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==Children of Selanna== Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other. Both subspecies are less common than aetherborn, accounting for about one in ten of the Shardborn population. ===Dawnborn=== Use the Holy One/Aasimar stats in the 13th age rulebook. Add "resist holy 16+" The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude grace. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun's rays do. ===Duskborn=== +2 to Dexterity or Intelligence '''Lurkers in the Dark''': Duskborn can see perfectly in darkness. '''Racial Power''': Extinguish Once per battle, make an ''extinguish'' attack as a quick action with your highest ability score against one nearby enemyโs MD. On a hit, that enemy becomes vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to the target. ''Champion Feat'': Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result. ''Epic Feat'': The turn you make an ''extinguish'' attack, you can also teleport before or after the attack as a move action. Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess excellent night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, they flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the lightless places of the world, places that tend to shun outsiders. In the cities, Duskborn's unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. This is not to say that Duskborn haven't contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.
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