Standard Races The standard races of Dungeons and Dragons exist within the world of Baltia, though some have distinct differences when compared to their traditional counterparts. This page describes the difference one may expect. Gnomes, Halflings, and Half-Elves Gnomes, Halflings, and Half-Elves are considered half-breeds in Baltia. Rather than being totally unique races, they are instead the results of mixed relationships between the major races, much like the Mule that results from the mating of a Donkey and a Horse. These races suffer similar fertility problems, with most being unable to have offspring of their own. These races are not uncommon, especially in more urban areas as the races mingle more easily and freely. They often form small communities within these locations, forming bonds with others of their kind who understand the difficulties they may face. As a result, these races often do maintain some form of culture and mindset that differs from those of either of their parent species. Each of the races above are created by the procreation of the following races: Half-Breed Race Chart Half-Breed Parent 1 Parent 2 Gnome Elf Dwarf Halfling Dwarf Human Half-Elf Elf Human Drow and Duergar Drow and duergar, as well as shadar-kai, are the descendants of those exiled to the dark continent of Umbria. These criminal elements cooperated on the frozen continent for mutual survival, gradually becoming the dark creatures they are today from centuries in their new environment. The societies they formed are still cutthroat and Darwinian in nature, but not to quite the same extent as in other settings. Drow are more likely to be not-so-secretly corrupt police who attempt to extort bribes from PCs rather than outright enslave them, though there are elements in these societies that can still be this outright aggressive. They have found a middle ground where they are able to harass and exploit those weaker than themselves, while still remaining just cooperative enough to still benefit from things such as trade with nations that do not share their same cruel mindset. Orcs In Baltia, orcs are a subrace of elves, but with a distinct focus away from the arts of poetry, music and similar. Instead, they focus on the art of battle, seeking to apply the same grace and skill to that field that their cousins apply to their other interests. Orcs are born and raised in locations similar to most elves, naturally preferring the beauty of nature, though for different reasons. Orcs see beauty in conflict, finding the struggles between living things to be what makes a life truly worth living. They scoff at books and plays focusing on the conflict a character faces, viewing these as nothing more than watered-down, second-hand experiences. They choose the locations for their settlements based on the difficulty of survival there, preferring ones that are just difficult enough to keep them on their toes, often moving if enough of them feel that they have overcome the challenges such a location has to offer. As a result, they are a somewhat nomadic people in nature. Some orcs are raiders out of necessity, such as when first entering a new environment, but their desire for meaningful conflict means that such raids often only target those who are capable of fighting back. It is not unheard of for orc raiding parties to actually offer protection to merchants travelling through dangerous areas in exchange for food or other goods. Such merchants make prime targets for other individuals who orcs would take more pleasure in facing. Orc Traits Orcs are often somewhere between green and grey in skin color, and tend to be slightly heavier and more muscular than other elves. They are eager practitioners of combat, enjoying a good fight as a high elf may enjoy a good wine. Ability Score Increase. Your Strength score increases by 1. Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. Orc Weapon Training. You gain proficiency with longswords, mauls, javelins, and greataxes.

Aurelians Gus clung to the side of the building, scanning the streets below through the scope of his rifle. From this height, he had an excellent vantage point for this district of the city, and he was fairly confident none of the people below would spot him in the darkness of night. A robed figure entered his view, and Gus placed the figure in his crosshairs. A necromancer; one Gus had marked for death. The spellcaster had gathered quite the reputation for creating intelligent undead, and it took very little time for Gus to learn that it was due to the binding of living souls to dead flesh. This was heresy against The Merchant. A single shot was fired, and this deviant necromancer quickly departed to meet the god he had so insulted. The Blue Bullet A Tale of The Merchant's Sniper Aurelians are beings of death and shadow, enlisted to act as divine punishment to those who think they are above death. They are created directly by the God of Death, each chosen specifically by him for the honor of a second life. Necromancers who overstep their bounds, Liches, and other intelligent undead all live in fear of the day an Aurelian appears before them to do the work of their god. A Second Chance The Merchant is the God of Death, and aurelians are his hand-picked agents within the mortal world. When an individual dies, they may seek out The Merchant in the afterlife, and those that pass his tests may become aurelians. The Merchant takes a fragment of their soul, replacing it with his own dark power before returning his new agent to their mortal body. Those that return as aurelians will then be expected to fight the enemies of The Merchant where they are found. The first of these enemies are those who stop mortal souls from departing to the afterlife. As the God of Death, mortal souls fall exclusively into The Merchant's domain. Mortals who interfere with the natural order are far overstepping their authority and must be punished for their hubris. The second group aurelians are expected to fight are the devoted followers of a rival god, The Capitalist. These two deities have despised one another since before their rise to godhood, and the feud has only increased in fervor since. Aurelians who find clerics of The Capitalist or other similarly valuable individuals are encouraged to kill them. Pale Shadows Aurelians look nearly identically to how they did in life, with a few noteworthy exceptions as a result of their nearly-undead form. They become much paler and often lose a fair amount of weight. Those who spend more time with an Aurelian will quickly learn that the beings do not need to eat or drink, and often go minutes at a time between breaths. Aurelians often change their style following their return to the world of the living, preferring muted and dark colors and

styles. This is mostly a practical decision; aurelians

typically do not wish to stand out when

seeking out enemies of The Merchant

or when lying in wait for an ambush.

Cold and Aloof Aurelians willingly surrender a fragment of their souls to The Merchant as part of their arrangement, and this affects them in tangible ways. Their personalities, while still present, tend to become much more muted in intensity. Gregarious individuals may seek companionship less, and those who enjoyed an activity before their deaths will find less appeal in it. Additionally, aurelians tend to have a more pessimistic and cold outlook. Those who become aurelians are almost exclusively those who met an untimely demise, and it is difficult to experience death and remain unchanged. They may view many things as futile or unimportant, having significantly narrowed their focuses after taking the time to reflect on regrets and past decisions. On the Hunt Aurelians are as likely to operate with a group as they are independently. They have unique skills that make them potentially quite useful to others, and an Aurelian is normally thankful to have backup with their tasks. However, those who serve with aurelians will have to acknowledge the occasional diversion to punish the enemies of The Merchant. Aurelians do have discretion when identifying targets. They are not expected to spend all their time seeking out targets, nor are they expected to target someone if they feel they have little chance of success. So long as they show the intent to uphold their side of the agreement, The Merchant is often satisfied to allow them to do as they please. Bound Souls In Baltia, the presence of undead does not immediately mark someone for punishment by an Aurelian. Unintelligent undead, such as typical zombies and skeletons, are often animated with arcane energy rather than mortal souls. The Merchant has no issue with this, and so aurelians do not target them. Intelligent undead are often different. While the most expert necromancers can create undead that are intelligent without using a mortal soul, those with less experience may attempt to cheat. Binding a mortal soul to an undead shell is not exceedingly difficult, and allows for intelligent undead with greater power. It is in this case that aurelians are expected to act. Additionally, some beings may simply refuse to die for good, returning as intelligent undead without the intervention of The Merchant. This is also unacceptable to him, though it may be more easily solved. Those animated by their own strong force of will may pass of their own accord if their business is completed, and aurelians are permitted to assist them if they choose that route. Aurelian Traits Aurelians benefit from their revival in a number of ways. Ability Score Increase. Your undead nature has given you greater durability. Your Constitution score increases by 2. Age. Aurelians physically resemble the age they were at the time of their deaths. Once returning to life, they cease to age. Alignment. Aurelians have sacrificed a part of their humanity and their free will in exchange for more time among mortals, and so they are often Lawful in nature. Most are neutral, but aurelians leaning Good or Evil are not unheard of. Size. Aurelians retain the physical characteristics they had in life. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. Your touch of undeath allows you to see through darkness. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey. Undead Metabolism. You skirt the line between life and death, and that has some advantages. You no do not need to eat or drink, and you can go up to 15 minutes between each breath. Sleep of the Dead. While you maintain the ability to sleep, you do not need to. Instead, you are able to enter a death-like state where you remain semiconscious. By remaining in this state for 4 hours, you benefit in the same way that a human would from 8 hours of sleep. Necrotic Resistance. You have resistance to necrotic damage. Shadow Walk. You are able to partially meld into your own shadow, giving you greater freedom of movement as you glide across any surface. You can move across nonmagical difficult terrain without using extra movement. Additionally, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Languages. You can speak, read, and write Common and one extra language of your choice.

