Species in Strange & Grim - OLD | World Anvil

Species

    The Known Species of Baennor

  Aos'Si (eh-shee)

The aos'si are a remnant of a once proud kingdom of fey that ruled Baennor in an age when The Dreaming - or the outer plane of the fey - was resident within the Prime. Aos'si are reclusive and mostly stay in the northern forests of Eryphir which is under the protection of the Court of Mirasandorhal. What most people of the Commonwealth do not realize is that the aos'si have long since lost their connection the Dreaming (the realm of the Fey). For all of their territories across Eryphir, they number only in the hundreds of thousands, not even close to the the tens of millions of the Commonwealth.
The aos'si, due to their heritage, are naturally magical. Each feyling is of one of four Courts - the greater traditions being Winter and Summer, the lesser being Spring and Fall. Each aos'si shares the traits and physical characteristics with those of the same tradition.   Winter aos'si, for example, tend to have minor crystalline features, bluish highlights in their hair and extremities, and even feel cold to the touch. Summer, by contrast, are naturally warm both to the touch and in their average demeanor - they will often be of an orangish hue with bright red or orange hair.   Many aos'si have horns, animalistic ears, and even plants that naturally grow from their bodies.   Size: Medium
Speed: 30'
  Attribute Bonuses
+2 Wisdom   Special Abilities
  • Bonus Skill: Nature
  • Immune to Sleep and Charm magic
  • Darkvision

  • Tool Proficiency
    Woodcarver Tools   More Information: Aos'Si Species  
     
    Boggarts
    Thought to be some sort of goblinoid, these small-sized creatures inhabit the various cities across the Commonwealth.   While not inherently evil, they are the literal boogeymen mother's tell their children about to keep them in line.   There have been several notable boggarts over the last few decades, and it has been shown that they are quite clever, particularly when it comes to magic and aethertech.   Boggarts make excellent Dwims or Scoundrels.   Attribute Bonuses
    +1 to Constitution and +1 to Wisdom   Size: Small
    Speed: 25'
      Special Abilities
  • Darkvision 60'
  • 1 Bonus Feat
  • Choose one of the following:
  • 1 Bonus Schematic or
  • Advantage on Stealth checks in dark conditions
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    Cogs
    The mechanical creations of the Commonwealth   Cogs were originally a non-sentient race of automatons given “life” through a series of aetheric and mechanical procedures. They were primarily designed as servants meant to fill various menial labor roles such as cleaning, repair work, cooking, steward, etc.   At some point after the creation of the Void, a little known group of aetherists discovered a way to awaken a cog, giving it the intelligence, memories, and associated personality of a peer who was dying of some unspecified disease.   From that point on, more and more of these intelligent cogs have been appearing on the streets of Rynmark and slowly migrating to other cities across the Commonwealth.   Size: Medium
    Speed: 30'
      Attribute Bonuses
    +2 to any 2 Attributes   Special Abilities
  • Your choice of any 2 skills
  • Your choice of any 1 tool
  • Disadvantage on charisma-based skills against non-cogs
  • Cogs may not multiclass


