Homebrew Aldune Species Details
The gnoll caught the end of her worn cloak, tearing the sleeve entirely from the shoulder and the entire cloak fell to the ground in shreds. Grey skin shone eerily with violet iridescence in the setting sun. Ashen hair interwoven with feathers fell free. I understood why she insisted on donning the robe and hood in the scorching heat. The rarity of my friend would make any passerby pause for a breath. Selfishly, I fear after we part ways, I will never encounter a friend such as her again.
Aldune are the forgotten people of the civil world. They live in the shadows of nature, forced to live in the extremes and any place in between. Ruins of their old civilizations are often claimed by others and puzzle the average adventurer. These aldune live one with nature, rarely seen beyond their natural environment, and nearly unheard of.
Variety Among All
With unique features, the Aldune appear alien to other common races. Their height varies from region to region with a general spectrum of just above 4 feet and to mid 6 feet. They are more slender than humans, weighing from 80 to 150 pounds. Females tend to be slightly taller and heavier than males. Aldune skin is near translucent and ranges from snow white to a pitch black, with greys in between. Additionally their skin is pigmented with an iridescent hue ranging all colours, and vary on the environment in which they live.
Aldune generally wear simple, loose fitting clothes made of plant fibers and other resources in the area. They sew the words of great tales into the hem of their clothing, creating flowing elegant designs of their families and history. Jewelry is worn modestly, simple bracelets, necklaces, and rings crafted of found materials or materials traded from other tribes.
Tribes
Aldune live in tribes that consist of residential rooms encircling a master hall in the center of the space. This central hall is a gathering place for the tribe members to come to agreements and celebrations. These homes are made of local materials and often in the heart of the region they reside in, hidden from the outside world. Aquatic aldune will make their villages under the waves of the shores they reside on, mountainous aldune will burrow deep into the heart of the mountains they tread, and woodland aldune will create their homes in the trees dangling them high above the forest floor.
Tribe Names are often established as the first leaders come of age, the tribe name is often named after this individual. Names such as; Tind, Dhak, Imi'k, Uc't, Pinr, Nuhi, T'gna, Kyz'k
Exploration and Adventure
Eir'tha travels with us willingly through the thick jungles and grasslands towards the capitol. For weeks she jumped in to help us with no hesitation, no fear of the monsters that we face. But now as I write, she paces nervously, scared of entering the town. I am not certain she will continue on with us. A creature born one with nature and secluded, she has no place here with us civil savages.
¬Charlie Vleerson, With Company of Three
Unlike many of the other rare races, aldune seem to have been ignored by history all together. It's not know how the Aldune came to be, ancient legends run with the bloodline of the tribes but there is no clear creator. Maybe created by a forgotten god. One thing is certain, these are creatures shrouded in mystery and there is a reason why.
Aldune do not adventure outside their tribal land unless necessary. One of there few times is when a family migrates to a different tribe. These take weeks of careful travel by the family and scouts that accompany them to the next tribe over. These migrating groups are careful to avoid travelers and adventures, staying to hidden passes far from the commonly traveled trails. Messengers travel between tribes every new moon to keep the network connected. There are some tribes that live in such extreme isolation, it takes months to travel there.
These messengers and scouts, called Tierv, are the only who travel beyond these tribes regularly. They are trained from a young age to blend into the environment around them, to travel beyond the world as they know it. Tierv only appear twice or so a generation and are marked by their exceptional magic ability.
Names
Aldune are given a single name at birth. When they mature to adulthood they change their name to one of their choosings. Often times they will add on to their name from their youth, but some change it completely. Names are genderles, and surnames are not used, but the tribe's name can be used in place of one.
Child Name: Atho, Bihd, Cheo, Doa, Grea, Izoe, Eir, Rhet, Vad
Adult Names: Mi'atho, Bihd'ch, Cheo'dro, K'doa, Izo'de, Eri'fy, Ly'rhet, Nes'vad
Subraces
Minor divisions upon where tribes lived slowly led to major divides in the aldune race. This resulted in three main subraces: woodland aldune, aquatic aldune, and mountainous aldune. Choose one of the subraces below.