Seekers After the attempted poisoning of the Duke, our call for help was answered in the form of a seeker of Sachiel by the name of Bri. I had heard the rumors about them, but her eyes were more stunning than I expected. They were a perfect silver, like an Emperor's dinner plate after a straight day of shining. But what was most notable about them was the way they looked at you, like each person was a gift she was eager to unwrap. The Duke's finest men had been searching for his assassin for the better part of a week, with nothing to show for it. Even with this cold trail, it took only two days for Bri to find the culprit. I found a detailed report on my desk describing the assassin's motives and methods, and pages upon pages in which she meticulously detailed the evidence she had found. Dieter Bothmer Advisor of Solarian Duke Gunter ver Hermes When a child in the care of the Church of Idakor reaches the age of 14, they are given a role within the church. Most train as priests and clerics, and some train as holy warriors in the form of paladins or monks. A select few, however, will become seekers. These few will serve as uniquely trained agents, capable of solving problems of the utmost impact. From Humble Beginnings Seekers are chosen from children within the direct care of the Church of Idakor, such as orphans adopted by the church or the youngest children of nobles. Any of these children have the potential to become a seeker regardless of race or gender, as long as they meet the standards the church has put in place to determine eligibility. Ritual of Elevation To become a seeker, a child must show a strong natural inclination toward the values of one of Idakor's three subordinate gods: Gadriel, Sachiel, or Kasdiel. Once a potential seeker is identified, they are tested rigorously. They undergo extreme physical training, elaborate tests of philosophy and morality, and they are introduced to far more difficult works than their peers. If a child performs to the satisfaction of the church, they are chosen to undergo the ritual. In a day-long ceremony, artifacts known as Lenses are implanted into their eyes. After the child recovers from the ceremony, they will benefit from enhanced abilities for the remainder of their lives. Limited in Number Though the exact quantity of seekers in the world is known only to the upper echelons of the church, it is known that the Lenses used in the Ritual of Elevation can no longer be created. Should a seeker die, recovering the body of the seeker is given urgent priority, or the church risks forever losing the artifacts. International incidents have sometimes been caused by the church attempting to reclaim the artifacts by any means necessary. Agents of the Church Seekers are agents of the Church of Idakor, and they are expected to follow instructions from their superiors within it. They are often given tasks of importance that require a skilled hand, and because they are specially trained, they are often given discretion in how they pursue the tasks they are assigned. Seekers who lose the trust of the church will find themselves in an exceedingly difficult position. They may find themselves losing much of the autonomy they have become accustomed to. Those who outright betray the church are worse off, often being hunted actively by veterans so the church may reclaim their Lenses. Warrior Scholars Seekers range wildly in personalities, but they all share a few common aspects. The first is a nature conducive to information gathering and research, as all kinds of seekers have the importance of this repeatedly highlighted to them. The second is a willingness to cooperate. Seekers are fully aware that oftentimes, their side is that of the underdog, and they understand the importance of allies to further their missions. The final is an ability to pick their battles, both physical and ideological. Seekers who aggravate those around them with moral grandstanding are quick to make enemies and slow to make allies, both of which can jeopardize their missions. They learn quickly that disagreements may need to be put to the side for the greater good.

Seeker Traits By the time the Ritual of Elevation is complete, a seeker has gained several abilities and competencies. Ability Score Increase. Your gods grant you greater insight into the world around you. Your Wisdom score increases by 1. Age. Seekers age at the same rate and in the same ways as their race of origin. Alignment. Seekers are aligned with their god without exception. Those that have strayed will lose the blessing of their god, and cease to be seekers. Size. Seekers grow identically to their base race. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. The eyes of Seekers are enhanced magically, allowing them to pierce through darkness in their search. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey. Seeker Training. Part of the training to become a Seeker involves additional training. Choose one of the following options: Seeker Weapon Training. You gain proficiency with two martial weapons of your choice.

You gain proficiency with two martial weapons of your choice. Seeker Skill Training. You gain proficiency with one skill of your choice. Languages. You can speak, read, and write Common and 2 extra languages of your choice. Subraces. Each Seeker devotes themselves to one of the Upper Three Gods, and receives additional abilities from them. Choose one of these subraces. Eye Colors Seekers look identical to normal members of their race, save for a distinct eye color due to the Lenses implanted there. Clearly supernatural, their metallic irises often gain some attention. These colors are: Gold. Seekers of Gadriel have golden irises.

Seekers of Gadriel have golden irises. Silver. Seekers of Sachiel have silver irises.

