Homebrew Chessfolk (Underland) Species Details

๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ฏ๐“ธ๐“ต๐“ด

โ€œEvery piece has a place. The question is whether you intend to stay there.โ€

Chessfolk are living chess pieces brought to life by the strange and unpredictable magic of Underland. Some possess elegant humanoid forms with subtle chess-like features, while others resemble enormous, animated game pieces given limbs, faces, and personalities.

Regal, strategic, disciplined, and occasionally delightfully eccentric, Chessfolk have built an entire culture around the ancient concepts of the Board, Position, Movement, Duty, and Promotion.

Yet the Breaking has forced many of them to reconsider everything they once believed.

If the rules can change, can a piece change with them?


โ™Ÿ๏ธ ๐“ฆ๐“ฑ๐“ช๐“ฝ ๐“๐“ป๐“ฎ ๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ฏ๐“ธ๐“ต๐“ด?

Chessfolk are humanoid beings magically connected to the ancient game of chess. Every Chessfolk is associated with one of six traditional Piece Types:

  • โ™Ÿ๏ธ Pawn
  • โ™ž Knight
  • โ™ Bishop
  • โ™œ Rook
  • โ™› Queen
  • โ™š King

A Piece Type is not necessarily a profession, social class, or personality.

A Knight can be a baker.

A Queen can be a wandering thief.

A Rook can be a scholar.

A Pawn can become a legendary hero.

A King might simply want to run a little tea shop somewhere far away from the Board.

Your Piece Type is part of your identity, but it does not have to define your destiny.


โ™Ÿ๏ธ ๐“Ÿ๐“ฑ๐”‚๐“ผ๐“ฒ๐“ฌ๐“ช๐“ต ๐““๐“ฎ๐“ผ๐“ฌ๐“ป๐“ฒ๐“น๐“ฝ๐“ฒ๐“ธ๐“ท

Chessfolk vary dramatically in appearance.

Some resemble ordinary humanoids with subtle chess-inspired traits. Others look unmistakably like living chess pieces.

A Chessfolk might have a carved wooden appearance, porcelain skin, polished stone features, metallic limbs, painted markings, or a body that appears to have been sculpted directly from a massive chess set.

Some have visible joints resembling the seams of a game piece. Others possess glowing symbols, checkerboard patterns, crown-like features, or geometric markings.

Piece Features

A Chessfolk's Piece Type often influences their appearance.

Pawns may have rounded or simple silhouettes, small crowns, helmets, or carved heads.

Knights may possess horse-like features, armored bodies, manes, or elongated ears.

Bishops often have pointed headpieces, tall silhouettes, robes, or markings resembling the traditional bishop's mitre.

Rooks tend to have broad, sturdy builds and architectural features resembling towers or battlements.

Queens often possess elaborate crowns, gowns, flowing shapes, or intricate decorative patterns.

Kings frequently have crowns, regal markings, elaborate armor, or other symbols of authority.

However, these are traditions rather than rules.

A Chessfolk can look almost entirely unlike the piece they represent.


โ™Ÿ๏ธ ๐“‘๐“ต๐“ช๐“ฌ๐“ด ๐“ช๐“ท๐“ญ ๐“ฆ๐“ฑ๐“ฒ๐“ฝ๐“ฎ

Chessfolk traditionally belong to one of two cultural affiliations:

White

White Chessfolk traditionally associate themselves with concepts such as:

  • Tradition
  • Community
  • Honor
  • Duty
  • Preservation
  • Order

Black

Black Chessfolk traditionally associate themselves with concepts such as:

  • Independence
  • Adaptability
  • Ambition
  • Strategy
  • Innovation
  • Change

These are cultural identities, not moral alignments.

A White Chessfolk can be rebellious.

A Black Chessfolk can be gentle.

Neither color represents good or evil.

Many Chessfolk reject the idea that their color should determine anything about who they are.


โ™Ÿ๏ธ ๐“๐“ฝ๐“ฝ๐“ฒ๐“ฝ๐“พ๐“ญ๐“ฎ๐“ผ ๐“ช๐“ท๐“ญ ๐“Ÿ๐“ฑ๐“ฒ๐“ต๐“ธ๐“ผ๐“ธ๐“น๐“ฑ๐“ฒ๐“ฎ๐“ผ

Chessfolk tend to think about life differently from many other peoples of Underland.

They naturally consider position, movement, consequences, sacrifice, advantage, and strategy.

A Chessfolk might look at a crowded room and immediately consider escape routes.

A merchant may describe a negotiation as "opening the board."

A parent might tell their child:

"Know where you stand before you decide where to move."

This strategic mindset does not necessarily make Chessfolk cold or calculating.

Many are deeply emotional, affectionate, impulsive, artistic, or whimsical.

They simply tend to organize their thoughts through the language of the game.

