Aethra is home to a wide variety of Heritages, from Humans to Elves to Drakkar to Elementia
and more. Within this section you will find a brief description and the stats for each of
Aethra's Heritages; these descriptions do not include cultural values or moralistic traits, as
those vary from culture to culture and nation to nation - basically, Heritages are not monoliths,
and each member of each Heritage is free to be their own unique person and decide their own
opinions and beliefs about a given topic.
Aethra is home to many Humanoid races, and they are rather unique in that each of them
(except for Darklings) was specifically designed by the gods to encapsulate one of the
Precursors' core traits: their strength to the Dwarves, their agility went to the Elves,
their intelligence to Gnomes, and their tenacity to Humans.
Darklings
Even amongst the already unique Humanoids, Darklings are unique as the only Humanoid race
borne from evolution, as opposed to the divine creation of the other four. Darklings are the
result of each of the other Humanoid races populating the various cities of the Tunnels and
interbreeding; over the generations, the cramped confines of the Tunnels encouraged smaller
statures, and the various dark-visioned monsters of the Tunnels promoted the darkening of
the interbred Humanoids' skin, creating the dimunitive and dark-skinned Darklings that
populate the Tunnels today.
Appearance. Darklings have very dark skin, from deep blues,
purples, and grays to black. Their hair is varying shades of grey, and their eyes are
grey-white with no discernable pupil, though they turn dark red when using their infrared
vision. Their ears are somewhat pointed. Life Expectancy. Darklings typically live to be around 125, and reach
full maturity by the time they are 16. Size. Darklings are around 100-130cm
tall and weigh between 60-120 lbs. They are Small creatures. Languages. You can speak and write
Common and Dark-Speak. Armor. Your base Armor score is 1. Dodge Penalty. As a Small creature, your Dodge Penalty is -2. RaDEF. Your RaDEF is your DEF + 4. Speed. Being Small, your base Speed is 1.5m/sec. Ability Score Adjustments. Being Small, you gain .5 to your DEX and
lose .5 in STR.
Heritage Features
Darklings are small humanoids that have adjusted to years of living underground,
and the following are several Heritage features that fit that theme. Select 4
features from this or any other Heritage feature list.
Ability Score Improvement. Increase your DEX by .5, up to 5. This feature
can be taken twice. Infrared Sight. Darklings have the
ability to see in the dark via infrared vision; your pupils, typically imperceptible,
become red when you do. Keen Ears and Natural Stealth (Extra Skills). Having learned to rely on both their
eyes and ears to survive, Darklings’ sense of hearing is a bit more enhanced than most,
increasing your Perception proficiency by 1, up to 5; additionally, Darklings’ dark flesh
allows them to blend in easily with darkness, increasing your Stealth proficiency by 1, up
to 5. Adaptability (Poison). You gain advantage on saves against poisons and diseases.
Dwarves
One of the four defining traits of the Precursors was their incredible physique;
unbridled physical strength and toughness that allowed them to regularly perform
borderline superhuman feats and survive what a typical Human would consider a mortal
wound. When designing the new generation of Sentient races, the gods chose to take this
incredible physical prowess and embody it in the Dwarves. As a result of this, Dwarves
typically value physical strength above all else, and Dwarven cultures usually tend toward
"might makes right" or some variation thereof. Dwarves on Aethra typically make their homes
in and on Aethra's various mountains, as mountains are seen as symbols of great physical
strength, and working the stone gives Dwarves ample opportunity to show off and enhance their
incredible fortitude.
Appearance. Dwarf skin is thicker and tougher than other races’, and greys as they
get older. They don’t grow any hair on top of their head, but do tend to grow thick and
mangy beards of various colors - typically black, brown, red, yellow, or grey - with the
males’ typically growing longer than the females’. Aside from that, male and female Dwarves
are virtually physically indistinguishable, even to other Dwarves. Life Expectancy. Dwarves live a rather long while, about 250
years, and reach full maturity by their 50th year. Size. Dwarves are a bit small but
quite stocky, usually hovering around 120cm tall and 150 – 200 pounds. They
are Small. Languages. You can speak and write
Common and Dwarvish. Dodge Penalty. Due to being Small, you have a Dodge Penalty of -2. RaDEF. Your Small stature grants you a RaDEF of your DEF + 4. Speed. As Small creatures, Dwarves have a base Speed of 1.5m/sec. Ability Score Adjustments. Even though Dwarves are Small, their natural
stockiness negates the typical STR loss/DEX gain.
Heritage Features
Dwarves are short and stocky humanoids, and the following are several Heritage
features that fit that theme. Select 4 features from this or any other Heritage
feature list. Ability Score Improvement. Increase your STR or CON by .5, up to 5. This
feature can be taken twice. Adaptability (Poison). You gain advantage on saves against poisons and diseases. Monstrous Fortitude. Your Fortitude
score increases by 1. Thick Skin. Dwarves have developed a tough and hardy exterior, making your
base Armor score 2.
Elves
In addition to their raw physical power, the Precursors were extremely agile, lithe,
and graceful. This finesse was granted to the Elves, whose slender bodies and highly
adaptable genes showcase the tangible beauty and grace of the Precursors. As a result of
this, not only are Elves typically more dextrous and agile than the other races, but they
are also highly genetically adaptable, able to evolve to exist comfortably in a new environment
within just 2 or 3 generations; however, the trade-off for this is their incredibly short lifespans,
with the oldest Elves barely making it to 65.
Appearance. Though all Elves do generally retain their tall height and
lithe forms, each subrace has its own unique physical features, described in the
subrace description. Life Expectancy. An Elf's candle burns bright but short, typically
averaging around 50, sometimes reaching 60 years, and they reach maturity
around 7 years old. Size. Elves are tall, with the
shortest approaching but not going beneath 180cm and the tallest going up
to 2 meters; they typically weigh about 170-250 pounds and are Big creatures. Languages. You can speak and write
Common and Elvish. Armor. Your base Armor score is 1. Dodge Penalty. Since they are Big, Elves have a Dodge Penalty of -4. RaDEF. Being Big, your RaDEF score is your DEF + 2. Speed. Your base Speed is 2.5m/sec as a Big creature. Ability Score Adjustments. Being Big, you gain .5 to your STR and
lose .5 in DEX.