Seekers of Sachiel have silver irises. Copper. Seekers of Kasdiel have copper irises. Seeker of Gadriel Seekers of Gadriel are made from those who show a burning drive to right wrongs and to fight evil. The irises of your eyes become a shimmering gold in color. Ability Score Increase. You are given additional training in combat so that no evil may triumph over you. Your Strength score increases by 2. Seeker of Justice. You know the Word of Radiance cantrip. Once you reach 3rd level, you can cast the Compelled Duel spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Branding Smite spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. Seeker of Sachiel Seekers of Sachiel are devoted to discovering knowledge and unravelling mysteries. The irises of your eyes become a shimmering silver in color. Ability Score Increase. Through constant mental exercises, you've gained a sharp wit. Your Intelligence score increases by 2. Seeker of Truth. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Detect Magic spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Zone of Truth spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. Seeker of Kasdiel Seekers of Kasdiel are freedom fighters, wishing to liberate the oppressed and ensure liberty and independence. The irises of your eyes become a shimmering copper in color. Ability Score Increase. Force is often not an option against tyranny, and so you have learned more social ways to oppose them. Your Charisma score increases by 2. Seeker of Freedom. You know the Friends cantrip. Once you reach 3rd level, you can cast the Shield of Faith spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Sentinels Creeping into my workshop, I found the source of the noise. I had been working the past several days on a golem of excellent quality for a client who had offered a hefty price. In the night, this golem had animated, and I now watched as it looked around my workshop and proceeded to arm itself with my weapons and armor. I shouted my contingency word, one I had inserted into the construct as an emergency shutdown, but it simply looked at me. "I'm afraid that won't work," it said to me, "I am not the golem you see here, I am merely borrowing it for the time being. I will attempt to return it to you in the best condition I possible, though you will need to find a new buyer for it." Flabbergasted, I asked it why. "The man who commissioned you for this construct is attempting to summon a powerful Demon as we speak. It is my responsibility to ensure he fails in this task, and lacks the ability to try again." Elias Grimtooth Dwarven Artificer The Sentinel, the god of Order and Law, is the deity tasked with maintaining the overall order of the world. It is his job to prevent sudden changes that may destabilize the world too greatly, and to prevent creatures from outside the mortal world from having the opportunity to exploit it. When he feels a situation is more urgent and grave, he may create a sentinel to directly address it. Crunchy Outside Sentinels are made by infusing a humanoid soul into the body of a construct. When a situation in the mortal world is determined to warrant direct action, The Sentinel will look amongst his worshippers in the afterlife to find the one best equipped to handle the situation. When he has found this worshipper, he will brief them on the situation, before taking their soul and implanting it into a construct within the mortal world. The physical form of a sentinel may vary widely, depending on the availability of constructs. Generally, The Sentinel will select constructs that are humanoid in form and size so as to allow its agent to better adjust to the new body. However, it is not unheard of for more strange forms to be selected if a situation warrants it. Soft Inside Their construct nature leads many to expect sentinels to be mechanical in their personalities, but this is often not the case. While driven to complete their missions, Sentinels are full of personality. They joke, they have biases, and they have opinions as any humanoid would. However, their new forms do take their toll on their minds. Sentinels cannot feel the way normal humanoids can, and many find this increasingly distressing as time goes on. They often struggle with their inability to feel the warmth of another person, or to be unable to taste food. Sentinels may become increasingly desperate to complete their tasks the longer they find themselves in the world of mortals. Autonomous Units From the moment a sentinel is created, it is aware of its goal. Trusted directly by their god, sentinels are expected to work toward their objective relentlessly and with focus. However, they are granted a fair degree of discretion in the following of their task; they may lack the resources currently to complete the task, and so diversions to gather these resources are acceptable. However, sentinels must be careful not to delay longer than necessary, lest they find another sentinel sent to help get them back on task. Sentinel Traits Sentinels benefit from their construct nature in several ways. Ability Score Increase. Sentinels are versatile in their skills, though they may find their new bodies somewhat limiting. Increase one ability score of your choice by 1. Age. Sentinels have the bodies of constructs, and so do not age. All Sentinels pass away once their task has been completed, and so they rarely live more than several years. Alignment. Sentinels are almost exclusively Lawful Neutral, having been created to fulfil a single task on behalf of their god. Size. Sentinels are given forms similar to typical humanoids for their own ease of adjustment. Your size is medium. Speed. Your base walking speed is 30 feet. Construct. Your body is that of an inorganic construct, which confers upon you the following benefits: You are immune to poison damage and the poisoned condition.

You are immune to disease.

You don't need to eat, drink, or breathe. Sleep Mode. While you are not organic and cannot feel tired in the traditional sense, your humanoid mind still requires a degree of rest, achieved by entering a semi-conscious state. After 4 hours in this state, you benefit in the same way that a human would from 8 hours of sleep. Languages. You can speak, read, and write Common and one extra language of your choice.

Vacalians You will know when you meet a vacalian on the battlefield, even if you cannot see the physical features of your opponent past any armor or clothing. You will have never encountered an opponent who fights with such a terrifying combination of speed, aggression, and bloodlust. It is important to remember your training at this time. Many novice Knights of Euries have found their careers ended too soon because they were overconfident, and were caught off-guard by the primal cunning of our ultimate foes. If possible, attempt to engage vacalians with superior numbers and tactical positioning. Your brothers will fight by your side. Section 3 of the Crusader's Handbook Given to All Euriesian Knights Deployed to the Crusade The Three-Armed Bear is the most vicious and violent of the gods, a being obsessed with taking from others. While he cannot take the lives of all beings in the mortal world as he would like, he can sate his desires more subtly - by influencing the soul of a child. Sins of the Father Vacalians are created not by their own actions, but by the actions of one (or both) of their parents. Vacal is a deity primarily motivated by a desire to take from others. He seeks to take hope, to take wealth, and to take lives. When Vacal sees this same desire in mortals, he will create vacalians. When one has taken from others enough to meet Vacal's standards, whatever those standards may be, any and all children they sire after will be vacalian. Each vacalian child loses a sliver of their soul to the monstrous god, and is infused with a bit of his essence in the process. It is important to note that intent is relevant to Vacal's notice. Those who murder or steal for reasons other than a malicious desire to will not find themselves much closer to siring vacalian children. Troubled Youth Vacalian children will seem identical to any other children of their origin race, though their personality will almost inevitably develop some degree of brutality and selfishness. They are typical playground bullies and troublemakers, though at this stage the people around them often do not understand their true nature. Once they reach adolescence, a vacalian child changes physically. They become larger and more muscular, their skin becomes grey, and all their teeth rapidly grow into razor-sharp canines. At this point, it is common for villages to fear the vacalian and its family. While vacalians are difficult to kill and can often escape, their parents and younger siblings are often not as fortunate. Brutality Incarnate Vacalians are a brutal people. Their very souls have been influenced by a being of pure malice and bloodlust, and even the most noble and heroic of vacalias will feel the weight of this in some way. Many vacalians compare this burden to that of eating - a need that must be fulfilled, and one they often take great pleasuring in sating. Vacalians who attempt to reject the influence of the Three-Armed Bear still feel this craving. Some are able to resist it entirely, isolating themselves to ensure they cannot harm anyone. Those good-aligned vacalians that choose not to isolate themselves often seek out malicious beings they can slay to satisfy their urges. Predestined Vacalians of knowledge all must come to terms with one fact: when they die, they will see Vacal. The piece of their soul the beast possesses acts as an anchor, ensuring they will come face-to-face with a deity of insatiable bloodlust. Most find comfort in this, believing they will join their "father" and the bloody conflict that forever exists around him. Good-aligned vacalians fear this day, as it means one of two things: total destruction at Vacal's hand, or submission to him and his dark influence. This tragic end for even the most noble vacalians makes their burden that much heavier. Vacalian Traits Those touched by Vacal find themselves emulating the Three-Armed Bear in a number of useful ways. Ability Score Increase. Vacalians are extremely hardy and strong due to the influence of Vacal. Your Strength score increases by 2, and your Constitution score increases by 2. Age. Vacalians reach maturity at a much younger age than their race of origin, but live about as long. Alignment. Vacalians have been influenced by the monstrous deity of brutality and violence. Most are Chaotic Evil, though some work hard to overcome their natural tendencies. Size. Vacalians are naturally muscular and strong when compared to their race of origin, often being several inches taller. Your size is medium. Speed. Your base walking speed is 30 feet. Bite. Each of your teeth are naturally extremely

sharp, giving you a potent natural bite attack which

you can use to make unarmed strikes. If you hit with

it, you deal piercing damage equal to 1d6 plus your

Strength modifier, instead of the bludgeoning

damage normal for an unarmed strike. Powerful Build. You count as one size

larger when determining your carrying

capacity and the weight you can push,

drag, or lift. Aggressive. As a

bonus action, you can

move up to your

movement speed toward

a hostile creature you

can see or hear. You

must end this move

closer to the enemy

than you started. Languages. You

can speak, read, and

write Common and

one extra language

of your choice.

