguard of an invasion of monsters.
  • Aren’t sure what to expect from you and are hesitant to assume one way or another.

Physical Description

Selds differentiate themselves from other humans by their lack of defining characteristics: they have fangs, but not tusks as orcs do. They have hair, but not so thick on their bodies as brugs. They lack the goblin-esque complexion of hobs. Mostly, they look like dwarves, elves, hobbits or azerketi. Their colors run the gamut as all humans, and many try to augment themselves through piercings, tattoos, or other body modification to distinguish themselves further.

As all humans, selds reach adulthood between 15 and 19, then live up to 120 years.

Society

Main Article: Humans
Most human cultures have three to five adult genders and an additional one or two genders used for children until they come of age, while families are predicated on monogamous couples and their children. Polyamory and communal child-rearing are not unheard of, but they're nowhere near as common as among the hillfolk or elves. Human lands run the gamut from communal living to tyrannical despotism, from magocracy to theocracy, from republican federations to imperial dominions. Commerce and trade are near-universally understood to humans, and they are skilled in both war and peace.

Selds are the envoys of human lands, reaching out to others politically, economically and culturally. They can adapt to any new culture or idea within a generation, love to keep pets of whatever bright-eyed animal shares their fire or steals their meal, and - along with orcs - are what most other peoples think of when they say human.

Alignment and religion

Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter. Selds bear no exceptions to these generalities.

Names

Human naming customs vary as widely as humans themselves. Selds are more likely to bear names influenced by neighboring cultures, in the hopes they may form bridges and connections with such peoples.

Seld Heritages

Selds live in the shadow of their human brethren, uncertain of how to best realize their potential. Choose one of the following seldish heritages at 1st level, or choose a versatile heritage or a Multi-Ancestry Character.

Diplomatic Seld

Many lands see humans as monsters rather than people; uncivilized barbarians incapable of art or rhetoric. Selds may occasionally find themselves the exception, a bridge between "monsters" and "people," much as those of multiple ancestries bridge their divided bloodlines. At 1st level you choose one of the following multi-ancestry feats to gain for free: Earned Glory, Peacemaker, or Sociable. You may select either of the other two as your Ancestry Feat choices after 1st level.

Skilled Seld

Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an Expert in the chosen skill.

Versatile Seld

Humanity's versatility and ambition are most realized in selds. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Wintertouched Seld

The power of winter flows through you, most likely a connection to the Verlidian Ocean or to The Far and Still. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a seld, you select from among the following ancestry feats.

Adapted Cantrip - Feat 1

[Seld]
Prerequisites Spellcasting class feature
Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, add the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), the chosen spell is always prepared and does not count against your limit of prepared spells. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

Arcane Tattoos - Feat 1

[Seld]
You have intricate, mathematically designed tattoos on your body corresponding to one of the schools of magic. Choose one of the following schools: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.

Cooperative Nature - Feat 1

[Seld]
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

Courteous Comeback - Feat 1

[Seld][Fortune]
Frequency Once per day
Trigger You critically fail a Diplomacy check.
You grew up in a royal or aristocratic court, where you learned to give even your insults a certain poetic wit. Reroll the triggering Diplomacy check, using the second result.

Devil's Advocate - Feat 1

[Seld]
Whether for cultural or personal reasons, you know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to Perception checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Special: If you have the Glad-Hand skill feat, you don’t take the penalty to your immediate Diplomacy check if the target is a devil.

Dragon Spit - Feat 1

[Seld]
Many human societies claim to have dragon blood in their veins, and realize this idea through magic —you can spit energy, and might have a visible sign of your draconic enchantment. Choose one of the following cantrips: acid splash, electric arc, produce flame, or ray of frost. You can cast this spell as an innate arcane spell at will, and when you cast it, the spell’s energy emerges from your mouth.

General Training - Feat 1

[Seld]
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special: You can select this feat multiple times, choosing a different general feat each time.

Gloomseer - Feat 1

[Seld]
The dark holds few terrors for you, whether its the dark of mines, jungles or simply the night. You gain low-light vision.

Haughty Obstinacy - Feat 1

[Seld]
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a [Mental] effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).

Keep Up Appearances - Feat 1

[Seld]
Trigger You are affected by an [Emotion] effect.
Seldish pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.

Know Oneself - Feat 1

[Seld][Fortune]
Frequency Once per day
Trigger You roll a critical failure on a saving throw against an emotion effect.
You center yourself and call to mind the ideals of mindfulness and self-actualization. You fail the save against the emotion effect instead of critically failing.

