Homebrew Farspawn Species Details
A farspawn with a largely non-humanoid abhorrent form that manifests dozens of tentacles.
Farspawn have dissociative morphologies culled from the self-image of living things– from pond-life to animals and humans. Adventuring farspawn are vaguely humanoid but may have multiple eyes, eyestalks, pseudopods, tentacles, chitin, mandibles and other photobiology. Their flesh might resemble the stuff of the material plane, but when wounded they might bleed fluid, color, sound, or an ooze of microorganisms.
Farspawn have no discernible genders. Those that are able to reproduce might do so by asexual budding or sporing, by impregnating other living creatures, or through other incomprehensible means.
Creatures tainted and born by the far realm are often seen as being chaotic, or evil. The truth is that they are largely uncaring, or oblivious to the nature of life on the material plane. Adventuring farspawns are more coherent in their interactions and are able to forge relationships with sentient creatures, but are usually Unaligned. Farspawn are often kept to the fringes of history, appearing in texts and recountings as monsters infiltrating societies for their own nefarious means... though more often than not, they were simply hated for their horrific appearances and alien existence.
Their strange appearance always alienates them and often frightens communities into shunning them. Some farspawn have a strange, insidious force of personality that at its strongest can dominate groups of humanoids, with cults forming around them.
Whilst a farspawn's goals are often incomprehensible, alliances can be made where those goals coincide with those of the humanoid races.
Farspawn favor the warlock, mystic or bard classes. Three sample farspawn adventurers are described below.
Azsh Azar is a farspawn great old one pact warlock. It was spawned when Gulach Azar, the violet eye, squirmed into the material plane and burst into a thousand buds. All the buds transformed into aberrant monstrosities, with the exception of one that became Azsh. It remains in contact with the pseudo-spirit of Gulach, from whom it receives its spells.
Skorraw is a farspawn mystic. It is the three-dimensional shadow of the sentient plane of the Squamous Garden as it intersects reality. It delights in mutating time and space with a mere thought, and quests to gain mastery over psionic energies.
De'Valf is a farspawn bard of whispers and the son of the Lord of the Discordant Harps. He seeks to produce new, impossible harmonics and is somewhat inconsiderate about their effects on his traveling companions' sanity.
When creating a farspawn adventurer, here are a few points to consider.
- To be a weird entity from the far realm.
- To have no control over what abilities you have; to accept randomness in your destiny.
- To be aware that your character may find certain concepts or practices alien themselves.
As with their society, farspawn will take names from their host culture and are often named by their parent (assuming their survival of the union or birth).
Names: Eg-kr, Gnegotu, Lehu, Llanyi-zho, Lol-kib, Rus-cyiarusts, U'ibolen, Ushar-lamiho, Y'haligh, Zamatthammon
Farspawn Traits
Farspawn TraitsAbility Score Increase
Your Aberrant Ability Score increases by 2, and one other ability score of your choice increases by 1.
Age
Farspawn often outlive their mundane kin by centuries or even millennia, due to the otherworldly nature of their being. As each farspawn is so varied, roll a 10d10 and times the result by another 10d10 to get your maximum age, in years.
Alignment
Farspawn can be considered to be unaligned entities, however, by comparison to the standard creatures within the material plane they would tend almost exclusively toward chaotic alignments, reflecting the untamable and alien nature of the far realms.
Size
Farspawn generally range from just over 5 feet to more than 7 feet in height and weigh 80 to 260 pounds. Your size is Medium.
Aberrant Ability Score
The creatures of the far realms are as varied and as alien, as they come, it is only natural you are too. Number your ability scores one to six and roll a d6. The ability score that corisponds to the number rolled is considered your Aberrant Ability Score.
Aberrant Nature
While some farspawn may look as humanoid as they come they carry the otherness of the far realm within them. Your creature type is aberration.
Abhorrent Form
When you create your character, roll twice or choose on the Abhorrent Form Table. These are your two racial traits. Reroll your second roll if it was the same as your first.
Language
You can speak, read and write Common and Deep Speech. Deep Speech doesn't have a script so it isn't written but spoken. The language sounds like the slow grinding of words upon each other with a ponderously slow cadence and a grating intensity that flares into heat from time to time when social friction becomes the greatest. It is said that the language focuses less on actual pronunciation and more on the evocative nature of the spoken words. If you can truly call it that.
Previous Versions
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4/23/2019 12:28:09 PM
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Posted Sep 28, 2020Great race, one thing I noticed was that Abhorrent Form currently only has one choice for an option verses two