Aldune Traits
Your Aldune character has a multitude of natural abilities learned from years of living in nature.Ability score Increase
Your Wisdom score increases by 2
Languages
You can Speak read and write Common and Primordial.
Age
Aldune reach their adulthood at age 30 and often live into their third or fourth century.
Alignment
Because of their isolated nature have a neutral alignment. By their very nature they have passive stance on many disturbances and tend see from both sides before making decision.
Size
Aldune range from 4 feet to mid 6 feet. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Tierv Training
You have proficiency with the scimitar, longbow and the net.
Darkvision
Attuned the the dark ambiance of the environment you live in, you have dark 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 grey.
Aquatic Aldune
You call the waters and shores of your land home. You are an amphibious being and often spend equal amounts of time in and out of the water. You've managed to cultivate the shores and establish trade with landlocked tribes, as well as conquer the swift currents and storms of waters you reside in.
Aquatic aldune have light greys and sometimes white skin, with blue, violet, and yellow iridescence. They have blue, green, silver or yellow eyes speckled with gold and black. Their hair ranges from white, blonde and colors of pink or blue with feathers of gold, white or black. They have gills just below their ears that close up while on land, but allow them to breath underwater.
Ability Score Increase
Your Intelligence score increase by 1.
Innate Magic
You know the Message cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once a long rest. When you reach 5th level you can cast the Invisibility spell, you must complete a long rest to use this ability again. Wisdom is your spell casting ability for these.
Amphibious
You can breathe underwater indefinitely. You're set swim speed is 40 feet.
Mountainous Aldune
As a mountainous adune, you live your life among the sheer cliffs and dark caves that burrow into the hearts of mountains. Your tribes have achieved the ability to forge metal and create efficient weapons, tools and armor. Perhaps this ability was learned from one too many encounters with the dwarves that you might share the mountains with. You have learned to cultivate farms and establish trading between tribes far underground. You thrive in the shadows of these mountains.
Mountains aldune have mid grey to black skin and violet, red, and orange iridescence. Their eyes are brown, blue, orange or gold with dark flecks. Their height ranges on the shorter side of 4 to 5 feet. Their hair is often dark greys and browns with pale green, black and violet feathers.
Ability Score Increase
Your Constitution score increase by 1
Innate Magic
You know the Message cantrip. When you reach 3rd level, you can cast the Fog Cloud spell once a long rest. When you reach 5th level you can cast the Spider Climb spell, you must complete a long rest to use this ability again. Wisdom is your spell casting ability for these.
Thick Skinned
Living under the mountains and among the sharp sheer cliffs, you have resilience to the rough terrain around you. Your hit point maximum increase 1 whenever you gain a level.
Woodland Aldune
As an aldune that calls the woodlands home, your senses have attuned to survival within the trees. You find the peace in the gaps between the shadows and fight the darkness that the night brings on. These woodlands have gifted you with magic ability to bring tranquility and protection to your tribe.
Woodland aldune have mid grey skin and green, purple, and yellow iridescence. Their eyes are green, brown, or gold and speckled with silver or white flecks. They are the tallest of the Aldune, raging from mid 5 foot, to near 7 foot. They have varying shades of brown hair, but colors of green and white are not uncommon, with feathers that often times reflect what season they were born in; blues for winter, yellows for summer, pinks for spring, and reds for fall.
Ability Score Increase
Your Dexterity score increase by 1.
Innate Magic
You know the Message cantrip. When you reach 3rd level, you can cast the Animal Friendship spell once a long rest. When you reach 5th level you can cast the Beast Bond spell, you must complete a long rest to use this ability again. Wisdom is your spell casting ability for these.
Forest Stealth
You can attempt to hide as a bonus action when only lightly obscured by foliage, mist, heavy rain, or other natural phenomena while in an area that has vegetation.
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