Homebrew Arkton (Humblewood Homebrew) Species Details
Born of The Earth
The first arkton is said to have formed during the earliest days of Everden when the world was still new. A nameless earth elemental, weary from wandering the plains, lay down to rest and fell into a deep slumber. As time stretched on, stone, dirt, and mud accumulated around the elemental until a grass-covered hill was all that remained. One warm spring day, after seasons of slumbering, the first arkton emerged from beneath that hill and felt the sun on their fur for the first time. Modern arktons still carry this myth and their connection to the earth in their hearts, living in large communal caves and honing their abilities to craft with stone and mud. This attitude is especially embodied in the arkton’s Amaranthine, Thoso the Sculptor. Thoso is depicted as a massive grizzly bear, often shown molding a mountain with their bare paws, or using those same huge paws to shield smaller creatures from harm.
Gentle Giants
Even the smallest arktons tower over most of Everden’s denizens. Their size often creates an intimidating first impression, which arktons work hard to dispel. In reality, arktons are more likely to be kind and compassionate caregivers who use their large frames to protect those who can’t protect themselves rather than using their size to bully others. Arktons’ compassion also lends itself to excellent bedside manners, making them excellent healers with a natural ability to comfort the wounded and weary with just a touch. The same urge to protect others also makes arktons ferocious warriors when it’s time to fight. A single arkton can change the tide of almost any battle, and they are valued allies during times of conflict.
Living Large
Arkton villages and structures are built at a larger scale to accommodate arktons’ towering builds. This makes visiting these places as a non-arkton a disorienting experience, as the bulkier furnishings and more spacious rooms can make visitors feel quite small. Arktons are accommodating to smaller folks, however, and make sure small step stools and ladders are available to help them navigate their homes. The reverse problem occurs when arktons visit the homes of the other folk of Everden. Small doorways and rooms, and furniture built for smaller creatures can prove an obstacle or be accidentally broken. Ever-prepared arktons travel with spacious tents and sturdy, collapsible stools on extended stays away from their own homes to ensure they have a cozy place to rest. In communities where arktons and other folk live alongside each other, it is common to find buildings and furniture constructed to accommodate everyone comfortably. Most arktons live in large communal cave networks that they call ogovs. Each ogov has one large central chamber that acts as a meeting place that is surrounded by homes and workspaces in smaller caves. The largest ogovs house communities of up to a hundred arktons, and the smallest have as few as a dozen living together.
Arkton Names
Arkton names tend to be short and gruff, with one or two syllables at most. Instead of family names, arktons refer to themselves by which ogov they originate from, such as Vova of Mistfield Ogov, or Rynd of the Barkscratch Ogov. Ogovs have simple names that usually refer to the area surrounding the cave network. On rare occasions, an arkton might be asked to leave an ogov, and they are referred to as “the Lost” moving forward.
Example Names: Agraf, Avda, Besso, Bovar, Dari, Ina, Jora, Kleb, Masha, Nika, Rynd, Tisha, Tomas, Vohv, Vova, Yegor, Zolin
Ogov Names: Barkscratch, Berryvine, Cabbagefield, Gourdpatch, Honeyhive, Mistfield, Northernreach, Redclay, Snowdrift, Undergrove
Arkton (Humblewood Homebrew) Traits
The arkton species is inspired by the family of Ursidae. They are a good fit for characters resembling brown bears, black bears, polar bears, sunbears, panda bears possibly including species like koalas or sloths.Creature Type
You are a humanoid.
Age
Arktons are considered adults around the age of 16 and can live into their 80s or 90s.
Guardian's Roar
When another creature within 20 feet of you is targeted with an attack, you can use your reaction to roar, making a Charisma (Intimidation) check contested by the attack roll. If you succeed, the attacker must reroll its attack and use the new result. If the second attack misses, the attacker becomes frightened of you until the end of its next turn. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.
Bear Snug
When you take a short rest, you can touch another willing creature and spend one of your hit dice to heal it. The target regains hit points equal to a roll of your hit die. A creature can benefit from this ability once per long rest.
Darkvision
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 gray.
Imposing Presence
You have proficiency with the Intimidation skill.
Heavy Claws
You have powerful claws that you can use as natural weapons to make unarmed strikes. When you hit with them, the strike deals 2d6 + your Strength modifier bludgeoning damage.
Languages
You can speak, read, and write Arkton, Birdfolk, and one other language of your choice.
Comments