Heritage Features
Elves are tall and lithe humanoids, and the following are several Heritage
features that fit that theme. Ability Score Improvement. Increase your AGI or DEX score by .5, up to 5. Subraces. There are 8 subraces of Elves: city, dark, forest, frost,
mountain, plains, sand, and water. Pick one for your character.
City Elves
City Elves are those who have taken to urban and city living, abandoning nature
for a more technologically-inclined life. City Elves typically value hard work
and living for oneself, rather than devoting their livelihood to the betterment
of their community like most other Elves. They are also the most diverse of all
the Elves in terms of philosophical outlook, morality, appearance, skillsets,
and tastes. Appearance. The physical appearance of a City Elf is extremely variable,
with very few commonalities between any given two. There is no typical skin,
hair, or eye color, and it is not uncommon to see a City Elf with a bit of
webbing between their fingers or a distinct streak of leafy green hair. Apprenticed and Practiced (Extra Skills). Your city life has given you practice with
a single set of tools, granting you 1 proficiency in a single Tool Skill of your choice;
additionally, your life among urban folk grants you 1 proficiency in any one Action Skill of
your choice. Dumb Luck. Once between night’s rests, you can choose to grant yourself
advantage on any attack, check, or save. Multi-Lingual. Your proximity to the many other peoples of the world means
that you have learned to speak and write one extra language
of your choice.
Dark Elves
Dark Elves are those who have learned to survive for a few generations in dark
and dank places, typically deep cave and mining systems or other underground
environs. This has granted them infrared sight and darker appearances than most
other races, second only to Darklings. Appearance. Dark Elves, as the name would imply, are quite dark in
appearance, with their skin tones ranging from dark blue to purple to gray to
black. Their hair and eyes follow much the same pattern, except that their eyes
can also be red. Infrared Sight. Dark Elves can see
in the infrared spectrum, allowing them to see in the dark more or less just as
easily as in the light; when using their thermal vision, their eye color changes
to red. Keen Ears and Natural Stealth (Extra Skills). Dark Elves have learned to rely on their
ears just as well as their eyes, increasing their Perception proficiency by 1; additionally,
your darker skin allows you to more easily blend into the darkness, increasing your Stealth
proficiency by 1 Multi-Lingual. In addition to Common and Elvish, you can also speak and
write Dark-Speak.
Forest Elves
Forest Elves have become accustomed to living in wooded, forested, and jungled
areas. Appearance. Forest Elves generally have light green skin, their hair
varies from green to brown to red to brown, and their eyes vary from brown to
green to occasionally blue. They are lean and agile, even for Elves. Ability Score Improvement. Your time navigating the woodlands makes you
faster on your feet, increasing your AGI score by .5, up to 5. Nature Affinity (Extra Skills). Your time within nature increases your
proficiency in the Beast Handling and Nature skills by 1, up to 5. Adaptability (Poison). Forest Elves have built up a resistance to dangerous
toxins in their environment, granting you resistance to poison damage and
advantage on saves against poisons and diseases.
Frost Elves
Frost Elves are Elves that have acclimated to cold and snowy environments. Appearance. You have pale white skin with slight blue undertones, white to
blue hair, and eyes that vary from white to blue to green. Frost Elves also tend
to be a bit huskier and hairier than other races, given that they live in colder
environs. Ability Score Improvement. Increase your CON score by .5, up to 5. Cold Acclimated (Adaptability). You are resistant to freeze damage. Thick Skin. Your body's natural resistance to the cold also protects you
a bit from other dangers, increasing your base Armor score to 2.
Mountain Elves
The Elves of the mountains are strong and hardy, more akin to dwarves than any other race.
As their name would imply, they have built their homes in the mountains and tall hills of the
world. They are slightly more stout than the rest of the Elves, but they are also more sturdy
and have stronger lungs (as well as being more stubborn). Appearance. The skin, hair, and eyes of Mountain Elves are all various
shades of grey and brown. Ability Score Improvement. Your STR or CON score increases by .5, up to 5. Climber (Extra Skills). You gain 2 proficiency in the Climb skill, up to 5. Monstrous Fortitude. Your Fortitude score increases by 1.
Plains Elves
Elves who live in the plains and grasslands of the world are Plains Elves. Appearance. Elves of the plains tend to be slightly tan and have dark eyes
and hair. Like Forest Elves, they are lean. Ability Score Improvement. Increase one of your ability scores by .5, up to 5. Extra Skills. You gain 1 proficiency in Survival and Vehicles (Land), each up to 5. Multi-Lingual. You can speak and write one extra language of your choice.
Sand Elves
Sand Elves are those that have grown accustomed to hot and arid climates,
typically living in or near deserts. Many Sand Elves – though not all – are
nomadic, constantly wandering through or across the deserts they call home,
sometimes building cities, though this is a rare occasion. Appearance. Sand Elves have very dark characteristics, with dark skin, hair,
and eyes. Extra Skills. You gain 1 proficiency in Survival and Vehicles (Land), each
up to 5. Heat Acclimated (Adaptability). You are resistant to burn damage. Multi-Lingual. You learn one language of your choice.
Water Elves
Having built their lives and communities in the more aquatic climes of the world, Water Elves
have made their homes in wetlands, swamps, and shallow waters. They have very strong lungs and
are natural swimmers. Appearance. Water Elves are light blue to sea-green in skin, hair, and
eye tone, and scales or webbed appendages are not uncommon. Adaptability (Freeze). You are resistant to freeze damage. Fins and Gills. Your Swim proficiency increases by 1, and can be increased
to 6; additionally, you can breathe in water. Thick Skin. Your thickened aquatic skin increases your base Armor score to 2.
