Homebrew Arsborn Species Details

Sequestered in all manner of places, the Arsborn, sometimes called Goetic Daemons, evoke fear and wonder. Many Arsborn aren’t native to the Material Plane. They hail from a world beyond — from the boundless depths of the Abyss.

They are dealmakers, conquerers, diplomats, and adventurers, their colonies functioning as shrines dedicated to their parent-- Royalty of the Ars Goetia.

Beak and Feather - Arsborn Physiology

From below, Arsborn look much like large birds. Only when they descend to speak with brokers or walk across city streets does their humanoid appearance reveal itself. Standing upright, Arsborn might reach 8 feet tall, and they have long, narrow legs that taper to sharp talons, their backs complete with large, feathered wings to accommodate flight.

Feathers cover their bodies. Their plumage typically denotes descendence from a specific Royal. There are no distinct differences between Males, Females, or otherwise, but their hues and even features may be unnaturally colored, as vibrant as the magic within them.  Their heads complete the avian appearance, completely dependent upon the Royal they hail from.

Daemonic Mannerisms

The resemblance of Arsborn to birds isn’t limited to physical features. Arsborn display many of the same mannerisms as ordinary birds-- Be it ravens, owls, eagles, or even parrots. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the depths, they understand the importance of keeping up appearances, especially when it comes to conversing with the public.

Many Arsborn include chirps or trills or even purrs, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An Arsborn might become frustrated with people who fail to pick up on the nuances; an Arsborn's threat might be taken as a jest and vice versa.

Confinement terrifies the Arsborn. To be enslaved or trapped in an unwanted deal is a torment few Arsborn can withstand. Even when they have the upper hand or at rest in their fine homes, they appear alert, with eyes moving and bodies ready to take flight, knowing the prickle of ownership on their neckfeathers all too presently to be idle.

The Art of the Deal - An Arsborn's Natural Instinct

Nothing satisfies an Arsborn like a deal. Much like the Fey, an agreement is crucial to survival, as the Arsborn make deals to accumulate many things.  Power, wealth, stability, and especially knowledge-- Everything they gather is to empower either themselves or  their Royal, as the Arsborn are bound to service, similar to Infernal nature.

It is rare that the Arsborn are to stray from their Royal.  If they venture on that path-- Which is not uncommon, persay-- Then they must rid themselves of their Goetic Brand.  An Arsborn's Goetic Brand signifies which Royal they belong to, and the mark must be removed in any number of ways.  A Wish spell or a draw from the Deck of Many Things could potentially reverse the Brand, but there are few Arsborn who have reversed their Brands by usurping their Royal, and the Brand will take on their name instead, and all other Arsborn below them.  

The Ars Goetia - Ranks and Society

The Ars Goetia have 72 Royals in power, all scaling in specific titles, descended from corruption.  In power order, they are ranked as King, Duke, Prince, Marquis, Earl, Knight, and President.  Each title grants the Royal a number of abilities related to their overall domain and duty, such as Life, Death, Nature, and the Stars.  The Kingdom of the Ars Goetia resides in the Abyss, in its own layer, called Daemonium, housing several thousand Arsborn and nearly all Royals, save for those who have decided to reside elsewhere.  It is a vast city rivaling Baldur's Gate and Neverwinter, its magic prominent in everything around them, but its internal politics is as corrupt as Menzoberranzan's.  Power and Destruction are natural for any Demon, but these Daemon's are much craftier and sneakier, and often ploy for thrones and higher magus.

Each Royal has a number of Arsborn under their supervision.  These Arsborn are effectively their children, their grandchildren, great-grandchildren, and so forth, called their legions.  Once an Arsborn has been Branded, they are in eternal service to their Royal until their dying breath.  The Arsborn are encouraged to seek knowledge pertaining to the Royal's domain, and encourage mortals to seek the Royal as a deity to pray to, converse with, and supply strength and knowledge.  

Far from Home - Arsborn Courts

Most Arsborn live in Daemonium. Arsborn can be drawn into the Material Plane to make their deals and stalk for knowledge, perhaps pursuing enemies or thwarting theirs or their Royal's foes’ designs. Accident might also send a group of Arsborn (commonly referred to as a 'Court')  tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish Courts in high mountains or in the canopies of old forests.