Natural Ambition - Feat 1

[Seld]
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Natural Skill - Feat 1

[Seld]
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Turnblood Carver - Feat 1

[Seld]
Prerequisites You have a spellcasting class feature with the divine or primal tradition.
Your people's stories tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease. Add the summon construct spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature’s body as part of the spell’s material component, the summoned construct gains a +4 status bonus to Perception checks to sense or locate that creature.

Unconventional Weaponry - Feat 1

[Seld]
You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose any weapon, regardless of restrictions or prerequisites. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon.

Verlidian Shieldbearer - Feat 1

[Seld]
Requirements From northern Verleid
You trained with shields and weapons as soon as you were old enough to hold them, eager to defend your homeland from plunderers or beasts. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.

Warden Against Shadow - Feat 1

[Seld]
You and your people have fought long and hard against dark magics and mysterious forces, and you’ve learned to be wary of curses and otherworldly powers. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead.

Adaptive Adept - Feat 5

[Seld]
Prerequisites Adapted Cantrip feat; able to cast 3rd-level spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.

Clever Improviser - Feat 5

[Seld]
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Darkseer - Feat 5

[Seld]
Prerequisites Gloomseer feat
You have further attuned to shadow, and your eyes have gone pitch-black. You gain darkvision.

Ornate Tattoo - Feat 5

[Seld]
Prerequisites Arcane Tattoo feat
You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell.

Sense Allies - Feat 5

[Seld]
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.

Wavetouched - Feat 5

[Seld]
You take to the water like a fish, granting you the ability to swim like one. You gain a 15-foot swim Speed.

Cooperative Soul - Feat 9

[Seld]
Prerequisites Cooperative Nature feat
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an Expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success.

Dragon Prince - Feat 9

[Seld]
Prerequisites Dragon Spit feat
The power of dragons flows through you. Your draconic enchantment is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon’s scales. You can cast the dragon breath sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level.

Group Aid - Feat 9

[Seld]
Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.

The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.

Hardy Traveler - Feat 9

[Seld]
There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.

Incredible Improvisation - Feat 9

[Seld]
Frequency: Once per day
Prerequisites: Clever Improviser feat
Trigger: You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

Multitalented - Feat 9

[Seld]
You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.

Virtue-Forged Tattoos - Feat 9

[Seld]
Prerequisites Ornate Tattoos feat
Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell.

Advanced General Training - Feat 13

[Seld]
Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites.

Special: You can select this feat multiple times, choosing a different feat each time.

Bounce Back {Free Action} - Feat 13

[Seld]
Frequency Once per day
Trigger You lose the dying condition.
You recover from near-death experiences with astounding resilience. Don't increase the value of your wounded condition due to losing the dying condition.

Ice-Witch - Feat 13

[Seld]
Prerequisites Wintertouched Seld heritage
Your eyes are auroras, your breath always visible, your blood cold and white like snow. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level wall of ice as an innate arcane spell once per day.

Shadow Pact - Feat 13

[Seld]
Prerequisites Doomseer feat
Though your eyes adjusted to the darkness, your mind took a little more time, but now you see the possibilities inherent to shadow and gloom. You can take 1 damage to mix blood and shadows to cast 5th-level creation as an innate occult spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows.

Stubborn Persistence - Feat 13

[Seld]
Humans are renowned for their ability to persist through the most grueling of trials. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigued condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.

Unconventional Expertise - Feat 13

[Seld]
Prerequisites Unconventional Weaponry feat
You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.

Heroic Presence - Feat 17

[Seld][Emotion][Mental]
Frequency Once per day
Stories of heroes are realized in you, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the [Auditory] or [Visual] trait, depending on how you inspire your allies.
Hit Points
8

Size
Medium

Speed
25 feet

Ability Boosts
Free
Free

Traits
[Human]
[Seld]
[Humanoid]

Well-Spoken
At 1st level, you start with one additional language beyond what you gain from your INT score, as noted below.

Languages
  • Common
  • Orcish, Jotun, or Undercommon, depending on your region
  • Additional languages equal to 1 plus your INT modifier (if positive). Choose from Gnome, Goblin, Leurrun, Orcish, Dwarven, Undercommon, Skwullver, Jotun and any other languages to which you have access (consult your GM).

Seldish Adventurers
Selds are known for their diplomatic skills, their approachability, their charm. Bard and rogue are natural fits, while more combative selds might favor warlord, ranger, or adventurer classes. But perhaps even more than the average human, selds are versatile, and can work with any class and skill set.

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