Gnomes
The Precursors were not just physically superior, but intellectually as well, and it was the
Gnomes that inherited their brilliant minds. Opposite to Dwarves in nearly every way except height,
Gnomes are lanky and wirey, and where the Dwarves put stock in strength and physical power, Gnomes
value intelligence and pursuits of the mind above perfection of the body. Many of Aethra's most famed
scholars, philosophers, and inventors are Gnomes, as well as a not-insignificant number of their
artists and creatives as well.
Appearance. Like Dwarves, Gnomes are of a short stature, though unlike Dwarves,
Gnomes are rather lanky and thin. Male Gnomes do not grow hair on the top of their head,
though they do on the sides and back, with small facial growths not being uncommon either.
Female Gnomes, on the other hand, only grow hair on the top of their head (not counting
their eyebrows), and it typically does not grow very long. In terms of skin, hair, and eye
color, Gnomes are as varied as Humans. Life Expectancy. Gnomes live for a good long while, lasting up to 150 years of age.
They reach maturity at around 30 years old. Size. Gnomes range from 100-130cm
and roughly 100-150 pounds. They are always Small. Languages. You can speak and write
Common and Gnomish. Armor. Your base Armor score is 1. Dodge Penalty. Your Dodge Penalty is -2 since you are Small. RaDEF. Being Small, your RaDEF is your DEF + 4. Speed. As Small creatures, Gnomes move at 1.5m/sec.
Heritage Features
Since Gnomes are short and are built to exemplify the Precursors' incredible intellect,
the following features are those that fit that theme. Select 4 features from this or any
other Heritage feature list. Ability Score Improvement. Increase your INT or your WIS by .5, up to 5. This feature
can be taken twice. Adaptability (Psychic). Your superior mind grants you resistance to psychic damage. Extra Skills. You gain 2 SP. Multi-Lingual. You learn one language of your choice. Strong-Willed. Your Willpower score
increases by 1.
Humans
Finally, we have Humans, the most emblematic of the Humanoid races. In addition to their
strength, dexterity, and intellect, the Precursors had one quality which allowed them to
wage war against the gods themselves for more than 3 millenia: their incredible tenacity, and
it was this that was given to the Humans, arguably making them the most strong-willed of the
Humanoids, and unquestionably the most persistent. It is due to this tenacity that Humans
are, above all, known for never, ever, giving up, even in the face of what any other race
would consider insurmountable odds, and it is due to this more than anything that Humans
have successfully carved their own path across the annals of Aethra's history books. Humans
have been incredible scholars, leaders, creators, warriors, trailblazers - you name it,
Humans have done it and almost always held their own at it, particularly at times when others
would - or did - give up.
Appearance. Humans have quite varied appearances, with skin color that
can be any shade of white, brown, or black, hair that can be similar tones (or even
yellow-red), and eye colors across the color spectrum, from deep black to vibrant green. Life Expectancy. Humans have a decently long lifespan, reaching
about 100 years. They reach maturity at around 20 years old. Size. Humans vary from 150 - 200cm
and about 100 – 240 pounds. They are usually Medium (150-180cm) but can be Big (181-200cm). Languages. You can speak and write
Common and Humanic. Armor. Your base Armor score is 1. Dodge Penalty. Your Dodge Penalty is -3 if you are Medium and -4 if you are Big. RaDEF. If you are Medium/Big, your RaDEF is + 3/2. Speed. A Medium/Big Human has a base Speed of 2/2.5m/sec.
Heritage Features
Humans are strong-willed and tenacious, and the following are several Heritage
features that fit that theme. Select 4 features from this or any other Heritage
feature list. Ability Score Improvement. Increase one of your ability scores by .5, up to 5. This feature
can be taken twice. Dumb Luck. Once between night’s rests, you can choose to grant yourself
advantage on any attack, check, or save. Extra Skills. You gain 2 SP. Multi-Lingual. You learn one language of your choice. Strong-Willed. Your Willpower score
increases by 1. Tenacity. Once between day’s rests, when you are brought down to 0 Health
but not killed outright, you instead regain 1 Health at the start of your next turn. Thick Skin. Due to your naturally thick and resilient skin, your base Armor
score is 2.
On Aethra, the Monstroid races are those that evolved from the various monsters of
the world - creatures that were explicitly designed to hunt and kill sentient life.
However, some of those creatures evolved and changed over time to the point where,
in an ironic twist of fate, they themselves became sentient, forming the Monstroid
races.
Drakkar
Drakkar share an ancestor with modern-day Kobolds; where some of those ancestors chose to
continue inhabiting various caves, tunnels, and other subterranean systems (creating
modern-day Kobolds), some of those ancestors chose to leave their dark and dank homes
and inhabit the various wilds and wastes of the world, in so doing becoming bigger and
phsyically stronger. These creatures evolved and became the Drakkar, scale-covered bipeds
that in many ways resemble humanoid Dragons. Today's Drakkar are incredibly varied and very
well-adapted to survive in the harsh wilds of the world. With scales, talons, breath weapons,
and more, Drakkar make for an extremely intimidating sight and an outright terrifying foe.
Appearance. Drakkar are covered head-to-toe in scales and have sharp teeth,
claws, and prehensile tails. Horns of various lengths and styles decorate their heads,
upper backs, and joints. Male Drakkar typically have larger and more pronounced horns
than females. Their eye colors are usually green, red, yellow, or blue. Life Expectancy. Drakkar usually live to be about 80. They reach
maturity at around 15. Size. Drakkar vary from about 180 - 210cm tall and
are stocky in build, usually around 200 – 300 pounds. They are Big creatures. Languages. You can speak and write
Common and Drake. Dodge Penalty. Drakkar have a Dodge Penalty of -4. RaDEF. Being Big, your RaDEF is your DEF + 2. Speed. Drakkar's base Speed is 2.5m/sec since they are Big. Ability Score Adjustments. Since you are Big, you gain .5 to your STR and
lose .5 in DEX.
