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View Full Version : D&D 5e/Next Goroesi -- Drow replacement (PEACH)



PhoenixPhyre
2021-02-08, 07:26 PM
Setting notes in []. Global note: I've broken all of the "elves" out into their own base races with cultural subraces. For setting reasons they're quite separate at this time, including having separate languages.
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Goroesi are easily identified by their appearance. Their aelvar [ancient elf ancestors] masters in ages past warped their ancestors with lasting wizardry, the results of which they bear on their skin and hair. Goroesi are of middling height for elves, standing 5'6" to 6'0" tall on average. Unlike the refined, elongated gwerin [high elves] or the lithe, slender puun ihmisia [wood elves], the goroesi are more solidly-built. They develop musculature more akin to that of a dwarf, and women tend to be amply endowed. Also unlike most elves, the males grow facial hair (although much less so than dwarves).

The most distinctive features are the goroesi's skin, hair, eyes, and ears. Their skin, the source of the common name, is dark grey, ranging from a light ash grey to an ink-black without trace of other color. Their skin tone is cool, with more blue than red. Their eyes, like those of the gwerin, are jewel toned, but this color is uniform throughout the eyeball and their eyes lack visible pupils. Furthermore, their eyes have a faceted appearance, almost like an insect’s eyes. Sapphire blue and amethyst purple are the most common colors, but almost any pure jewel tone is found. Their hair is light and straight and has a metallic sheen. Usually metallic white or silver, but other shades are also not uncommon. Their ears, while pointed like those of the gwerin, are longer and stick out at a large angle to their angular skulls. All told, a goroesi can only pass for a member of another race while hooded and gloved with no skin showing.

Racial Features
Ability Score Increase. You gain +2 to your Constitution score.
Age. Like ihmisi, goroesi live slightly longer than humans. They are adult around age 20 and live until around 100 years of age but show age only lightly.
Size. Your size is Medium.
Speed. Your speed is 30 ft.
Improved Darkvision. Centuries spent underground have led to a near-supernatural ability to see in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike most, you can discern color in darkness.
Underground Adaptation. You have an improved memory for underground areas. While underground, you cannot get lost and can always retrace your steps. Only teleportation or strong illusion or enchantment magic can override this.
Language. You can speak yonwach (high elven) and common, although you have a strong accent with common. Many, if not most, goroesi speak with archaic, elaborate syntax.

Cultures
The ancestors of the Noefran [one of the two continents] goroesi were at the epicenter of the disaster and escaped Moon's Fall [about 4k years ago objective, but only 500 years ago for these groups due to time shenanigans] via making a pact with Kel'dan. They swore themselves and their children through perpetuity to that Broken Concept. Once she was reborn as the Archon of Time, the culture has fragmented. Some follow the orderly ways of the Archon; others keep to the chaotic ways of the Concept.

Archonic
The archonic are those that follow the new ways. Archonic culture has two touchstones--faith in the Seers and dedication to the ways of art and crafting. Those that create new things are valued; those that make beautiful new things are prized above all but the Seers. Seers are women (always chosen young) with a special connection to the Archon. They begin receiving visions around the time they enter puberty; these visions inevitably cause blindness. These visions are of things past, present, and future, all jumbled together. It is the special gift of a strong Seer to disentangle the threads of the visions and weave a coherent narrative. These Prophecies tend to be cryptic and uncertain, although those that affect the Seer's community directly are clearer and more obvious. Seers tend to go insane fairly quickly and get lost in the visions. The lingering effects of the Pact, plus the highly arcanely- and elementally-charged nature of their homeland tend to produce many sorcerers, wizards, and warlocks. They also are tied in with the nature of time and fate, and many have a small ability to manipulate the threads to prevent wild swings in fortune.

Ability Score Increase. Your choice of Intelligence or Charisma increases by 1.
Bonus Proficiencies. Your choice of two artisan's tools or musical instruments.
Survivor of a Harsh Land. When you make a Wisdom (Survival) check to find shelter or track game, you count as being proficient and can add twice your proficiency bonus instead.
Archon's Blessing. When a creature within 30 feet of you makes an ability check, saving throw, or attack roll, you can use your reaction to instead replace the die result with 10. Once you use this trait, you cannot use it again until you finish a long rest.

Broken
The broken goroesi are those who splintered off of the archonic society and chose to keep to the old, wilder ways. They prize physical prowess and martial ability, hunting beasts and raiding their neighbors. They no longer follow the main Seer collective; instead they choose budding seers and enhance their abilities via magic and drugs, giving them enhanced foresight at the cost of stability. They are known to keep slaves, even of their own kind--those that cannot fight and cannot hunt have little standing among the broken clans.

Ability Score Increase. Your choice of Strength or Dexterity increases by 1.
Bonus Proficiencies. You gain proficiency with light armor and martial weapons.
Stalker's Grace. You can make Dexterity (Stealth) checks to hide while only concealed by dim light or half cover.
Kel'dan's Rejection. When a creature attacks you or an ally you can see within 30 feet of you and scores a critical hit, you can use your reaction to force them to reroll the attack and take the second result. This can turn the critical hit into a regular hit or make it miss entirely. Once you use this trait, you cannot use it again until you finish a short or long rest.