Homebrew Souval Race Details


"Chieftain Grueler asked me to tell you because you revealed information about the Crystalia before. He decided to tell you something of equal significance."
"Really? Why would he do that?"
"We live by the creed: valiance and honor till death... I guess you people wouldn't understand. And anyway we've learned about tactics now. Even if we can't become the beasts we once could, Chieftain Grueler will lead us to victory. And now I must be going."
"Valiance and honor? Is that like some code of chivalry?"
"I guess so. After all, they just let us in on a big secret of theirs."
"Yeah, I really don't get these guys."

One of two demihuman races living on Torwa Isle, Souval are known for their imposing appearance, red like the fire that comes so naturally to them, and their proud warrior culture. Long one of three sides in a centuries-long conflict, its only recently that the Souval have been able to lay down their weapons an enter peace talks with their neighbors. As such, some rare individuals have decided to journey out into the wider sky, leaving the Wolfire Lands behind, though no matter whether they stay or go, they all still retain their proud military heritage.

Rachis of Fire

At a glance, Souvals are obviously different than the main human races with their crimson skin and jagged horns on their heads. Their angular features give them a naturally harsh expression, and their size and strict attitudes don't help. A bit taller and brawnier than most humans, their jagged features and tough skin have no hair.  Their golden eyes and pointed ears are sharper than might be expected, as is their keen sense of smell. The horns on their head can come in variety of shapes, often more like extensions of their angular shape than separate horned growths.

Their most unique physical characteristic isn't visible though. They have special spinal columns called "Rachis of Fire" that give them their affinity for flame, as well as the ability to metamorphose into war beast forms in times of dire need - though at the risk of becoming true beasts themselves. When they change, their hands become powerful claws and their faces become like helmets full of flame, fiery light pouring from their mouths and eyes. Truly embodying beasts of flame, they gain great power, but with poor ability to control it, often threatening to burn not just their enemies but their allies to ashes as well - and even themselves. In the past humans had taken the Rachis of Fire from the Souval to use as weapons against the frosty Crystalia, but now the trait is in decline, slowly atrophying such that not all Souval can even metamorphose.

Valiance and Honor till Death

The Souval live in a militaristic culture with a strict code of honor, believing in respecting anyone who shows valor on the battlefield, be they friend or foe, and disdains cowards and underhanded tactics in equal part. Almost all Souval know how to fight, and they hold great respect for others who wield power - as long as it is wielded with honor.  Though they can seem brash and aggressive, they also have deep sense of camaraderie and compassion. Though they can be slow to trust, the bonds they build can hold fast through anything. A grudge earned of a Souval can be just as hard to break though, so earning one's ire is best avoided.

Because of their warrior culture, Souvals don't have as much interest in the musical or traditional arts. Still, it's not as if they completely lack a sense of aesthetics, as a proper sense of decor and craftsmanship can be seen in their armor and weapons. They also raise and train powerful war beasts to fight along side them in their battles. Honor and tradition figure heavily into their culture, not just brute strength and functionality. They believe in repaying their debts - and their slights, in equal measure.

The Sun Lord

The Souval were originally led by a powerful being of flame known as the Sun Lord. This being guided and taught them their ways, both of honor and of warfare. A hundred years ago though, the Sun Lord passed away, leaving behind the mortal realm. Though the Souval still live in his tradition, they can no longer contact him or feel his presence, though may claim to dream in messages from his lingering gaze.

Souval Names

Souval names favor guttural sounds with hard voiced consonants, but there are no strict rules for how they are named. As almost all Souval come from the Wolfire Lands though, they almost always share this sensibility.

Male Souval Names: Grueler, Giles, Ginta, Dantos, Tragger, Darga, Markes, Dram, Bator, Arkos, Miles, Jagger

Female Souval Names: Aga, Gevi, Tala, Meites, Gerla, Badi, Demit, Gerta, Marta, Jas, Grende, Margera

 

Souval Traits

Through heritage and training, Souval share the following traits.

Ability Score Increase

Your Constitution score increases by 2, and your Charisma score increases by 1.

Age

Souval mature and age at the same rate as humans.

Alignment

With their militaristic upbringing and strict code of honor, most Souvals are lawful.

Size

Souvals are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Burning Core

You have resistance to fire damage. You have vulnerability to cold damage.

Natural Flame

You know the produce flame cantrip. When you reach 3rd level, you can learn the hellish rebuke or burning hands spell and cast it as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Rachis of Fire

As a bonus action, you can use your Rachis of Fire to metamorphose into war beast form. While in war beast form, you gain the following benefits:

  • You regain 1d10 + constitution modifier hit points when you enter war beast form.
  • You gain +2 Armor Class if you aren't wearing heavy armor
  • Your unarmed strikes deal 1d6 + strength modifier fire damage instead of bludgeoning damage.

War beast form lasts for 1 minute, until you end it as a bonus action, or are knocked unconscious. At the end of each turn you are in war beast form, make a DC 10 Wisdom saving throw. If you fail, you lose control and go berserk. While berserk, on each of your turns, you must use an action to make an unarmed strike attack against either the creature that last dealt damage to you or the nearest creature, using your movement if necessary. If you can't or if you succeed a DC 10 Wisdom saving throw at the end of your turn, your war beast form ends and you are no longer berserk. You may use this trait once and regain the ability to do so when you finish a long rest.

When you are reduced to 0 hit points but not killed outright, if you can, you enter war beast form. The DC for the Wisdom saving throw to avoid going berserk increases to 15.

Languages

You can speak, read, and write Common.

Comments

Posts Quoted:
Reply
Clear All Quotes