Homebrew Arcaneborn Species Details

Elikar is a city born of and for seekers of knowledge. The Reykdal are scholars and inventors. Scientists and observers. Druids and artisans. They believe themselves untainted by the corruption of the land-dwellers, undistracted by their politics and wars and religions. The Reykdal study their machinations, their histories, but are unaffected by them. They love their city, their people, and the weave. 

History of the Reykdal The Reykdal of Elikar originated from the scholar Loxodons of the ancient city of Yll in Eloshar. In the 300th year of Great War, shortly after the Giants broke from their chains, the Reykdal founder, Raunkitekinn (The Architect of Reality), along with his brother scholars, discovered a means of charging their Great Library with arcane energy such that it was repelled from the weave. Much like two magnets of opposite charge, the Library was ripped up into the air and began the fall of the jungle city. Once floating, the founders were able to move the city to wherever the weave remained strong, allowing them to evade much of the destruction wrought in the later years of the war.  70 years later, Raunkitekinn developed a means of reversing the arcane charge that held their city aloft. By fusing himself and his colleagues to the weave he was able to transform their very nature. Their skin color became white-grey. Their average height was shortened from 7'8 to 6'8. Their lifespan remained long at 450 years, but their bodies, including nose and ears, became incredibly thin and light, with an average weight of 170. To ensure this process is maintained, all children in Elikar are created in-vitro at the Elikar fertility clinic. By removing the sexual process, the Reykdal not only avoid unnecessary and potentially messy emotional attachments, they ensure that Reykdal children are always healthy and properly fused with weave. It is this fusion by which they named themselves the Reykdal as it means borne of the Arcane. Now that the war has ended, Elikar remains stationary above the north sea. This location provides them with more consistent weather reducing natural damage and allowing them to farm effectively. Further discoveries have allowed them to expand the ground of their city such that it is exactly 17.391 square miles.

Family names

Starter of Hearts “Hjarta”. Laws of Motion “Isalinfingu”. Philosopher’s Cave “Fyornspekishellinn”. These are the names of the Reykdal. In many cultures, discoveries are named after the discoverers. Among the Reykdal, people are named after the discoveries they make. They are named for our achievements, their contributions, their proof of mastery. Most earn their name by age 93. To differentiate the unnamed "ónefndur", they will frequently be called the unnamed of their guardian. In other words, "Onefndur Hjarta" would be the unnamed of Hjarta. Once named, they are considered independent adults and no longer tied to or under the care of their guardians. All names are Icelandic-inspired.

Shared customary codes and values

Their core values are:
  • All knowledge is worth having (to be ignorant is evil and to be knowledgable is virtuous)
  • All must give something to Elikar, the Reykdal, and the world (through art, invention, discovery, etc)
  • Emotions are distracting, to be objective is to be good
  • Collaboration and conformity to the Reykdal are vital to survival and to learning

Common Customs, traditions and rituals

The Journey The Reykdal, at their core, are creators and seekers of knowledge. In order to keep themselves objective observers of the world they isolate themselves in their floating city, Elikar. However, to do so infinitely would be to invite the evil of ignorance into their lives. And so in their 60th year, upon completion of their primary education, they travel to the land and spend 3 years gathering information. Their primary location is determined based on a rotating list tracked by the Historians. That said, they are free to travel as they find necessary to gather new information regarding local fauna & flora, changing political leaders and factions, new technologies that have been invented, and new population hubs or dangers.

Historical figures

The Architect of Reality "Raunkitekinn" Raunkitekinn is the founder of the Elikar. Originally a scholar Loxodon from the ancient city of Yll in Eloshar, but in the 300th year of the Great War, he discovered the means of separating a library from the land. Only 70 years later, he further cemented his fame by transforming his Loxodon frame into the now-standard Reykdal form.

Arcaneborn Traits

Your Arcaneborn character has a variety of arcane abilities, the result of thousands of tomes of research conducted by other Arcaneborn.

Alignment

Most Moonfolk are commonly of lawful good or neutral alignments.

Ability Score Increase

Your Intelligence score increases by 2. Choose between your Wisdom or Charisma score to increase by 1.

Age

Arcaneborn reach maturity around age 20 and can live anywhere from 200-250 years.

Size

Arcaneborn average 5 to 6 feet in height. Your size is medium.

Speed

Your base walking speed is 30 feet.

Levitation

Using the gravitational magic of the moon, Arcaneborn naturally hover a foot above the ground. You can choose to levitate instead of walking, but you must be conscious, upright, and no more than one foot above a solid and stable surface for levitation to function. You are still affected by difficult terrain and you use your walking speed while levitating this way. 

As a reaction to falling, you may reduce the fall damage taken by an amount equal to four times your level. To use these abilities, you can't be wearing heavy armor.

Darkvision

Accustomed to observation under the night sky, 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 blue.

Arcane Studies

Choose a 1st-level spell with the ritual tag from the wizard spell list. You can cast this spell as a ritual. you also know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for these spells.

Enlightenment

You have proficiency in one of the following skills of your choice: ArcanaHistoryInsight,InvestigationMedicineNaturePerception, Persuasion, or Religion.

Languages

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

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