Homebrew Dara Species Details

Dara Lifecycle
It’s widely understood that one dara’s life begins where
another ends. When a dara is about to die, their final act
is to capture what remains of their soul and store it into
a single glyph, which they place upon a tree. Known as a
parting glyph, it is imbued with the dying dara’s identity,
memories, and skills. There, the glyph waits until it can be
claimed by a new dara.


A dara is born from the earth, emerging into Obojima,
fully formed, through the roots of a tree that bears a parting
glyph. Most are born from trees in the sacred grove in Roa
Kala, the ancestral homeland of the dara (see page 94 for
more on Roa Kala), but it could be anywhere a dara has died.
When a dara leaves the soil, they are a blank slate, aware
and without identity until they touch the parting glyph
found at the base of their tree.


Parting glyphs give young dara a set of intellectual tools
to function. In the form of memories, the glyphs offer the
previous dara’s perspective about a world yet to be experi-
enced. For many dara, the parting glyph leads them to Roa
Kala and from there they choose their new life.

 

Dara Traits

Creature Type: Humanoid
Size: Medium (anywhere from 2 to 7 feet tall)
Speed: 30 feet

Your dara character gains traits that enable it to traverse and flourish on the island of Obojima

The Color of Dara

Dara come in two distinct forms, with many unique
features between them, but most refer to them by their
color: blue or red. There are no social differences between
blue and red dara, and they seem to appear in equal
numbers. The origin of the two types is unknown, though
there is a belief among them that the First Dara looked like
an amalgamation of both types.


BLUE DARA
Blue dara are usually between 6 and 7 feet tall, with blue-
hued skin and a single large eye found in the middle of
their head. Their body is completely void of hair and they’re
normally quite stout.


As a blue dara you gain the use of the knowledge talis-
man and are able to produce it once per day in addition to
other talismans you know.


Knowledge Talisman. As an action, you can create a knowl-
edge talisman. When a creature in possession of this talisman
makes an ability check, it can activate the talisman, rolling a
d6 and adding the number rolled to the check; the creature
can roll the die before or after making the ability check. The
talisman lasts for 1 hour or until it is activated. Once you use
this trait, you can’t do so again until you finish a long rest.


RED DARA
Red dara are much shorter, with an average height between
2 and 3 feet tall. In addition to their smaller stature, they
are easily distinguished from their larger kin by the bright
red hue of their skin and their two eyes.


As a red dara you gain the use of the might talisman and
are able to produce it once per day in addition to other talis-
mans you know.


Might Talisman. As an action, you can create a might talis-
man. When a creature in possession of this talisman makes
a saving throw, it can activate the talisman, rolling a d6 and
adding the number rolled to the save; the creature can roll
the die before or after making the saving throw. The talis-
man lasts for 1 hour or until it is activated. Once you use
this trait, you can’t do so again until you finish a long rest.

Awakwened Skill

You gain proficiency in three skills of your choice.

Create Talisman

Create Talisman. As an action, you can create a magical
paper talisman, which can bestow unique abilities to any
creature in possession of it. When you do so, choose one of
the following forms for the talisman:


◊ Sun Talisman. A creature in possession of this talis-
man can use its bonus action to activate the talis-
man, granting it the benefit of the Disengage or Dash
action (its choice).


◊ Earth Talisman. When a creature in possession of
this talisman is reduced to 0 hit points but not killed
outright, the talisman activates, causing the creature to
drop to 1 hit point instead.


◊ Moon Talisman. This paper talisman can be placed on
any weapon as an action. The next time this weapon
successfully hits a target, the talisman activates,
dealing extra radiant damage equal to your level.


The talisman lasts for 1 hour or until it is activated.
Once you use this trait, you can’t do so again until
you finish a long rest.


Sacred Revelation. You possess an innate gift allow-
ing you to perceive and absorb information from the
peculiar glyphs strewn across the island. These glyphs take
the form of intricate symbols resembling thumbprints
and hold the potential to convey anything from simple
messages, to complex skills to you. As an action you can
touch and absorb any information stored inside one of
these glyphs.


Impart Knowledge. In Dara culture, the individuals who go
on to obtain wisdom truly worth sharing are blessed with
a unique ability to impart glyphs before their death. This
extraordinary skill is revered amongst the dara.


When you reach 10th level, you gain the ability to impart
messages through dara glyphs. As an action you can press
your hand against any surface and create a thumbprint
shaped glyph unique to you. When creating this glyph you
recite a message, which is stored inside the magical symbol.
The glyph can only be seen by other dara and can be
absorbed by using the Sacred Revelation ability.

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