Voidborn We were hired by Martinious as a bodyguard after he heard about the hit that was put out on him. He was willing to pay top dollar to make sure it went uncollected, and we were the best who were willing to work with him. The guy came at us in broad daylight, just walked up to us as if he was about to walk into a store. He was wearing a mask, plain white except for the eye holes that were black as night. Before we knew what was happening, Lucian was bleeding on the ground and Darvik found the barrel of a pistol in his mouth. I managed to get off my casting of Hold Person, but it didn't stop him from pulling the trigger. It was at that point I realized what he was. Cruaver Orlong Former Bodyguard The Void is a dimension that is poorly understood and often contradictory. However, scholars agree that there are entities that exist in this realm, and that these entities can interact with the mortal world in limited ways. One such way is through the creation of voidborn. Faceless Terrors At a glance, voidborn will appear identically to members of any other race in both appearance and mannerism. However, all voidborn share one distinct difference from any other race, one that is immediately apparent upon looking at their face. Where one would find a mouth and a nose and eyes on any normal humanoid, they would find a single massive hole of pure black on a voidborn. This hole seems bottomless, like a well so deep that light cannot reach the bottom. Indeed, some swear that to look upon the face of a voidborn is to look into The Void itself. This terrifying visage makes those who do not have experience with voidborn extremely fearful. Despite the lack of facial features, a voidborn does not find themselves hampered. They can speak, see, and smell as well as a typical human. Should one reach into the hole, they will find a genuine depth to it, albeit one that seems to "push back" on their hand. Rare and Masked Voidborn are extremely rare, and appear seemingly at random. They may be born to a person of any race or status, with no clear indicator as to why. Subsequent children of the same parents are almost never voidborn as well, and even twins have been reported to have one child be voidborn and the other normal. Their rarity is further compounded by the fact that many that are born are killed as infants. These faceless beings may seem a curse or a monstrosity, and so those who do not know better may kill them out of fear. Those that survive infancy tend to all come to the same simple conclusion in order to avoid being feared - wearing a mask. While it is of course unusual for an individual to wear a mask constantly, the suspicious looks of others are unquestionably better than screams of fear. Creative voidborn, or their concerned parents, will explain away the mask as hiding dreadful scars left by an old disease. Voidborn will often invest a great deal of time and effort into their masks, ensuring it reflects their individual styles and values. These masks often become as unique as any face.

Dark Dispositions Voidborn rarely have positive experiences stemming from their true faces being seen, and as such, they tend not to give others much opportunity to see it. Voidborn often isolate themselves at least partially from whatever societies they may remain in. Voidborn find their greatest friends to be adventurers, even if the voidborn itself does not care for that life. Such people have likely had their horizons broadened, made strange friends, and fought any number of terrifying creatures. This tempers their reactions to the voidborn, and makes them far less likely to react negatively. Eaters of Magic Voidborn do not eat or drink water, something that would be complicated by their lack of mouths. Instead, they consume magic. The world has a certain level of ambient magic - such as natural energy and excess energy from arcane spellcasting that diffuses through the air. Voidborn in such ambient magic consume it, absorbing it and always remaining perfectly fed as a result. This consumption of magic also allows them a strong resistance to it. When one attempts to cast a spell on a voidborn, there is always a chance that they will simply absorb the magic as it strikes them. Thankfully for voidborn who need magical aid or are aspiring spellcasters, they are able to control their consumption, and so they can ensure they do not consume spells that they would prefer are properly cast. Voidborn Traits Voidborn have unique abilities surrounding their ability to consume magic. Ability Score Increase. Voidborn often do not have the luxury of receiving the same upbringing as their race of origin, but this often allows them to ignore the same restrictions. Increase one ability score of your choice by 1. Age. Voidborn age at the same rate and in the same ways as their race of origin. Alignment. Voidborn are often feared and shunned, and so they tend to have low opinions of societies and laws. As a result, they tend toward Chaotic alignments. Size. Voidborn share their size with that of their race of origin. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Maw of the Void. Rather than eating or drinking, voidborn consume magic. The world naturally has a level of ambient magic, and so in most circumstances this means that the voidborn will remain well-fed. Should a voidborn find themselves in an area of no magic, such as in an anti-magic field, they will gradually begin to starve. Antimagic Awareness. Voidborn feed on magic, and therefore can tell when an area utterly lacks it. You are instantly aware if you enter an area that lacks any ambient magic, such as an antimagic field. This trait does not give you any ability to detect magic or determine the level of ambient magic around you. Magic Resistance. Voidborn feed upon magic, giving you an innate resistance to it. You have advantage on saving throws against spells and other magical effects. Voidborn Starvation Under most circumstances, a Voidborn can normally be treated as any other creature that does not eat or drink. However, depending on the campaign, it's possible they could find themselves starving for several days. In such a case, use the following rules: A voidborn has a maximum number of Wellness Points equal to twice their Constitution modifier (minimum 2). Each day the voidborn spends within an area containing ambient magic, they gain 1 Wellness Point. Each day they spend in an area of no ambient magic, such as an anti-magic field, they lose 1 Wellness Point. At 0 Wellness Points, the voidborn dies. If a Voidborn's Magic Resistance prevents a spell from affecting it, the voidborn gains a number of Wellness Points equal to the spell's level. This cannot exceed the voidborn’s maximum number of Wellness Points.