Heritage Features
Drakkar are dragon-like, and the following are several Heritage features that
fit that theme. Select 4 features from this or any other Heritage feature list. Ability Score Improvement. Increase your STR or CON by .5, up to 5. This feature can be
taken twice. Breath Weapon. Select one damage type that is not fatigue, physical, or true; once
between night's rests, you can take 3 seconds to expel a damaging burst of energy of that
damage type out of your mouth. This burst can take the form of either a 5-meter cone or a
10-meter line, deals 1d8 + your CON score base damage, and scales with your chosen Weapons
Proficiency. Claws and Fangs. Drakkar have sharp claws, which count as Unarmed weapons
and deal 1d4 physical base damage. Scales. Drakkar are covered in scales that increases their base Armor score
to 2. Tail. You have a prehensile tail, which is flexible, long, and strong
enough to essentially function as a 3rd arm. Wings. You have a pair of leathery wings that grant you a flying speed;
this flying speed is determined by your Size and STR score in the same manner
your walking speed is determined by your Size and AGI score.
Goblins
Goblins share an ancestor with modern-day Orks; where modern Orks evolved to become stronger
and dumber than their Precursor-hunting ancestors, the ancestors of Goblins split and focused
their efforts on becoming quick and crafty - by Ork standards, at least. As a result, the Goblins
of today are thin and wiry, some might even say gangly, far removed from their Ork cousins, and
have evolved a great enough amount of intelligence to be considered fully sentient. Despite their
origins, Goblins are no more or less malicious than any of the other Sentients.
Appearance. Goblins are generally thin and lanky creatures, with black or
dark grey hair and similar eyes. Their limbs have the appearance of being just a bit too
long for their lean torsos, and their skin varies between shades of dull grey, green,
red, yellow, and blue, with the individual Goblins of one tribe or clan generally being
varying shades of one hue. Life Expectancy. Goblins live short lives, maturing at 10 years old
and living to around 70. Size. Goblin height varies by about a foot, from
as short as 120cm to as tall as 150cm, and they weigh anywhere between 60 to 140 pounds.
They can be Small (120-130cm) or Medium (131-150cm). Languages. You speak Common and Monstrine. Armor. A Goblin’s base Armor score is 1. Dodge Penalty. Goblins are small and lanky, making them hard to hit; if you are
Small, your Dodge Penalty is -2 and if you are Medium, your Dodge Penalty is -3. RaDEF. If you are Small/Medium, your RaDEF is your DEF + 3/2. Speed. Being Small/Medium makes your base Speed 1.5/2m/sec. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR.
Heritage Features
Goblins are slippery little creatures, and the following are several Heritage
features that fit that theme. Select 4 features from this or any other Heritage
feature list. Ability Score Improvement. Improve your DEX or AGI by .5, up to 5.
You can take this feature twice. Adaptability. Your people have adapted to survive in a given environment,
granting you resistance to one damage type that is not fatigue, physical, or
true. If you select poison, you do not gain resistance but instead gain advantage on saves
against poisons and diseases. Animal Reflexes. Your animalistic instinct for danger improves your Reflex
score by 1. Claws and Fangs. Your Unarmed attacks deal 1d4 physical base damage. Infrared Vision. You can perceive the
heat that objects give off via infrared sight. Quadridextrous. You have 4 arms instead of 2.
Kobolds
Sharing an ancestor with the Drakkar, Kobolds come from a race of lizard-like creatures
that were explicitly created to be slaves and servants to Dragons as a reward and thanks
from the gods for their aid in fighting the Precursors during the War for Dominance. Once
the war was over and with many of the Dragons either slain or returned to their home plain,
many of the ancestors of Kobolds chose to stay their cave and tunnel homes, evolving to
eventually become the Kobolds of today. Though their innate Dragon loyalty has largely
been removed, there are still some Kobolds today who do have a tendency to look favorably
upon the opportunity to help a Dragon when the opportunity presents itself.
Appearance. Kobolds are covered head-to-toe in scales of any one or two colors,
usually the same as the environment their clan has survived in for several
generations. Kobolds also have horns on their heads or spines running down their
backs, though the lengths and styles of these vary from clan to clan and Kobold to
Kobold. Their eye color is extremely varied. Female Kobolds have no perceptible
breast tissue, longer snouts than males, and shorter horns/spines. Life Expectancy. Kobolds live to around 60 and mature by the time they
are 8. Size. Kobolds are short and
slender, being 100-130cm tall and usually weighing about 75-120
pounds; their size is Small. Languages. You can speak and write
Common and Drake. Dodge Penalty. Due to your diminutive size, your Dodge Penalty is -2. RaDEF. Your RaDEF is your DEF + 4. Speed. As a Small creature, your base Movement is 1.5m/sec. Ability Score Adjustments. Being Small, you gain .5 to your DEX and
lose .5 in STR.
Heritage Features
Kobolds are dragon-like - if small - and the following are several Heritage
features that fit that theme. Select 4 features from this or any other Heritage
feature list. Breath Weapon. Select one damage type that is not fatigue, physical, or true; once
between night's rests, you can take 3 seconds to expel a damaging burst of energy of that
damage type out of your mouth. This burst can take the form of either a 5-meter cone or a
10-meter line, deals 1d8 + your CON score base damage, and scales with your chosen Weapons
Proficiency. Claws and Fangs. Your sharp claws and teeth, which are Unarmed weapons,
deal 1d4 physical base damage. Infrared Vision. You have infrared
vision; your eyes become red when seeing in the infrared spectrum. Scales. Your scales increase your base Armor score to 2. Tail. You have a prehensile tail, which is flexible, long, and strong
enough to essentially function as a 3rd arm. Wings. You have a pair of leathery wings that grant you a flying speed;
this flying speed is determined by your Size and STR score in the same manner
your walking speed is determined by your Size and AGI score.
Much like the Monstroid Heritages, the Bestial Heritages of Aethra were not divinely
created but instead were born out of millenia of evolution; however, unlike the Monstroids,
the Bestials share ancestors with the world's various Beasts and animals, those creatures
that simply inhabit the world alongside sentient life and do not exist solely to end it. For
much of Aethra's history, the Bestial races have largely been confined to the continent of
Sal'tu, which as of the 153rd year of the Age of Peace is home to 4 different empires; these
dynasties are described here. Though most Bestials reside there,
travellers and emigrants are not uncommon, and as a result most people in the civilized world
have met or at least seen a handful of Bestial Sentients.
