Homebrew Foreclaimer Species Details
Foreclaimer Race
Foreclaimers are something of a mystery, as
their civilization disappeared suddenly more than
2,000 years ago. What little is known of them
has been gleaned from the ruins and artifacts of
their once-expansive empire and from surviving
lore and legends. The sudden reappearance of a
Foreclaimer would certainly cause great interest
and upheaval in the world of Ambria.
A Superior Body
Foreclaimers are distantly related to elves,
specifically Drow, and share similar features such
as pointed ears, slender physiques, and long
lifespans. However, they were taller than their
ancestors and typically stood at six to seven feet
tall. Their skin was light gray, and their hair colors
were varied pastel hues such as earthy greens, soft
blues, and muted reds.
Where they diverged significantly from elves
was in their use of technology. Foreclaimers
advanced well beyond their natural abilities
through extensive technological modification
called “augmentation.” Some researchers have
recently attributed the
Forelaimers’ acceptance
of radical physiological
changes to meddling by
the Seraphim Stella,
but the exact truth is
lost to the ages.
Ruthless
Researchers
Foreclaimers reached adulthood at the early
age of 20, and while an unaugmented Foreclaimer
could live to around 700 years old, an augmented
Foreclaimer could live up to 1,400 years. With
such an unnaturally long lifespan, they saw
events in the world differently and were able to
accumulate huge amounts of knowledge and
wisdom. Events like global catastrophes didn’t
trouble them but were instead seen as important
research opportunities. Foreclaimers would stop
at nothing to further the goal of their society: the
efficient pursuit of becoming the ultimate, perfect
form of life.
This endless pursuit of knowledge and
efficiency was the principle underlying
Foreclaimer society. They were ruthlessly curious
about the world, gathering knowledge about all of
its aspects and researching how to improve upon
them. The concept of efficiency was an obsession
to them, and this ideal guided them in every
task they undertook. People who encountered
Foreclaimers would’ve done well to flee, lest they
be captured and taken for further study or killed
if seen as a threat. There was a key distinction that
set Foreclaimers apart from other races in Ambria:
they did not possess empathy, lacking the ability
to understand or connect with the emotions of
another being. In fact, they saw the concept of
empathy as a flaw, an undesirable defect that
stifled growth.
It is unclear how the otherwise brilliant
Foreclaimers began to see empathy as a flaw.
Still, the consequences of this thinking was
clear in how they behaved. Foreclaimers
acted without mercy, as they did not value
lives in the same way as other races. This
led Foreclaimers to dull their own
ability to feel emotions further as
part of their self-experimentation,
making them exceptionally brutal and
remorseless in their interactions with
others as well as with their own kind.
3Conquerors
of the Jungle
Even at the height of its power, Foreclaimer
society remained mostly contained to a single
megacity called Soladin, which spanned the
entirety of the Bellowing Wilds during its
estimated 3,000 year reign. Their advanced
weapons and technology established them as the
apex predators of this jungle region and scared
off even the most imposing opponents. They did
not trade with other nations nor use their own
currency. Resources were distributed as needed
among the Foreclaimer citizens. Foreclaimers
provided superb care for their citizens, so long as
it did not cause a strain on resources. Outliers,
inefficient individuals, and those incapable of
contributing were exiled and left to die in the
harsh jungle on the outskirts of Soladin.
Foreclaimer society adhered to a strict
collective approach, using what they considered
a simple hierarchy. For the sake of efficiency,
they had an Emperor, although the position was
based on intelligence and expertise rather than a
bloodline. Once a Foreclaimer reached adulthood,
they had a profession assigned to them based on
their interests and aptitudes. They worked within
that profession for their entire lives, barring
unexpected obsolescence. During the twilight
years of their life, elder Foreclaimers assisted in
educating the next generation. Most Foreclaimers
chose to receive an augmentation associated with
their profession in addition to their power crystal,
which allowed them to contribute to their society
at peak efficiency.
Powerful
Augmentations
Power crystals, which store sunlight
as magical energy, were a vital element of
Foreclaimer society. For centuries the crystals
powered early Foreclaimer machines. After
considerable research and experimentation,
Foreclaimers determined that the crystals could
also power their bodies. In order to avoid adverse
effects, it was determined that augmentation
would only occur once an individual reached
adulthood. At that time, a socket for power
crystals was surgically inserted into a Foreclaimer’s
stomach, completely replacing their natural
metabolism. The use of power crystals eliminated
the Foreclaimer’s need to sleep, eat, or drink and
dramatically slowed the aging process. This new
metabolic process also maintained the body’s
fat and muscle masses at optimal levels for daily
tasks, which could be adjusted as needed.