Binmari Some call The Voice a malevolent being, using us as its puppets toward some inscrutable end. These ungrateful fools curse the voice with their every breath. They seek ways to free themselves of its love and it guidance. They are fools. They forget themselves. They forget what it was that gave them their lives in the first place. Is it not the right of a mature creature to dictate to its spawn what to do when deemed necessary? We are all the spawn of The Voice, and what it demands of us, it demands for our own good. Our Voice; Our Master Binmari Religious Text Binmari are a unique and poorly understood form of Mari. They are often erratic and eccentric, and perhaps most unsettlingly, they each claim to hear an entity they refer to as The Voice. This being gives them unique insights into the world around them, but comes at a price. Fungal Forms Binmari can take a wide variety of forms and shapes due to the particulars of their reproductive cycle. Each one is a fungus which grows around the skeleton of a deceased creature, and so the resulting binmari will have a form similar to that creature. For example, a binmari that has grown around the skeleton of a horse will be large and quadrupedal, while one that has grown on the bones of a Halfling will be smaller and bipedal. Other than their underlying skeletons, each binmari is biologically identical. They lack organs of any kind, all their flesh being of a single consistent type down to the bone. This flesh appears as a mass of purple, spongey strands with an uncomfortable shine to it. Binmari have been described with such comparisons as "walking piles of wet spaghetti" and "with skin like a rubber-band ball" by those who have seen them. This flesh will be uniform along the outside of their bodies as well. Their faces will be flat and devoid of unique features, though their flesh will conform to the general structure of their skull. Binmari flesh in a particular area seems to be able to "interpret" what that area was used for, and fulfills a similar role. For example, flesh located over the eye sockets of a skull will allow the binmari to see, and the flesh over the Ethmoid will be able to interpret smells. Binmari flesh located by the jaw or mandibles of a creature can vibrate to allow the binmari to communicate verbally. Binmari lack stomachs, with all digestion occurring in the mouth. When they have an item of food, they press it against the flesh over their mouths, which separates just enough to allow it to pass through. The inside of a binmari's mouth is filled with a gaseous acid that quickly dissolves the food item into a liquid the binmari can utilize, but contact with air renders this acid inert. Eccentric Specialists Binmari are considered strange, even by those most sympathetic to them. They often have odd manners of speaking, perhaps communicating in a disjointed fashion or using non-sequiturs frequently. Those unfamiliar with binmari will often find simple conversation to be frustrating. Binmari also tend to determine their profession seemingly on a whim. It is not unheard of for a binmari to just hear the name of a profession before committing themselves to it, before they even learn a single detail about it. To their credit, all binmari follow through on this decision, and they're well-known for quickly learning their profession of choice. The Voice One of the most important aspects of the binmari is their connection to an entity they refer to as The Voice. The Voice is an entity of unknowns, seeming to be nothing more than a disembodies voice that communicates with every binmari at some point. Some binmari go their entire lives hearing it only a single time, while others claim to hear it several times a day. Binmari have the ability to ask The Voice for guidance, and they will receive honest (if sometimes vague) advice. Some binmari claim not to even need to ask The Voice for guidance to receive it, simply receiving answers to questions it did not think to ask. However, this connection works both ways. The Voice has the ability to issue a command to any binmari, which it has no choice but to obey. This command can be anything, and has ranged in complexity from sleeping at a certain time on a certain day to leading armies. Regardless of how the binmari feels about the command or how contrary the command may run to the binmari’s goals or nature, it has no choice but to obey. The Voice is often the topic that most divides the binmari. Some view it as the patron deity of the binmari and worship it as such. Others claim it is an entity that has force itself into their minds and uses the binmari for its own ends. Some are neutral on the topic, considering the voice to be some manner of subconscious hive-mind.

Awakened Spores Binmari are constantly emitting short-lived spores. These spores are generally harmless, only becoming active once it lands on the skeleton of a creature. From there, the spore will grow. It will initially gather nutrients from the air, but it will attempt to grow in a way to facilitate greater movement so it may better hunt for food and grow more quickly. Binmari in this stage of their lives are of animal-level intelligence, generally only interested in hunting for food. Due to this, binmari are often expressly restricted from locations where exposed bone may be. Should their spores find their way into a graveyard and onto the bone of a creature, the binmari's child runs the risk of killing townspeople in its pursuit of food. Sometime after the binmari grows to fully cover the skeleton, it will hear The Voice for the first time. All binmari claim to have the same experience, with The Voice simply commanding them to awaken. At this point, the binmari finds itself fully cognizant and intelligent. Binmari in the World Binmari rarely form societies of their own kind. They find it extremely difficult to perform a role outside one related to their fixations, and due to the almost random nature of their fixations, it would be exceedingly difficult for a society to function. Any society of binmari would require a lot of luck in the fixations of its residents, else it would find vital roles unfulfilled. They are excellent additions to societies of other races, however. While other races find their appearance and mannerisms unsettling, they perform very well in their specific roles, and they can often become invaluable members of a community quite quickly. They often prefer to join communities of other Mari, as they are less likely to face discrimination in such societies.





The Voice and Players By default, binmari do not have the ability to resist a command given by The Voice. They do not get any kind of saving throw, and a player unwilling to do something against their usual motivations (even under such a compulsion) should not play a binmari. However, it is up to the DM to determine if this is true for their game or not, and they may wish to consult with the player in question to determine how the feature will mechanically work. Either way, a DM should be extremely careful when using The Voice. It can be a powerful tool to push the party in a desired direction, but each use takes agency away from the binmari player. Used too frequently, the entire party may become frustrated as their binmari ally is forced to take actions against their interests. Victims of Circumstance Binmari do not age, but they never live to be over 120 years old. Whenever a binmari approaches that age, something inevitably happens that ends their lives, with possible causes varying wildly. In some instances, The Voice simply orders the elder binmari to end its own life. In others, events seemingly unrelated to the binmari themselves may be the cause. Binmari nearing the age of 120 have found themselves their lives ended by any possible cause. Some have died to natural disasters, or been killed in crimes of passion by members of other races, or been the sufferer of a terminal disease. It is almost as if the world itself conspires not to let any binmari age to this extent, but these events have no tangible connection and no reason is known. Binmari Traits Binmari are capable creatures despite their natures, and often can become key members of some groups due to their unique talents. Ability Score Increase. Binmari may have different abilities depending on the skeleton they grow around, or their personalities. Two ability scores of your choice increase by 1 each, or one ability score of your choice increases by 2. Age. Binmari take several months to grow to the point of awakening, at which point they cease to age in any meaningful way. However, no Binmari has lived to be more than 120 years old. Alignment. The Binmari are often erratic in their behavior, and this often does not help them fit well into any given society. They tend to be Chaotic. Size. Binmari spores can latch to any skeleton, Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and two extra languages of your choice. Fixation. You have, or have had, some manner of fixation. You gain proficiency in one skill of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Touch of the Voice. You know the Guidance cantrip. Once you reach 3rd level, you can cast the Comprehend Languages spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Augury spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Denmari "You can't sneak up on me. You should have learned that by now," Adrik said with a sigh, his back still to his Halfling ally as he continued to write on the parchment before him. Verrian groaned and stepped out of the darkness. "I've managed to sneak into the Cataros Royal Assembly without a soul noticing me. I've broken in and out of the Central Bank of Is'Noal with the guards none the wiser. I've been so close to a sleeping dragon that I could have kissed him, and he didn't stir a bit." the Halfling Rogue muttered, her arms crossed over her chest. "Is there a point to this rant, or are you just boasting again?" "If I can do all that, how is it that I can never get within 25 feet of some backwater Solarian peasant before he notices me? One day, you're gonna tell me how you do it," Verrian grumbled and walked from the room, waving a hand dismissively. "Will you? I've grown fond of frustrating that one. It would be a shame to ruin the magic for her," Adrik heard in his head. He only shrugged in response. The Adventures of Adrik Lusran A Human and his Second Heart Denmari are unique among the Mari in that their nature is less one of a parasite, and more one of a symbiote. Their relationship with their host is a permanent one - whether relationship is for better or worse. Organ Transplants Denmari consume an organ or limb on their host creature, replacing it entirely with their own body as they do. This new limb or organ is exactly as functional as the previous one, but is distinctly alien in appearance and has a mind of its own. The process is extremely painful, and it is one that cannot easily be reversed. During the process, the Denmari grows hair-like tendrils that extend throughout the body of the host which allow it to both ensure its own survival and better influence its host. These tendrils target important points of the body, and should the Denmari die before the host, their thrashing and decay will lead to the death of their host in all but the most unique of cases. The final product of a Denmari's growth can vary wildly. A replaced eye may become grey with three red pupils, or a softly glowing orange. An arm may become a hard, jagged claw or a mass of bulbous flesh. Without exception though, the transformation results in something distinctly different from the original limb or organ. An Unsteady Partnership With its own survival ensured, the Denmari and its host must then come to terms with one another. Their mutual survival depends upon them finding a way to work together, though this fact does not always ensure a smooth transition. Should a Denmari's host actively oppose it, such as by acting against its interests, the Denmari will begin taking steps to subvert the will of its host. The Denmari can control its own body perfectly, overriding any control its host may have, and this can prove useful for it. A Denmari that has replaced an arm can begin aggravating its host by simply going limp or taking greater aggressive actions, and a Denmari that replaces the eye can stop functioning or even move wildly to nauseate its host. However, should the two creatures find a way to work together that satisfies both, the host will find itself stronger for it. The Denmari has a few useful abilities that allow it to aid its host, such as Telepathy and an ability to detect the presence of nearby creatures. Life Cycle A Denmari begins its life as a small, grey insect with a stinger. This insect will seek out a host, attempting to find a creature of intelligence, and once it has identified such a creature, it will then dive at them with its stinger. The insect dies instantly, while the stinger burrows deeper into the creature. Once the stinger meets resistance to its burrowing, such as hitting empty space or bone, it will then begin to consume surrounding flesh. Once a Denmari reaches maturity, a sac begins to form inside it that will house a number of these insects. As long as the Denmari lives, they will remain in a state of suspended animation. However, once the Denmari dies, these insects awaken. They begin to eat their way out of the deceased Denmari, and once they reach the open air, they will take flight and seek a target to sting.