Canidae
Evolved from canines long past, Canidae share a common ancestor with dogs, wolves, and the other
various canines of the world, giving them enhanced senses of hearing and smell, as well as
fur, tails, and the ability to run on all fours. Most Canidae reside in the [EMPIRE NAME].
Appearance. Canidae, being dog-like, are covered head-to-toe in fur, with pointed ears
atop their heads and elongated snouts. This fur can be mostly any color, though the most common
are shades of grey, brown, and yellow. They do have tails, though they are not long or strong enough
to function as an extra limb, instead typically belying the Canidae's mood. They resemble humanoid
canines. Life Expectancy. Canidae, like Elves, are rather short-lived, usually living to see 50. They
reach maturity around the age of 6. Size. Canidae are proud and majestic
beings, usually with the stature to match. They range from
is from 120 - 170cm, and they typically weigh anywhere from 100 - 190 pounds.
They can be Small (120-130cm) or Medium (131-170cm). Languages. You can speak and write Bestial;
whether you can speak Common is dependent on whether you have lived amongst Common-speaking races
for at least 6 months of your life. Armor. Your base Armor score is 1. Dodge Penalty. Your Dodge Penalty is -2 if you are Small and -3 if you are Medium. RaDEF. Your RaDEF is your DEF + 4 if you are Small and DEF + 3 if you are
Medium. Speed. Canidae have a base Speed of 1.5m/sec when Small and
2m/sec when Medium. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR.
Heritage Features
Canidae are dog-like, and the following are several Heritage features that
fit that theme. Select 4 features from this or any other Heritage feature list. Ability Score Improvement. Increase your CHA score by .5, up to 5. This feature can
be taken twice. Animal Senses (Hearing and Smelling). Your sharp, dog-like ears and nose grant you
better senses than most, increasing your Perception proficiency by 1, up to 6, and granting
you advantage on hearing and smelling-based Perception checks. Beast Speech (Dogs). Canidae are able to communicate simple ideas with other canines
through a series of rudimentary verbal barks, growls, howls, and the like. Fangs. Your mouth is filled with some mighty sharp fangs, sharp enough to count as Unarmed
weapons for you that deal 1d4 physical base damage. They take 1.5s to use and have the Short property. Quadrupedal. Your crawling speed is the same as your walking speed (you do not have 4 legs). Tenacity. Once between day's rests, when you are brought down to 0 Health but not killed outright,
you instead regain 1 Health at the start of your next turn.
Corvium
Corvium share an ancestor with modern-day corvids, widely regarded to be the most intelligent of
the bird archetypes - and given that some of them evolved into sentience, it is not hard to see why.
In addition to their sharp eyes and winged bodies, Corvium are also able to mimic the sounds that they
have heard quite flawlessly, a useful mechanism for not just survival, but stealth and clandestine work
as well. Most Corvium can be found in [EMPIRE NAME].
Appearance. Corvium are bipedal and bimanual and are covered head-to-toe
in typically black (but occasionally white around the chest and/or back)
feathers, with black, leathery hands and feet. They resemble humanoid corvids. Life Expectancy. Corvium do not live very long, usually to about 60. They
reach maturity around the age of 8. Size. Corvium are not particularly
short, but neither are they known for being tall; standard Corvium height range
is from 120 - 150cm, and they typically weigh anywhere from 75 - 120 pounds.
They can be Small (120-130cm) or Medium (131-150cm). Languages. You can speak and write Bestial;
whether you can speak Common is dependent on whether you have lived amongst Common-speaking races
for at least 6 months of your life. Armor. Your base Armor score is 1. Dodge Penalty. Your Dodge Penalty is -2 if you are Small and -3 if you are Medium. RaDEF. Your RaDEF is your DEF + 4 if you are Small and DEF + 3 if you are
Medium. Speed. Corvium have a base Speed of 1.5m/sec when Small and
2m/sec when Medium. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR.
Heritage Features
Corvium are corvid-like, and the following are several Heritage features that
fit that theme. Select 4 features from this or any other Heritage feature list. Ability Score Improvement. Increase your INT score by .5, up to 5. This feature can be
taken twice. Animal Senses (Seeing). Your sharp, bird-like eyes give you better vision than
most, increasing your Perception proficiency by 1, up to 6, and granting you advantage on
sight-based Perception checks. Beast Speech (Birds). Corvium are able to communicate simple ideas with birds
through a series of rudimentary verbal clicks, whistles, gestures, and the like. Mimicry. You can flawlessly reproduce any sound you have ever heard. Wings. You have a pair of black-feathered wings that grant you a flying
speed that is determined by your Size and STR score the same way your walking
speed is determined by your Size and AGI score.
Felinae
Much like how Canidae came from the ancestors of dogs, Felinae share an ancestor with today's
cats, lions, and other felines. Proud and self-important, many Felinae have a tendency to view
themselves as being above others, often answering only to their own authority if they answer to
one at all. Though this does, in some instances, make them annoying or outright difficult to work
with, many others know that it is easiest to simply play along with the Felinae's little game, and
placate their ego so long as it means the Felinae's cooperation. Most of today's Felinae reside
in the [EMPIRE NAME].
Appearance. Felinae are a race of cat-like people, covered in fur that
can be any color or pattern, though a Felinae offspring will usually have
a similar coloring and pattern to one or both of their parents. Felinae do
have tails, but they are usually not strong enough to function as an extra limb. Life Expectancy. Felinae live decently long lives, averaging around 100
years and reaching maturity at around 20. Size. Felinae tend to be on the
shorter side, usually 100 - 160cm tall, weighing between 60 - 150 pounds. They can be Small or Medium. Languages. You can speak and write Bestial;
whether you can speak Common is dependent on whether you have lived amongst Common-speaking races
for at least 6 months of your life. Armor. Your base Armor score is 1. Dodge Penalty. Your Dodge Penalty is -2 if you are Small and -3 if you are Medium. RaDEF. When Small, your RaDEF is your DEF + 4, and when Medium, it is your DEF + 3. Speed. Felinae have a base Speed of 1.5m/sec when they are Small and 2m/sec when they are Medium. Ability Score Adjustments. If you are Small, increase your DEX by .5 and decrease your STR by .5.