A single power crystal could power a
Foreclaimer for up to 50 years, at which point
it would need to be replaced. The crystals could
be removed with relative ease, which could
unfortunately be abused by enemies. Once
augmented with power crystals, a Foreclaimer
relied on them for the rest of their life. During
the first hour without a crystal, a Foreclaimer
suffered terrible fatigue and stomach pains. If
unpowered for more than a day, a Foreclaimer
would lose all benefits the power crystal granted
them: they would once again need to sleep
and consume food and would experience
an accelerated aging process. To avoid such
repercussions, Foreclaimers replaced their crystals
as quickly as possible.
The longer a Foreclaimer relied on power
crystals, the worse the effects of going without
one became. If a Foreclaimer who had been
augmented with a power crystal for more than
500 years became unpowered for more than a
year, their bodies declined rapidly, significantly
weakening them. In addition, their remaining
lifespan would be reduced to a mere 100 years,
at most, whether they were re-powered or not.
Foreclaimers considered these potential downsides
an acceptable trade-off, as their power crystal
supplies were abundant.
During the power crystal augmentation
process, Foreclaimers could also choose to have
their bodies modified in one additional way.
These additional modifications normally had
to do with their assigned specializations, such
as extra strength for miners or greater speed for
scouts. Despite the remarkable changes their
bodies underwent, Foreclaimers were unable to
sustain more than one additional augmentation in
addition to their original power crystal receptacle.
Foreclaimer Traits
Foreclaimers have a plethora of abilities, some of which evolved over many years, while others are artificial augmentations they add to their bodies.Ability score increase
Your Dexterity, Intelligence, and Wisdom scores each
increase by 1.
Alignment
Foreclaimers typically do not
possess empathy and, as such, tend toward neutral
and evil alignments.
Age
You reach adulthood at the age of 20
and can live up to 1,400 years if augmented
and powered by power crystals. Unaugmented
Foreclaimers have a lifespan of around 700 years.
Size
Foreclaimers are taller than their elven
ancestors, standing between 6 and 7 feet tall with
a near-perfect physique. Your size is Medium.
Speed
Your base walking speed is 30 feet
Lack of empathy
You have disadvantage on
all Deception, Insight and Persuasion checks.
Observant
You gain proficiency in the
Investigation and Perception skills.
Efficient metabolism
You are sustained by your power crystal and do
not require food or drink. You are also unable to
sleep, do not require it to rest, and cannot be put
to sleep by magic. To benefit from a long rest, you
must spend at least four hours not moving and
doing only light activities. You remain conscious
and aware of your surroundings during this time.
You can also benefit from a short rest in half the
time typically required.
Stella’s blessing
You can cast light at will, using Intelligence
as your spellcasting ability. Once you cast
the spell, you can’t cast it again via this
trait until you finish a short or long
rest.
Language
You can speak, read, and write
Common and Stelkin. Stelkin was the ancient
language of Foreclaimers, derived long ago from
Elvish. It was a language of harsh precision, with
sharp tones and faster pacing. Outsiders who
wished to master it needed to learn an entirely
new breathing technique, as Foreclaimers avoided
taking any unnecessary breaths while speaking.
Augmentation
Adult Foreclaimers may
choose to take a single augmentation to assist
them in completing their projects more efficiently.
-
You add your Proficiency Bonus to your Initiative rolls.
-
Your base walking speed increases by 5 feet and you ignore difficult terrain movement penalties.
-
You gain darkvision out to a range of 60 feet.
-
You gain a climbing speed of 20 feet.
-
You can breathe air and water.
-
Your Strength score increases by 1 up to a maximum of 20.
-
You are able to ignore the sensation of pain and your sense of touch is numbed. You gain a +1 bonus to your Armor Class.
-
You gain proficiency in Dexterity saving throws and are not easily surprised in combat.
-
You gain resistance to fire damage.
-
You become immune to diseases and the poisoned condition. Your blood is toxic, and any creature who consumes it must succeed on a Constitution saving throw or become poisoned for 1 hour. (The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.)
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