Denmari Host (Feat) You have been infected by a Denmari, which has replaced one of your limbs or organs. Select a limb or organ, or roll using the provided table. This part of your body is replaced by a Denmari over the course of a long rest, forming a replacement that works perfectly but has an alien appearance. You can control this replacement as well as you could control the original, so long as the Denmari allows you to. The new limb is a sentient creature, but is otherwise treated identically to the original limb in terms of physical aspects. It can be the target of attacks and abilities, but such attacks cannot kill it unless they also kill you. The Denmari can control its own movement, but cannot provide you with any extra physical attacks as a result of this movement, nor can it make an attack on its own. You do not have the ability to control the Denmari, and it may act as it pleases, including in opposition to your goals if it feels the need. Keeping you alive is its highest priority, so it will never willingly act in a way that puts your life in danger. Denmari Tiny aberration, any alignment STR DEX CON INT WIS CHA 10 (0) 10 (0) 10 (0) 18 (+4) 18 (+4) 10 (+0) Senses blindsight 10ft, passive Perception 16

blindsight 10ft, passive Perception 16 Languages telepathy 30 ft.

telepathy 30 ft. Challenge 0 (0 XP) Mindsight. The Denmari is aware of the presence of creatures within 30 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, but can't sense anything else about it. A creature protected by a mind blank spell. A nondetection spell, or similar magic can't be perceived in this manner. Open Channel. When the Denmari is speaking telepathically to a creature, it can give that creature the ability to speak telepathically to it until the end of the creature's next turn. To use this ability, the creature must be within 30 feet of the Denmari and able to see it or its host. Doing this costs no action, but can only be done on the Denmari host's turn and may only apply to a single creature at a time. Watch Your Back When the Denmari's host is unconscious, the Denmari can access any and all senses of its host. Grim Puppeteer. When the Denmari's host is unconscious, the Denmari can control its body. Once per round, immediately before its host's turn, it may move its host up to half its host's move speed. Silent Alarm. A Denmari may wake up its host, if the host has at least 1 hit point. Denmari Infection Table (1d10) Roll Limb or Organ 1 Eye 2 Ear 3 Nose 4 Tongue 5 Arm 6 Leg 7 Lung 8 Heart 9 Liver 0 Stomach Denmari Players If a player wants their character to be a Denmari, the easiest way is likely to build a Denmari host character and simply have them roleplay as the Denmari rather than its host. Such characters should be assumed to have struggled against their host for dominance and won, breaking the will of its host and therefore allowing them to command the creature with little to no resistance. This allows the player to still effectively control a complete character, while still providing the same roleplay opportunities for the rare struggle between the two creatures.

