Long ago, the Material Plane merged with many layers of the Abyss, and its demon lords ran rampant, expanding their domains into the new territory. The wake of these conquests, once the planes had split apart once more, left behind many treacherous and awesome lands as aspects of their original realms, imprinted onto the material world. The humanoid denizens of these places, long since forgotten, evolved and adapted to the new terrain, becoming more bestial and monstrous in order to survive.

Direlings humanoid lineage is unregonizeable and unknown at this point, though somewhat still apparent. Some would say they are more beast than not, although there are always exceptions. Direlings have some visible features that are a result of the specific realms and demons they are connected to, on top of some more general ones. Most have pointed teeth and claws on their fingers, some sharper than others. Their eyes are solid colors of black, grey, orange, or yellow with barely visible thin black pupils and their faces have variations of being smushed, or having a more elongated snout. Thier bodies can have just about any faded, desaturated skin tone, and fur in many different forms and amounts, matching their skin color. Those with a connection to Baphomet, Graz'zt, or Orcus can have hooves and horns, giving them a similar appearance to that of Tieflings, which people will often get confused. A connection to Demogorgon, Fraz-Urb'luu, or Yeenoghu can give taloned or clawed feet, as well as thick tails. The most humanoid looking Direlings are often those connected to Juiblex and Zuggtmoy.

The chaos of the Abyss carried over into these people. Direlings are often split between a wild nature and a more quite, reserved sort, though whichever they may be they have an astounding control over their emotions and their mind. They either accept their origins and embrace the chaos for the former, or repress those urges except when necessary for the latter.

Direlings culture consists mostly of small tribes scattered around the lands originally affected by the demon lords. The harsh terrain that they've evolved to live in provides natural security and seclusion from others. Some direlings are able to find home amongst other societies, especially other barbaric tribes, often more human centric.

Direling names are most often derived from whatever culture they may have found themselves in. Those who have taken a more abyssal name rarely has an exact written translation and is more a mimicry of sounds from some other creature.

Direling Traits

Your direling character has many qualities as a result of their connection to the Abyss and their demonic heritage.

Ability Score Increase. Your Strength score

increases by 1.

Age. Direlings mature in their early twenties and live just shy of two centuries.

Alignment. Direlings have a tendency towards a chaotic alignment, though their position between good and evil is less predetermined.

Size. Direlings are about the same size and build as humans. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Conditioned to Madness. You have advantage on saving throws against being charmed and frightened, as well as any maddening effects.

Languages. You can speak, read, and write Common

and Abyssal.

Subrace. Direlings have a heritage that ties them to a demon lord of the Abyss which is represented in one of the following subrace options.

Baphomet The Prince of Beasts, Baphomet, imbues those with savagery and cunning, so that only the strongest may survive. Ability Score Increase. Your Strength and Wisdom scores increase by 1. Intimidating Presence. You have proficiency in the Intimiadation skill. Gift of the Labyrinth. You are able to perfectly recall any path you have traveled. In addition, once you reach 3rd level, you can cast the Hunter's Mark spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.