Heritage Features
Felinae are cat-like, and the following are several Heritage features that
fit that theme. Select 4 features from this or any other Heritage feature list. Ability Score Improvement. Your AGI or DEX increases by .5, up to 5. This feature
can be taken twice. Animal Reflexes. They don't call them "cat-like reflexes" for nothing;
your Reflex score increases by 1. Animal Senses (Hearing and Smelling). Your feline ears and nose allow you to be more
acutely aware of the world, increasing your Perception proficiency by 1, up to 6, and granting
you advantage on smell and sound-based Perception checks. Beast Speech (Felines). You can communicate simple ideas with cats via subtle body
language, gestures, and (when necessary) hissing. Claws and Fangs. Felinae have sharp fangs and pointed claws, making
your Unarmed attacks deal 1d4 physical base damage. Darkvision. You perceive dim light as bright light and darkness as dim
light. Quadrupedal. Your crawling speed is equal to your walking speed. Tail. Your tail is long and strong enough to essentially function as a
3rd arm.
Ophiri
Finally, we have the Ophiri, a breed of serpentine people who share ancestry with
the snakes and serpents of the world. Many Ophiri are looked upon with distrust for
their appearance and Heritage, and though there are those who embrace this reputation,
using their talents for clandestine and irreputable work, Ophiri are no more naturally
inclined to evil than any other thinking and feeling race of people on Aethra.
Appearance. Ophiri skin is covered in a layer of thin scales of varying
colors, and though they have nostrils and ear membranes, they do not have protruding
noses or ears as one might expect to see on a Humanoid. Ophiri are also completely
hairless, with eyes ranging from yellow to dark green to brown to black. Lastly, female
Ophiri tend to have sharper and more pronounced facial features, with no perceptible
breast tissue to speak of. Life Expectancy. Ophiri typically live to about 80, and usually
reach maturity at around 10. Size. Ophiri are not overly small creatures, but
nor are they big by any means. Ophiri average about 120 - 180cm tall and about 100 - 200 pounds,
and can be either Small (120-130cm) or Medium (131-180cm). Languages. You can speak and write Bestial;
whether you can speak Common is dependent on whether you have lived amongst Common-speaking races
for at least 6 months of your life. Armor. Your base Armor score is 1. Dodge Penalty. If you are Small, your Dodge Penalty is -2, and if you are
Medium, it’s -3. RaDEF. If you are Small/Medium, your RaDEF is your DEF + 4/3. Speed. Ophiri that are Small/Medium have a base Speed of
1.5/2m/sec. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR.
Heritage Features
Ophiri are snake-like, and the following are several Heritage features that
fit that theme. Select 4 features from this or any other Heritage feature list. Ability Score Improvement. Increase your DEX by .5, up to 5. This feature can be taken twice. Beast Speech (Snakes). You can communicate simple ideas with snakes via a series of
hisses, gestures, and gesticulations. Fangs. Ophiri have a set of very sharp fangs. These fangs count as
Unarmed weapons for you and deal 1d4 physical base damage. Infrared Vision. You have infrared vision; your
eyes become red when seeing in the infrared spectrum. Slither (Quadrupedal). You move at your normal speed while
prone. Venomous. Your blood and saliva are weak poisons that deal 1d6 base poison
damage, scale with your chosen weapon proficiency (with the damage bonus being your CON), and
leave the victim sickened for 1 minute if they take
>4 final damage from them, or only 30 seconds if they take #&60;4 final damage.
Last but not least we have the special Heritages, those that are unique in that they
are either exceptionally rare or have special features that are exclusively seen amongst
their own kind, such as the mechanical Automata or the half-Undead Dhampir. As their name
would imply, everything about the special Heritages is unusual, as they are not bound to
the rules that the other races must abide by. How common they are, where they come from,
how many people know of/about them, all of this and more vary from special race to special
race. The Dhampir, for example, are thought of as nothing more than myth and legend in many
parts of the world, with few in all of Aethra's history that have ever actually met one;
Automata, on the other hand, are numerous throughout the continents of Ahkos and North
Media, but are sparse on Frigus and extremely rare on Sal'tu, both because of that continent's
disconnect from the rest of the world and because the conditions there are unfavorable for
mechanical life. Elementia, on the other hand, are known of everywhere, but due to their strange
features, relative rarity, and inborn power are still treated as figures of legend, or even
divine descent in some cultures.
Automata
Wire and Metal. Automata (singular Automaton) are not born but created, literally built using wiring, machine parts,
and Life Aether – and it is this last ingredient that sets them apart from other
machines, as that is what gives them their sentience. When an Automaton is first built,
it begins its life unthinking and unfeeling, like any other construct. However, as time
wears on, it Awakens, becoming aware of itself as it starts to feel and decide what to
do of its own accord. Once they have Awakened, Automata are mentally and emotionally
indistinguishable from other Sentients.
Maintenance Because Automata are constructs, they do require some daily maintenance. Once a
day, an Automaton must ingest a gallon of fuel to keep themselves running, though they
can go about 4 days without it before their systems start to shut down – an analogy
to the naturally-occurring hunger of other races would be appropriate.
In addition, once every day, Automata must enter a 3-hour hibernation
period, wherein most of their systems shut down, their working memory clears, and their
storage is re-organized. This resting period can be voluntarily held off, though an
Automaton’s systems will slowly deteriorate as time without it goes on; again, an analogy
to a need for sleep would be fitting.
Lastly, while Automata are made of metal and cannot technically drown,
being submerged can be dangerous for them as the fluid may damage their fuel cells or clog
and slow down their machinery or other systems (being washed, however, is safe). A submerged
Automaton has a number of minutes equal to their CON modifier before their systems shut
down and they die (minimum 30 seconds). However, since they do not have respiratory
systems, Automata do not have to worry about breathing in dangerous vapors.