Urmari "What was it like? Living so close to them?" "They're actually not so bad once you get to know them," Dolmir belched out in between swigs of ale, "Friendly as hell, scarily so. When they first found my hometown, they sent over diplomats. They asked a lot of questions. What we did and why on a daily basis, what we needed, what we thought about certain things." "Why did they want to know all that?" asked the barkeep, filling the Dwarf's mug with fresh ale to keep the story flowing. "They're obsessed with improving themselves, it's all they think about. They wanted to know what we learned from living in the area so they could do the same things and see if they worked. They wanted to know what we lacked so they could try to forge an alliance with us for mutual aid," he replied. "That alliance ended up being so helpful, we ended up letting their young feed on some of us." Conversation in the Whispering Wyvern A Tavern in Rodnograd, Solaria Urmari single-mindedly pursue their own evolution and the improvement of their colonies, with all other actions and decisions being in the pursuit of those goals. They are perhaps the most accepted of the Mari, as while their alien nature can be startling, most interactions with them tend to be peaceful exchanges of tools and ideas. Variable Builds Urmari vary quite a bit in appearance and ability as a result of their unique biology and maturation. Each adult Urmari is the result of a fusion of two Urmari juveniles, each of which had attached to a creature and copied traits unique to it. Once the juvenile is sufficiently grown, it seeks out its opposing type of juvenile, and fuses with it to form an adolescent. As this adolescent matures, it will manifest the traits it has within it, keeping the ones that most allow it to contribute to the colony. How it decides this is a mystery, but the end result will be an Urmari who has literally grown into the best role for it within its colony. All Urmari do have some things in common, however. Most distinctly are their enormous eyes that cover most of their foreheads, as well as their tan skin that rests somewhere between chitin and leather. Modern Urmari are almost exclusively bipedal humanoids as well, as they have noticed that the most successful species in the world seem to share this trait. Eusocial Mindset All Urmari are born to a colony, and like ants, they are wholly devoted to its survival. Urmari make all decisions in terms of how it may help their colony to survive, even should such decisions result in their own deaths. Those who have worked with Urmari note the species devoted nature - crafters work tirelessly, soldiers fight to the death, and leaders are incorruptible. Personalities Urmari adapt the personality best suited for their roles. Those that have limited interaction with other races tend to come off as bland and robotic, as personalities are generally irrelevant within the confines of a colony. Those that expand their horizons and deal with other races for whatever reason will quickly learn what behavior is most conducive to their goals. Urmari outside the colony will eventually adopt a personality that most benefits their role. An Urmari in a small group, for instance, will quickly demonstrate a supportive and loyal personality. In contrast, an Urmari diplomat to an Elven community will inevitably demonstrate grace and etiquette second only to the Elves themselves. Some view the Urmari similarly to Doppelgangers for this, interpreting this adaptation as a facade used for exploitation. Social Hierarchy At the head of each Urmari colony are two Queen Urmari, which birth all members of the colony. These Queen Urmari lack the adaptability of the rest of the colony, and so they never evolved the same level of intelligence their children tend to possess. To compensate, the first Urmari born to the Queens will be a special variety known as a Regent. These Regents act as the unquestioned leader of the colony, making all executive decisions. Regent also have the unique ability to create additional Queens, though they only do so when one dies. Below the Regent is the Leader Caste. These are Urmari with greater management ability and intelligence, and so they are selected to manage the other castes. Below them are the food-maker, warrior, and craftsmen castes who handle all aspects of colony life. All Urmari are placed into their caste based on their abilities as they become adults, and they will remain in each caste for their entire lives. Two Halves The two Queen Urmari each create a different type of spawn. The Black Queen, a large centipede-like creature, spawns hair-like juveniles which attach to living creatures and siphon small amounts of their blood. This continues until it grows to roughly the size of a human finger. The White Queen, however, is a large fungal creature, and its spores attach to dead creatures in its vicinity. When these spores grow to fist-sized spheres, they detach. Each juvenile will then seek out another juvenile of the opposite type, slithering and rolling aimlessly. When a Black juvenile spots a White juvenile, it will latch on and bite a hole into it, turning itself inside out and injecting the fungal sphere with its internals. These react with the fluids contained in the White juvenile, and will begin to grow into a proper Urmari. The Black juvenile becomes the bones and organs of the complete Urmari, while the White juvenile becomes the skin and muscle.

Death Urmari tend to live to be around 30 years old, and they are a race that knows when their end is near. During the last few months of their lives, their skin will turn from tan to stark white, signaling their approaching end. At this point, the leaders of that Urmari will determine how useful they found that particular individual to be. If they found that specimen to be especially valuable to the colony, they will submit it to the colony's leadership as recommended breeding stock. If the leadership agrees, that Urmari will be removed from its position and kept in the breeding chamber of the Black Queen. Freshly born juveniles will attach to this chosen Urmari, thereby ensuring that the valuable traits it possesses are passed on in large numbers. When the Urmari dies after several months of this, it will then be deposited into the White Queen's breeding chamber, where fungal spores will consume it until it ceases to exist. Becoming breeding stock is considered the highest honor an Urmari can receive within its colony. Culture and Diplomacy Urmari pride themselves on their adaptability, and their cultural adaptability is no exception. Part of the reason for their greater degree of acceptance amongst the non-Mari races is due to their ability to blend with other cultures. Mari colonies located near settlements of other creatures are superbly quick to learn from their neighbors, pickup up their customs and rituals. While they often lack the understanding of why these customs exist, they are eager to better themselves and their colony, and so they are eager to see if these customs will do so. The diplomacy of the Urmari reflects this, and they are quick to find mutually beneficial agreements with other races. The Urmari are able to recognize their flaws, and if these flaws can be covered by another friendly race for a time, they will attempt to negotiate. In particular, a favorite deal of the Urmari is one which allows them to attach their Black juveniles to the citizens of the settlement so they can increase the traits available to their colony. However, conflict can and has emerged. If an Urmari colony views another settlement as a threat to be removed, it will strike with all available force. They will attack at the time they feel most capable of victory, taking prisoners to use as breeding stock. They will plunder the resources of the town, and drag everything they find valuable back to their colony, including the bodies of the dead. Quick Adaptation Urmari adaptation is built into their biology in one additional way. Urmari are able to remove limbs and organs from other creatures and temporarily graft them to their own bodies. For example, an Urmari with access to the body of a Giant Eagle may temporarily use its wings to give itself flight, or it may graft on the natural weapons of a Hook Horror. This process is often very draining to the Urmari, and is often reserved for emergency situations they lack the means to handle presently. Urmari Traits Urmari are uniquely adaptable, with a number of distinct advantages. Ability Score Increase. Urmari are adaptable creatures that take traits from their hosts to better survive in their environments. Two ability scores of your choice increase by 1 each, or one ability score of your choice increases by 2. Age. Urmari reach their adult size and maturity roughly 1 month after their juveniles fuse, and generally live to be around 30 years old. Alignment. Urmari strongly tend toward Lawful alignments, being naturally eusocial creatures. However, extreme circumstances can cause them to become more individualistic. Size. Most Urmari are similar to humans in size, though may vary in some ways depending on their role in the colony. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Copied Traits. Urmari gain abilities dependent upon what creatures their juvenile forms fed upon. Select one of the races listed below. Human. Increase one ability score of your choice by 1.

Increase one ability score of your choice by 1. Elf. You benefit from the Fey Ancestry and Trance features of the Elven race.

You benefit from the Fey Ancestry and Trance features of the Elven race. Dwarf. You benefit from the Dwarven Resilience feature of the Dwarven race.

You benefit from the Dwarven Resilience feature of the Dwarven race. Halfling. You benefit from the Lucky feature of the Halfling Race. Emergency Adaptation. You may temporarily seize the strengths of another creature for yourself. You may remove a functional limb, a functional organ, or a pair of either from a slain creature, attaching them to your own body as an action. For a number of hours equal to your Constitution modifier (minimum 1) you may use those limbs or organs as your own. At the end of this time period, the limbs or organs become too necrotic to continue using, and they naturally detach. In order to use this trait, the limbs or organs you remove musty be from a creature of roughly the same size as you. Once you use this trait, you cannot use it again until you finish a long rest. Other Base Races Urmari can take the traits of more creatures than those listed above. To determine the traits such a race could give an Urmari character, I recommend consulting the Detect Balance guide to D&D 5e. Find the race the Urmari in question would use, and select a trait or traits worth no more than 5 points.