  • Daonni
    Conquerers of Eryphir. Leaders of the Commonwealth. Masters of Aethertech. The daonni were created by the Elemental Lords of Water and Air to harvest those elements on the Prime Material.   Following their emancipation, the daonni went on to conquer most of Eryphir. Daonni make powerful Aetherists and Aeronauts.   https://www.pinterest.com/WizCoGames/zephyr-tales-from-the-void/races-daonni/   Size: Medium
    Speed: 35'
      Attribute Bonuses
    +2 to Dexterity and +1 to Intelligence   Special Abilities
  • 1 Bonus Feat
  • Your Choice of 1 of the following:
  • (Air Aspect) Expertise with Dexterity (Piloting) and Dexterity (Flying) skills*
  • (Water Aspect) Swim speed 20'
  • * - you must possess the skills in order to gain Expertise; you do not gain the skills from this ability  
    Dwearh
    Masterful engineers and industrial giants. The dwearh have cohabitated with the daonni for centuries after losing their homeland to the Elemental Earth Lord. The dwearh were created by the Elemental Lords of Earth and Fire to harvest those elements on the Prime.   On Baennor, the dwearh were the first to gain their freedom from the other-planar oppression and liberate themselves from slavery. The dwearh of today lead the way in new inventions and aethertech and make very fine Dwimmersmiths and Soldiers.   Size: Medium
    Speed: 25'
      Attribute Bonuses
    +2 to Strength and +1 to Wisdom   Special Abilities
  • 1 Bonus Feat
  • Your Choice of 1 of the following:
  • (Earth Aspect) Powerful Build - you are considered large size under certain circumstances
  • (Fire Aspect) You ignore the first 5 points of Fire damage from magical sources. You do not take any damage from non-magical fire, nor if you catch fire.
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    Halbkin
    The cursed or the ill-fated. Halbkin are born from human (daonni or dwearh) parents, however at some point in their childhood development, they are altered and transformed. Aetherists believe it is somehow a result of exposure to the Void or perhaps, more specifically, long term exposure to Wither (or corrupted portions of the Void).   Halbkin average in height from between 3.5' and 5' tall and weigh between 60 and 100 lbs. Most halbkin have unexplainable scars or disfigurements. However, the transformation also bestows upon the halbkin a certain level of magical talent. Almost all halbkin have some sort of innate magical ability and many go on to become quite talented chymists or aetherists.   Halbkin make excellent Aetherists and Chymists   Attribute Bonuses
    +2 to Intelligence, +1 to Constitution   Size: Small
    Speed: 25'
      Special Abilities
  • Innate Psychic Magic. A halbkin gains one Tier I manifestation with a Psychic descriptor
  • Fearful Curse. Halbkin gain a +1 bonus to Intimidation checks
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    Harbingers The humans of Baennor (the daonni and dwearh) were created by the elemental lords to mine True Elements from the Prime and deliver them back to their respective elemental planes. The daonni were created by the elemental lords of air and water, while the dwearh were created from earth and fire.   Both species are now free of their slavelords, having fought for their freedom centuries ago, however now it would seem they have slowly started devolving back into their primordial elements. Children of seemingly "normal" humans have recently started mutating into more elemental-like creatures - seemingly based upon their dominant aspect. For fire aspected dwearh, for example, their temperatures rise dramatically and many have gained the ability to combust or catch fire - without suffering the slightest tinge of pain.   Aetherists (scientists) have dubbed them "harbingers" for fear of what their arrival means for the future. For now these could be straight genasi stats. https://www.pinterest.com/WizCoGames/zephyr-tales-from-the-void/races-harbingers/   Attribute Bonuses
  • Air Aspect: +1 to Dexterity
  • Earth Aspect: +1 to Strength
  • Fire Aspect: +1 to Charisma
  • Water Aspect: +1 to Constitution
  • Size: Medium
    Speed: 30'
      Special Abilities
  • Air Aspect: You gain expertise with the Athletics skill; you have advantage on all Athletics skill checks involving a jump. You may manifest the Fling sprite.
  • Earth Aspect: Move across difficult terrain with no movement penalty. May Rage per the Barbarian ability once per day for 1 minute
  • Fire Aspect: Resistance to Fire Damage. You either: a) manifest the Flame sprite or b) have a tiny fire elemental companion
  • Water Aspect: Can breathe both air and water. Swim speed 30'
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    Hobs
    Small-sized fey that generally live outside the influence of the Aos'Si courts, but usually also avoid Commonwealth cities. The aos'si say that hobs were sent to the Prime as scouts and architects, tasked with shaping the Prime in the image of The Dreaming.   It is thought that at one point hobs were transformed into aos'si by the Courts of The Dreaming as reward for exemplary work. Since The Dreaming now has no influence over the Prime, the truth may never be known - and certainly does not occur today.   Hobs make excellent Aetherists and Scoundrels   Attribute Bonuses
    +1 to Intelligence and +1 to Charisma   Size: Small
    Speed: 25'
      Special Abilities
  • Fearless. Immune to Magical Charm and Fear
  • Resistant to Magic. Advantage on Saving Throws vs. Magic
  • Sprite Magic. If a magic-using class, gain +1 Bonus Sprite manifestation
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    Wogan
    This proud, nomadic people are among the last vestiges of large goblinkin populations on the continent of Eryphir.   Attribute Bonuses
    +2 to Constitution and +1 Intelligence   Size: Medium
    Speed: 25'
      Special Abilities
     
  • Darkvision 60'
  • Proficiency with Scimitar, Short Bow, and one martial weapon of your choice
  • Bonus Skill: Animal Handling
  • Advantage on an attack with a weapon with which you are proficient; use again after a Long Rest
  • Advantage on saving throws vs. Charmed or Frightened

  •   The Minor Races
    Dryssx
    The original race created by the Elemental Water Lords. The dryssx were meant to harvest apiom from the deepest oceans on Baennor, but the reality was they were very difficult to contain and were able to skirt through the seas in any direction, evading capture. While they were seen as a failure by the elemental lords, they were nevertheless successful.
    Kazzixi
    The Kazzixi are a race of clever kobolds created by the Elemental Lords of Fire. While they are very well organized, they are also incredibly conniving and deceitful. The fire lords were unable to contain the them, let alone force them to harvest phlogiston.
    Mafasbim
    Of all the races created by the elemental lords, the mafasbim are the least well known among the new races. They are solitary and most are even fearful of civilization entirely. These large, lumbering creatures were originally created to harvest sulphuria (the very essence of earth) from Baennor. They proved too slow and independent for the earth elemental lords and were abandoned to their own devices soon after their creation.
    Wisfoh
    The last of the elemental races on Baennor are the wisfoh - or avians, as they are called by the daonni of the Commonwealth. The wisfoh are a race of lithe humanoids who vaguely resemble the fey hobs, but for their blue and silvery skin and moth-like wings. They are a diminutive race who value the collective more than their individual lives. While they can be found in smaller enclaves in various parts of Baennor, the vast majority live in massive flocks throughout the high mountain peaks of the Reinhelms.

      There are those who consider the fa'moire to be unnatural...aberrant. I, however, believe the fa'moire to be the next step in our evolution. They are the future. ~Dr. Finneas Grackle, Rynmark Research Institute, 21 AV

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