Auricar Race Details
Dignified and majestic, the august presence of an auricar can send even the haughtiest king to his knees in awe-filled deference. They are tall with a striking appearance, with skin of shining gold, combined with black, marble hair. Their rich laughter can enrapture a distant listener, and they favor flowing garb of dark hues.
Their golden hue is no mere color; the auricar originate from the Elemental Plane of Earth, their bodies forged from precious metal and embellished stone.
Wrought of Wealth
The auricar were created in ancient times by the dao, made as living trophies of their wealth, and slaves to the genies' whims until the auricar charmed and beguiled their own creators, escaping from the Elemental Plane of Earth forever. The dao inadvertently created their very opposites—where the dao are cruel and marked by insatiable greed, auricar are instead generous; material possessions mean little to a people made of gold.
Their gilded skin gleams in sunlight, and their eyes glisten akin to radiant gemstone; be it ruby, emerald or sapphire, all with pupils of the darkest onyx. Their sable hair is marble stone, animated and flowing—shimmering black with interspersed silver-white patterns. Their features are both sharp and strong, statuesque and regal, as if chiseled by a master artisan. Confidence marks their every purposeful movement.
They live off a combination of ordinary food and ground stone, without the need for water, although they may choose to consume it. The auricar do not bleed in the traditional sense; silvery dust spills from their wounds, and dulls within seconds of falling.
Their voices are rich, warm and deep, commanding attention with languid ease. It's said an auricar can incite a mob with a single word, or stop one with with a kingly stare. Legend has it that—in the auricar's escape from the Elemental Plane of Earth—that Gildion the First-Forged sent a pack of stone giants fleeing with naught but a sharp-tongued quip.
Whilst physically strong and, thanks to the living gold they're made from, extremely heavy, the auricar are able to command or rattle an audience with ease thanks to their natural magnificence, and prefer to approach problems by talking first before considering combat. Their honeyed words and magnetic personalities are able to sway even the most stubborn individuals, and have made them great diplomats and mediators in others' disputes.
Violence is a last resort in their culture, but not one they shun should it come to it; when a auricar finally enters battle, it is a sworn commitment that only one side will walk away, the other vanquished.
Auricar are few in number, and have remained forever homeless despite the warm, vivacious welcomes they inevitably receive wherever they go. For all their splendor, they are plagued by spurring envy around them, and so rarely linger anywhere for long.
Likewise, they are forced to move on since, through no fault of their own, they are magnets to evil creatures and people of avarice that put both the auricar and those around them in danger. These types are drawn to them with murderous intent, to peel the very riches from their flesh—despite the fact their living gold becomes inert at death, crumbling to dust within a matter of days.
They first escaped from the dao into the Outlands, the space between the Outer Planes. The Outlands, poised between the worlds of celestials and fiends, proved favorable and they served to quell disputes between the visiting angels and demons. Although no substitute for a home, many auricar today still know the secret paths to this world-between-worlds, as they roam eternally, each of them a king or queen—yet none with a kingdom.
They tend to travel alone, or in small tight-knit units of 3-6 auricar.
Paragons of Law
The Elemental Plane of Earth is a place of rigid rules and long-held tradition, as rigid as stone, and this essence lingers on in every auricar. Combined with an inborn tendency toward good, auricar are natural clerics, paladins and enforcers of justice—an inclination born of their beginnings as slaves, who now wish to see none subjected to the same oppression they suffered. An auricar cleric may choose a deity from any race, so long as it matches their righteous ideals.
The Outlands serve as a convenient gateway between realms to those wayfaring auricar who journey between the planes, lending their righteous services to those along the way. Occasionally their own long lives skew their perception when dealing out law to the shorter-lived peoples of the Material Plane, but generally find themselves celebrated.
Their rarity, combined with their history of drifting between worlds in this way, has seen them become mythical figures in the folklore of many cultures, famed for appearing in times of conflict to negotiate peace—or obliterate evil. Between this reputation and their dazzling appearance, they are often mistaken for celestials.
The names of auricar follow two unwritten rules that span their culture to the depths of their shimmering cores. Their names must reflect some aspect of gold, gemstone, or light, and be so regal as to rival any monarch. Beyond that there is no set norm, with some auricar having but the one name, others having several, and some having titles.
Auricar Male Names: Aurian the Sunforged, Glimerald, Giltoran Silvossa, Narathyst the Redeemer, Shinorthas
Auricar Female Names: Bethandris Lightborn, Citrinthia, Goldassa Shimmerfel, Shinara the Thrice-Honored, Saphira
Auricar TraitsAuricar share a number of traits in common with each other.
Ability Score Increase
Your Strength score increases by 1, and your Charisma score increases by 2.
Auricar mature slowly, reaching adulthood at the age of 40. However, they live long lives to rival even the elves, living up to 700 years.
Auricar tend toward good, with a preference for lawfulness due to their steady, earthen heritage.
Auricar are between 6 and 7 feet tall. They are extremely heavy, weighing between 350 and 480 pounds. Your size is Medium.
Your base walking speed is 30 feet.
Forged in the dark, winding tunnels of the Elemental Plane of Earth, 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.
You have resistance to lightning damage, and you advantage on saving throws against being petrified.
You can use your reaction to anchor yourself to the ground, making you immune to effects that would push you or knock you prone until the end of your next turn. You may gain these benefits against the triggering effect. After you use this trait, you can’t use it again until you finish a short or long rest.
You may choose to reroll one Charisma check, and use whichever roll is highest. Once you have used this trait, you cannot do so again until you finish a long rest.
You can speak, read, and write Common, Terran, and one extra language of your choice.