Velmari Rodrick sat in the corner, watching intently as Gorul's slimy hand gripped the head of the captured fighter. For three hours, the alleged bandit had taken all manners of abuse from Rodrick and kept totally silent. There was no doubt he was involved with the cult that had been kidnapping girls in the area, but he just couldn't get him to talk. "Are you almost finished? We're running out of time t-" *"It would already be done if you hadn't wasted so much time trying to extract information like a savage. Be patient while I do what you could not." the Velmari interrupted, lecturing his supposed leader with a sigh. Ten minutes later, his hand lifted from the man's head. "The girls are currently restrained in the basement of the Blacksmith's shop, it seems he's a member of the cult as well. If we hurry, we can retrieve them before dusk." Rodrick's Rangers Heroes of Zhain Velmari are creatures obsessed with experience and memories, constantly attempting to gain a greater store of memories to access. They perform this in two main ways - experiencing life, and taking memories from those who have. Writhing Masses Velmari are identifiable by their slimy green skin and their lack of hair. Those without much experience with Velmari often initially mistake them for Mind Flayers due to the similarities in the appearance of these two creatures, though these similarities are only at the very surface. The defining feature of any Velmari is its tentacles. Each Velmari has some number of tentacles sprouting from their body, though the number and length may vary widely between any two specimens. Newly created Velmari may have a couple tentacles that are only a few feet in length each, while the eldest of Velmari may have tentacles of such number and length that they've lost the ability to move under the raw weight of their own tentacles. These tentacles store the memories accumulated by a Velmari throughout its life. The older a Velmari lives to be, the more memories it will have accumulated, and the longer the total length of its tentacles will be, with a year of experience translating to about a foot of tentacle length. Antisocial... There are few Velmari who view social interaction as a pleasant experience, and those who speak with them often tend to find the experience equally unenjoyable. Velmari hate to waste time with with things like social pleasantries or small talk, and many find them to be abrasive and blunt. Additionally, Velmari are naturally self-assured in regards to their own intelligence, and so they often come off as condescending. This tends to damage their reputation with the other races, who generally dislike being treated as if they were children. An individual who proves his intelligence to a Velmari will find the creature thrilled to treat them as something closer to an equal, as the Velmari find it much more enjoyable to communicate when they do not feel the need to simplify their thoughts for the benefit of other creatures.



























It is ironic, then, that Velmari

most despise talking to one another. The only

thing a Velmari dislikes more than diluting their

thoughts and ideas so as to be understood by lesser races, is realizing that they are on the recieving end of such dilution. A Velmari with a greater sum tentacle length will naturally identify itself as the superior of the two conversing Velmari, and will treat its inferior with the same arrogance it would a member of another race. ...but Outgoing Despite their disdain for speaking to other races, Velmari are forced to do so by their own innate need to gather memories. A Velmari who isolates itself entirely will experience little of the world and its denizens, and so the memories it accumulates as time goes on will be worthless to it. Meanwhile, a Velmari who travels the world is more likely to experience things no other Velmari has, either through their own experiences or through its ability to consume the memories of others. The more a Velmari does this, the more powerful it and other Velmari come to identify it to be - a Velmari with more memories than any other will have the most experience and knowledge to draw upon. Memory Eaters Once a Velmari has experienced enough on its own, it gains the ability to eat memories. It can tear recent memories from the minds of other creatures and taking such memories for themselves. This leaves a gap in the recollection of the unfortunate creature, one that is almost always permanent, while allowing the Velmari the knowledge and experience the creature previously enjoyed. Velmari are careful in the application of this power, as they are intelligent enough to recognize that the intelligent races they are vastly outnumbered by would likely not approve of this power being flaunted. Most Velmari, therefore, target creatures with no legal recourse. Bandits and criminals, for instance, make preferred targets - the Velmari may learn something interesting, and few people care if such an individual finds themselves with memory loss. Another favored tactic of the wealthier Velmari is to offer payment for memories. Individuals with a recent memory the Velmari find worthwhile may be offered a nice sum of money for them. The specifics of such deals vary, but Velmari are normally careful to honor agreements they make, lest they garner a bad reputation that keep others from selling valuable memories.

Spinal Replacement The Velmari reproduction process is the only one that requires the kills a humanoid creature in the process, and it does so quite painfully. When a Velmari dies, each tentacle attached to them transforms, growing a large mouth with razor-sharp teeth. These tentacles detach, slithering in search of a host to transform into a new Velmari. When it finds a suitable creature, the tentacle will attempt to sneak behind them before it strikes. It will attempt to bite the creature near the base of its spine, then burrowing into the creature and slowly attempting to consume the spine. It will carve through flesh and bone, slithering up the spine over the course of a full day. Once the tentacle's mouth has reached the skull of the creature, it will begin to fuse with the spine and repair the damage it left previously. At this time, it will begin to force the creature to undergo the changes that identify it as a Velmari, and it will grow its first tentacles as the memories of the original creature are consumed by its new form. Inquisitors Velmari believe that a memory is inherently more valuable than the information it contains. and that the experience itself is greater than the sum of its parts. For this reason, simply being told the information a memory contains has inherently less value to them compared to having the memory itself. However, they do recognize the value of information sharing, both giving and receiving. Should a Velmari have a memory with particularly juicy information, it will happily share that information with its allies if appropriate. For these reasons, Velmari are especially useful for purposes of interrogation and information gathering, and they are happy to take these roles to potentially gain new and exciting memories. Velmari tend to be physically frail, and so they are averse to putting themselves in physical danger. For this reason, they tend to prefer to work with large organizations such as law enforcement, as these groups tend to have the numbers and infrastructure to ensure the safety of their Velmari employees. Some Velmari actively pursue more dangerous work, too tempted by the idea of uncovering unique and worthwhile memories, but they almost never do so on their own. Should a Velmari be found in a place of distinct danger, it would be a safe bet to assume it has physically capable allies very close at hand. Velmari Traits Ability Score Increase. Velmari are naturally intellectual creatures. Your intelligence score increases by 2. Age. Velmari do not grow old, their tentacles simply grow longer and more numerous. Alignment. Velmari are usually arrogant and selfish, but not necessarily malicious. They tend to be some form of self-involved Neutral. Size. Velmari tentacles only burrow into humanoids. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common, Deep Speech, and one extra language of your choice. Telepathy. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Perfect Memory. You can recall anything you have learned or experience with perfect accuracy. Consume Memories. At 5th level, you gain the ability to consume the memories of other creatures. You must concentrate for 1 hour, maintaining physical contact with the creature you wish to consume the memories of for the entire duration. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you take memories from it based on the number of saving throws it fails. The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier. With one failed saving throw, you consume its key memories from the past 12 hours. With two failed saving throws, you consume its key memories from the past 24 hours. With three failed saving throws, you consume its key memories from the past 48 hours. Any memories consumed in this way are forgotten by the creature totally. Memories lost in this way can only be restored through the use of a wish spell, or through the use of the Modify Memory spell while you are incapacitated within 60 feet of the creature. Once you use this trait, you cannot use it again until you finish a long rest. Key Memories Velmari do not consume all memories of those they target. Much of an individual's daily life is composed of useless information that a Velmari has no interest in. Instead, they filter memories based upon how important they were to their target. As an example, if an individual had learned a secret that it personally felt was important, that would stand out as a key memory. Times of strong emotion, such as fear or anger, would also be considered a key memory. There is no guarantee that such a key memory has any meaningful value to the Velmari consuming it, nor is there any guarantee that something the Velmari would like to know will be considered a key memory.