Automata Name Examples Automata are typically named after the sounds their bodies make, a prominent piece of
their body, or the role they were made to fulfill. Some Automata decide to take up an entirely
new name for themselves upon Awakening, but this is not necessarily always the case. Automata
are asexual, so there is no differentiation between male or female names. Names. Bang, Battery, Brasshead, Clank, Creak, Friend, Gasket, Gear,
Golem, Number 23, Piston, Protector, Soldier, Steam, Whistle.
Traits
Varied Appearance. The specifics of Automata appearance and size can vary greatly,
as they can be made in pretty much any image. However, some commonalities exist; all Automata are
made of some sort of strong metal, usually steel. Some mithril Automata exist, though these are
exceedingly rare. Life Expectancy. With proper long-term maintenance, Automata can theoretically
live forever. This maintenance includes oiling, fixing damages, getting rid of rust, replacing old
parts, etc. Without it, they have a life expectancy of about 40 years as their parts wear down and
gradually fall into disuse. Automata reach full maturity within a few years of being Awakened. Size. Automata vary in height from
1-2 meters. They can be Small (100-130cm), Medium (131-180cm), or Big (181-210cm). Languages. You can speak
and write Common and one other language of your choice. Tough Chassis. Automata have a base Armor score of 3. Dodge Penalty. If your Automaton is Small/Medium/Big, you have a Dodge Penalty of
-2/-3/-4. RaDEF. If your Automaton is Small/Medium/Big, your RaDEF is your DEF +
4/3/2. Speed. Being Small/Medium/Big makes your base Speed 1.5/2/2.5m/sec. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.
Heritage Features
Electric Eyes. Your mechanical eyes can double as flashlights, which you can take
1 second to turn on. While this effect is active, you have disadvantage on
Stealth checks. If the effect is inactive, you no longer have disadvantage on Stealth
checks, however you cannot see in the dark. Machine Learning. Automata’s logical and mechanical minds grants them an
advanced intelligence, increasing your INT score by .5, up to 5. Made of Metal. You are vulnerable to caustic and electric damage and resistant to
burn damage. No Lungs. Because you do not breathe, you are unaffected by dangerous vapors such
as poisonous gas; however, you can still drown (see “Maintenance” above).
Variant Automata: Four-Armed
Some Automata are engineered with 2 extra arms built into their chassis, allowing for greater physical
strength and, in many, increased manual dexterity. These Automata are referred to as the Four-Armed. What the
Four-Armed gain in physical prowess, however, they lose in mental capability, as their extra brainpower is
concentrated on keeping all of their limbs working in tandem. Use the following stats if you wish to play a
Four-Armed. Varied Appearance. Four-Armed are much the same appearance-wise as their bimanual counterparts. Life Expectancy. Four-Armed are much more mechanically complex than
normal Automata, and so require more regular and careful upkeep. Without it, they can go only
about 30 years before they break down completely and die. Size. Like
regular Automata, Four-Armed can be Small (100-130cm), Medium (131-180cm), or Big (181-210cm). Languages. You
can speak, understand, read, and write Common and one other language of your choice. Tough Chassis. Four-Armed also have a base Armor score of 2. Dodge Penalty. Small/Medium/Big Four-Armed have a Dodge Penalty of -2/-3/-4. RaDEF. Small/Medium/Big Four-Armed have a RaDEF of their DEF + 4/3/2. Speed. Being Small/Medium/Big makes your base Speed 1.5/2/2.5m/sec. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.
Heritage Features
Electric Eyes. Four-Armed eyes also double as flashlights in much
the same way as the Automatas' do, granting you the benefits of the Electric Eyes trait,
described above. Made of Metal. You are vulnerable to caustic and electric damage and resistant to
burn damage. No Lungs. Because you do not breathe, you are unaffected by dangerous
vapors such as poisonous gas; however, you can still drown (see “Maintenance” above). Quadridextrous. You have 4 arms instead of 2. Your extra arms can be
stored inside your chassis until you use them, making you appear as a normal
Automaton until they come out.
Dhampir
Spawn of Life and Undeath. Dhampir are born from the union between a Sentient and a Major Vampire Spawn.
As such, they are neither Undead nor alive, and spells that affect Undead usually do
so at a much lesser degree for them than they would a full Undead. Like their Vampire
Spawn parent, they tend to be pale, like a corpse.
Dhampir bodies do age and they are fully sentient, but that hasn’t
stopped many from believing that they are just as monstrous as their Undead parent;
because of this, Dhampir typically face extreme prejudice, sometimes warranted and
sometimes not. If they are careful, they are able to live decently
normal lives.
A Life on the Move. Many Dhampir often have trouble finding reliable, stable sources of food; though
they are able to steal blood in the night from hapless victims in whatever town they
happen to be staying in, most take up a life on the road, sometimes alone, but more
frequently in groups comprised of trusted allies. This constant migration usually leads
to a life of adventuring, though not always. Some Dhampir simply choose to live out
their lives with their Vampire Spawn parent, and for them life is much simpler, if
darker.
Traits
Appearance. Individual Dhampir vary wildly in appearance, following the trends
of their parents’ races. They are more pale than normal, however. Age. Dhampir have a natural lifespan of about 500 years, and reach
maturity at the same rate as their physical heritage. Size. Your size is based entirely on the
sizes of both your parents. Languages. You can speak,
read, and write Common and Mortuan. Armor. Your base Armor score, like your size, depends entirely on your
Heritage. If neither of your parents would give you an Armor bonus, your base
Armor score is 1. Dodge Penalty. If you are Small/Medium/Big, your Dodge Penalty is -2/-3/-4. RaDEF. As a Small/Medium/Big creature, your RaDEF is your DEF + 4/3/2. Speed. If you are Small/Medium/Big, your base Movement is 1.5/2/2.5m/sec. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.
