I am nearly finished with a homebrew race, and would like a bit of community ideas on what you would want as a racial cosmetic trait for the below description. I include 4 traits that I am already including, 1 for each element. I am looking for a total of 8 cosmetic traits for each of the elements which may be used in a roll table. The race name is removed. (Note, they are a forest dwelling race, which prefer to reside near natural hot springs where all 4 elements meet.)
The ????? peoples are a fairy/fey race, in appearance only. While they do have fairy like wings, their size prevents them from flight. These wings are in constant motion during their waking hours, and sounds like a gentle breeze through the trees of a forest. They are able to stop this fluttering, but it takes a conscious effort to do so, liken to picking up and holding an object.
Slightly taller than dwarves, the lithe ??people?? hold a great deal of pride in the length of their hair, which shimmers under the light of the full moon, and most will never cut it. They have chiseled features similar to the elf, and long pointed ears, which angle towards the back of their head. Their element is not fully known until they are around 10-15 years of age at a point in life similar to puberty, which they refer to as "Khiar'kai". During this stage, they manifest a unique trait identifying the element they will wield. Between the ages of 15 and 20, most are able to wield their elemental magic with a proficiency that would fill young mages with envy.
As the Wind Kiahr manifests, a natural wind often encompasses part or all of the body of the individual, resulting in their long hair being blown around, or their clothing rippling in a silent breeze. As the Water Kiahr manifests, a mist may be felt in the air around them when in close proximity. As the Earth Kiahr manifests, their hair often changes to the color of the soil or stone they walk on, but some have also been known to appear constantly dirty, as though their very skin becomes stained by the earth. As the Fire Kiahr manifests, a noticeable rise in their body temperature is most often noticed, and can be felt up to 5 feet away.
Send your ideas, and/or feedback.
Thanks,
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You can lead a dwarf to water, but you can't make him get in the boat.
These are only 4 though. One for each element. While I have a few more that I didn't add here, I am looking for community input to build a complete roll table for the traits the race could experience. I need at least 4 more, per element.
Rollback Post to RevisionRollBack
You can lead a dwarf to water, but you can't make him get in the boat.
Maybe for wind, it makes a harmless thunderclap? Water could create a miniature rainbow, watery perspiration on their body, or droplets of dew appearing on nearby plants. Earth can make harmless tremors in the earth around them or have the earth grow slightly sticky, like a thin layer of mud. Fire could make smoke rise from their body/around them, scorch the nearby earth, or make their hair burst aflame.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
As a cosmetic identifying trait, I like 1 and 3, while number 2 is more a personality trait.
I will very likely use number 3, and depending on other suggestions, I may consider number 1, and use it and 3 as a base line across all elements. Similar experiences when in contact with each.
Rollback Post to RevisionRollBack
You can lead a dwarf to water, but you can't make him get in the boat.
For the wind option, seems like a thaumaturgy ability, same with the tremors for Earth. Both are abilities that come with Thaumaturgy. I like the options for Water, and Fire though. Some of those could easily be used to express their mood.
Rollback Post to RevisionRollBack
You can lead a dwarf to water, but you can't make him get in the boat.
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Hi everyone,
I am nearly finished with a homebrew race, and would like a bit of community ideas on what you would want as a racial cosmetic trait for the below description. I include 4 traits that I am already including, 1 for each element. I am looking for a total of 8 cosmetic traits for each of the elements which may be used in a roll table. The race name is removed. (Note, they are a forest dwelling race, which prefer to reside near natural hot springs where all 4 elements meet.)
The ????? peoples are a fairy/fey race, in appearance only. While they do have fairy like wings, their size prevents them from flight. These wings are in constant motion during their waking hours, and sounds like a gentle breeze through the trees of a forest. They are able to stop this fluttering, but it takes a conscious effort to do so, liken to picking up and holding an object.
Slightly taller than dwarves, the lithe ??people?? hold a great deal of pride in the length of their hair, which shimmers under the light of the full moon, and most will never cut it. They have chiseled features similar to the elf, and long pointed ears, which angle towards the back of their head. Their element is not fully known until they are around 10-15 years of age at a point in life similar to puberty, which they refer to as "Khiar'kai". During this stage, they manifest a unique trait identifying the element they will wield. Between the ages of 15 and 20, most are able to wield their elemental magic with a proficiency that would fill young mages with envy.
As the Wind Kiahr manifests, a natural wind often encompasses part or all of the body of the individual, resulting in their long hair being blown around, or their clothing rippling in a silent breeze.
As the Water Kiahr manifests, a mist may be felt in the air around them when in close proximity.
As the Earth Kiahr manifests, their hair often changes to the color of the soil or stone they walk on, but some have also been known to appear constantly dirty, as though their very skin becomes stained by the earth.
As the Fire Kiahr manifests, a noticeable rise in their body temperature is most often noticed, and can be felt up to 5 feet away.
Send your ideas, and/or feedback.
Thanks,
You can lead a dwarf to water, but you can't make him get in the boat.
these look cool i really like the fire one
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These are only 4 though. One for each element. While I have a few more that I didn't add here, I am looking for community input to build a complete roll table for the traits the race could experience. I need at least 4 more, per element.
You can lead a dwarf to water, but you can't make him get in the boat.
here is some for fire
1.i feel fascinated and calmed by fire and enjoy spending time around campfires or fireplaces
2.my rage ignites easier that a pile of tinder but last just as long
3.fires flicker wildly around me then stabilize as they harmonize with my fiery power
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Maybe for wind, it makes a harmless thunderclap? Water could create a miniature rainbow, watery perspiration on their body, or droplets of dew appearing on nearby plants. Earth can make harmless tremors in the earth around them or have the earth grow slightly sticky, like a thin layer of mud. Fire could make smoke rise from their body/around them, scorch the nearby earth, or make their hair burst aflame.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
As a cosmetic identifying trait, I like 1 and 3, while number 2 is more a personality trait.
I will very likely use number 3, and depending on other suggestions, I may consider number 1, and use it and 3 as a base line across all elements. Similar experiences when in contact with each.
You can lead a dwarf to water, but you can't make him get in the boat.
For the wind option, seems like a thaumaturgy ability, same with the tremors for Earth. Both are abilities that come with Thaumaturgy. I like the options for Water, and Fire though. Some of those could easily be used to express their mood.
You can lead a dwarf to water, but you can't make him get in the boat.