Once Courts of Arsborn settle in an area, they commonly observe the locals and scheme, hunting the wildlife around them if necessary.  The Courts skills are also dependent on the Royal the Arsborn descend from, which deem their individual skills.  For example, those born of Prince Stolas may be more proficient in Arcana, while those born of Duke Zepar may be more proficient in Athletics.

A typical Court consists of several well-constructed buildings made of fine stone, with a large building at the center to act as the Court Hall. The eldest acts as High Magus, while the one deemed most capable acts as Overseer.  

ARSBORN IN THE FORGOTTEN REALMS

Well hidden in many secret parts of Faerun, Arsborn have established Courts all over Toril and beyond, venturing into cities to establish Courts underground and on high mountaintops.  

One such hideaway would be in The Evermoors, just south of Nesm'e, established and known as The Frostblight Court for over two centuries.  They are strutting Arsborn, with visages of peacocks, adept in the tundra and lined with firs aplenty.  They often quarrel with those all around the Silver Marshes, most of all Silverymoon, not to mention White and Silver Dragons, seeking to plunder their hoards and bring all back to their Royal, Marquis Andrealphus.

Conversely, there is a Court that resides within Prince Stolas' realm in the Astral Plane, deemed the Fallingstar Court.  Prince Stolas had abandoned his previous Court in the Abyss, choosing to relocate to the Astral Plane when he began to admire Celestian, the Far Wanderer.  His Arsborn collect star charts, moonlight essence, and ancient artifacts, hoping to please their Royal in hopes to one day unite the Daemon and the God as lovers, as Stolas wishes. 

Greater Purposes - Conflicts amongst Courts

Your Arsborn character may be adventuring to make deals or to find their own bird-manity, but other reasons could arise to give an Arsborn more reason to seek adventure.  Certain Courts may be fighting for territory, or two (or more) Arsborn are seeking the same deal or item. 

It is up to you and your DM to find common ground on the purpose of your Arsborn's adventuring, if you wish to use Court conflict as a motivator.

 

Arsborn Names

Similar to tieflings, Arsborn can take on an alternative name that can suffice in their true name's stead to best represent themselves.  Their true name may be sniffed out by other Arsborn that seek to snuff them out of the picture, as it were.  Otherwise, most Arsborn names have a certain cadence similar to Elvish or even Human names, sometimes shortened into nicknames by those they tolerate.  

Additionally, all Arsborn names have a first letter they share with their Royal.  For example, Count Murmur can possess an Arsborn named Millicent, or Duke Vapula could hold an Arsborn named Vikram.

ARSBORN BACKGROUNDS

Backgrounds that are most appropriate for Arsborn include the Acolyte, the Charlatan, and the Urchin.  Though, you may choose any background that suits your Arsborn best.

Arsborn Traits

As an Arsborn, you have certain traits in common with your Royal and your Charm. Being able to fly at high speed and have innate spellcasting starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an Arsborn requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and a second score of your choosing increases by 1.

Age

Arsborn reach maturity by age 18. Compared to humans, Arsborn live for around 3,000 years.  Most are lucky to live that long, if they are not culled by their Charm or by the average holier-than-thou knight.

Alignment

Most Arsborn are evil and rarely choose sides, but its not uncommon to find more good-aligned Arsborn, especially if it aligns with their Royal. Most avid dealmakers are chaotic, while those in Daemonium are evil-aligned.

Size

Arsborn are 8 feet tall and taller. They have thin, lightweight bodies covered in feathers that weigh between 100 and 200 pounds. Your size is Large.

Speed

Your base walking speed is 40 feet.

Flight

You have a flying speed of 60 feet. To use this speed, you can’t be wearing heavy armor.

Enchanced Darkvision

You have Darkvision with a range of 120 feet, able to see through Magical Darkness up to 60 feet.

Shapechange

Arsborn possess an innate ability to shapechange much like Druids do when they Wildshape.  However, Arsborn essentially abide by the rules of Alter Self, just without expending a spell slot.  Arsborn may expend a Shapechange charge and back again to look like other humanoid races only, never any other creature.  This charge resets at every Short Rest.

Talons

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength OR Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common and Abyssal.

Innate Spellcasting

Choose three cantrips and two 1st level spells from any spell list.  You know these spells by heart and do not need to use spell slots to cast them.   You gain two 2nd level spells at level 5, two 3rd level spells at level 10, and two 4th level spells at level 15.

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