Heritage Features
Infrared Vision. You can see in the infrared spectrum; your eyes become
red when you do. Semi-Vampyric Physique. Your STR and AGI scores both increase by .5, up
to 5. Partial Undead Nature. You have advantage on saves against poisons & diseases
and being put to sleep against your will, and you only need to sleep for 3 hours. Bloodthirst. Dhampir require the blood of living Sentients to stay
alive, in addition to half as much normal food as a normal Sentient would eat. 1 quart
of Sentient blood must be consumed every 15 days, and it can be taken willingly or
otherwise (see the “Bloodfeast” feature below). If enough blood is not consumed, your
maximum Health is temporarily reduced by 25% every two weeks until you either die or
consume blood, at which point your maximum Health is restored by 25%. Bloodfeast. Once between night’s rests, you can take 2 seconds
to make an Unarmed attack (1d4 physical base damage, DEX property) against one target
that is a Sentient. If you deal final damage, the target is grappled
by you, and you can then choose to spend another 2 seconds drinking the target’s blood,
quenching your Bloodthirst and healing you for half the final damage dealt (rounded up);
however, doing so will also cause you to be grappled
until the start of your next turn. If the target is diseased or poisoned, you must pass
a Fortitude save with a DR equal
to the original poison or disease, otherwise you now suffer from the same affliction. If
the victim is willing, do not subtract their DEF score from your attack roll.
Elementia
Children of the Elements A Sentient with Aether fused into
their very being, an Elementia is an incredibly special creature. They are the child
of two Sentients with the essence of a single element ingrained into their very DNA,
altering their appearance accordingly and giving them incredible extranatural powers unlike
those wielded by any other breed of Sentients.
There are three circumstances that create such a being: the first is when
a child is born on one of the Elemental Planes
– though this may create an Aetherian,
there is an equal chance (1 in 3) that the child will instead become an
Elementia; one other way is when one or two especially powerful (Level 11 or
higher) Aetherians have a child – if it
is just one such Aetherian, there is a
25% chance the child will be an Elementia of the sorcerer’s element, and if two
Aetherians have a child together, there
is a 50% chance that the child will be an Elementia of 1 of the parents’
elements; the last way is if two Elementia decide to have a child, then the
child will be a full Elementia of one of the two types.
Elementia are… anomalies, to put it lightly. Light-Fire Elementia may be mistaken for
demons, Space-Air Elementia could be regarded as angels, Dark-Void Elementia mistaken for
Dark Elves, etc. Because of this, many Elementia shun social interaction, some
going to great lengths to hide their extranatural features, or going into
self-imposed exile and living as outcasts. Other Elementia take this special
treatment and use it to their advantage, tricking the less intelligent into
worshipping them as gods or demigods, or using their visage and inherent power
to work their way into positions of authority.
Traits
There are, technically, 6 subraces of Elementia – and two subtypes for each subrace –
however, the majority of their traits are similar enough to only be described
once, and it is up to you to fill in the blanks and use the traits given as a
skeletal framework to create your Elementia. Elemental. Every Elementia has the essence of one of the 6 elements – Dark, Light,
Magic, Soul, Space, or Time – infused into their very being due to the extranatural/arcane
circumstances of their birth. Pick one of the elements for your character, and use that as
the main guideline around which your Elementia’s traits are based. Appearance. An Elementia’s appearance is dependent on which element they are bonded
to. Briefly described here is a vague guideline for each element: Dark-Frost - Pale blue/white skin, hair, and eyes. Is slightly cold to the touch. Dark-Void - Dark skin, sometimes dark hair. Eyes typically have the
appearance of pupil-less voids. Light-Fire - Skin color is usually red or orange, eyes may be red, orange,
yellow, or blue. Hair is typically red, yellow, or orange, and strands or bits
of it may dance on their own. Is very, very warm to the touch. Light-Radiant - White to light yellow skin tones, white to yellow tones for hair
and eyes. Hair and/or eyes may start to glow gently during periods of great
emotional excitement. Magic-Force - Light to dark gray skin, hair, and eye tones. Hair may start to
float as if weightless or drop as though weighed down randomly. Magic-Illusion - Purple to blue skin tones, eyes are a deep blue, green, or
purple. Occasional gentle sparkles may appear around face or hands, or in the
eyes. Soul-Death - Dark gray skin, variable hair and eye color. Body odor may be
more akin to a fresh corpse. Soul-Life - Skin tones vary from pale green to turquoise to pale blue. Eye
color varies from green to blue, hair color tends to match skin color. Space-Air - Light gray skin, white, gray, or light blue hair and eye color.
Hair frequently appears to float or billow softly unprompted. Space-Earth - Skin color varies from dark brown to light green, variable eye
and hair color. Hair is usually curly, and body odor is more akin to wet soil or cut grass. Time - Normal, though slightly off-color skin, hair, and eye tones from
Heritage. Extremities and small parts such as hands, feet, eyes, and hair may
appear to move unnaturally quickly or slowly at random. Life Expectancy. Elementia share the life expectancy and maturity rate of
their parents. Size. You are the same Size as your
parents’ Heritage(s). Languages. You speak and write Common,
one other language of your choice (usually that of your parents' Heritage(s)), and the
language of your element. Armor. Your base Armor score is 1. Dodge Penalty. If you are Small/Medium/Big, your Dodge Penalty is -2/-3/-4. RaDEF. If you are Small/Medium/Big, your RaDEF score is your DEF + 4/3/2. Speed. Being Small/Medium/Big makes your base Movement 1.5/2/2.5m. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.
Heritage Features
Captivating Presence. Your strange appearance and demeanors raise your
CHA score by .5, which can be increased to 6 even if another feature says otherwise. Aetherborne. From birth, you are a Level 0 Aetherian. Mana. You have 1 Mana with which you can use the next two features; you regain this
Mana 10 minutes after expending it. If you become an
Aetherian, this Mana stacks with the Mana you gain
from that class. Common Spells. From the Aetherian class
description, under “Common Spells”, you know the spells Elemental Armor, Elemental
Deflect, Elemental Strike, and Elemental Weapon.