The Philosophy of the Board

Many Chessfolk believe that every person has a Place.

Your Place is not necessarily where you were born.

It is where you belong.

The central philosophical debate among Chessfolk is whether one's Place is assigned or chosen.

Some believe a Pawn should remain a Pawn.

Others believe every Pawn carries the possibility of becoming something greater.

Some believe the Board determines the game.

Others believe the players are simply waiting for someone brave enough to flip the Board over.


โ™Ÿ๏ธ ๐““๐“พ๐“ฝ๐”‚ ๐“ช๐“ท๐“ญ ๐“—๐“ฒ๐“ฎ๐“ป๐“ช๐“ป๐“ฌ๐“ฑ๐”‚

Traditional Chessfolk society places enormous importance on duty.

Every Piece has a role.

Every role has responsibilities.

And every responsibility exists for the protection of the whole Board.

Historically, this created strict social expectations.

Kings were expected to lead.

Queens were expected to advise and act.

Rooks protected.

Bishops guided.

Knights defended and maneuvered.

Pawns advanced.

But modern Chessfolk increasingly question these expectations.

The Breaking has created a generation asking an uncomfortable question:

What happens when the Board itself is broken?


โ™Ÿ๏ธ ๐“Ÿ๐“ช๐”€๐“ท๐“ผ ๐“ช๐“ท๐“ญ ๐“Ÿ๐“ป๐“ธ๐“ถ๐“ธ๐“ฝ๐“ฒ๐“ธ๐“ท

Pawns are by far the most common Chessfolk.

They make up the majority of Chessland Fields and can be found in nearly every profession.

Traditionally, Pawns were considered the foundation of Chessfolk society.

They farm.

They build.

They trade.

They fight.

They explore.

They raise families.

They become adventurers.

And sometimes, they become something else.

Promotion

Some Pawns possess the rare ability to undergo Promotion.

When a Pawn reaches a significant turning point in their life, they may transform into another Piece Type.

Promotion is not necessarily physical alone.

It can be magical, spiritual, symbolic, or all three.

A Pawn might become a Knight after performing an extraordinary act of courage.

Another might become a Bishop after dedicating their life to knowledge.

Someone else might become a Queen after years of leadership.

Promotion is deeply respected by some Chessfolk and fiercely controversial among others.

Some believe Promotion proves that destiny exists.

Others believe it proves the exact opposite.


โ™Ÿ๏ธ ๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ต๐“ช๐“ท๐“ญ ๐“•๐“ฒ๐“ฎ๐“ต๐“ญ๐“ผ

Most Chessfolk have some connection to Chessland Fields, the great region associated with their people.

Chessland Fields is a place of enormous open landscapes, strange geometric formations, towering black-and-white structures, and settlements arranged around the ancient patterns of the chessboard.

Roads may stretch in perfect lines.

Buildings may resemble oversized pieces.

Some villages are built around enormous checkerboard plazas.

And in certain places, the land itself seems to remember the movements of the game.

Visitors sometimes claim that the Fields shift when no one is watching.

Chessfolk generally insist that this is perfectly normal.


โ™Ÿ๏ธ ๐“ฃ๐“ฑ๐“ฎ ๐“‘๐“ป๐“ฎ๐“ช๐“ด๐“ฒ๐“ท๐“ฐ

The Breaking changed Chessfolk society profoundly.

For generations, many Chessfolk believed the rules of their existence were immutable.

A Pawn moved forward.

A Knight moved strangely.

A Bishop traveled diagonally.

A Rook guarded the line.

A Queen moved freely.

A King survived.

Then the Ink came.

The rules began to bend.

Pieces began appearing where they should not.

Paths stopped behaving correctly.

Borders shifted.

Some Chessfolk found themselves capable of things their ancestors insisted were impossible.

And suddenly, the question of whether the rules could be broken became impossible to ignore.

The Breaking did not destroy Chessfolk culture.

It made Chessfolk question it.


โ™Ÿ๏ธ ๐“ฃ๐“ฑ๐“ฎ ๐“ฃ๐“ฒ๐“ถ๐“ฎ ๐“š๐“ฎ๐“ฎ๐“น๐“ฎ๐“ป

Some Chessfolk believe their people were created by the Time Keeper, who shaped them as pieces in a great cosmic game.

According to this belief, each Piece Type represents a different expression of time and movement.

Others reject this entirely.

Ancient Chessfolk legends speak of living pieces existing long before the Time Keeper.

Some even claim that the Time Keeper did not create Chessfolk.

She merely remembered them into existence.

No one has been able to prove which story is true.


โ™Ÿ๏ธ ๐“’๐“พ๐“ต๐“ฝ๐“พ๐“ป๐“ฎ

Chessfolk culture is filled with ceremonies, competitions, games, strategy contests, and elaborate traditions.

The Opening

A traditional Chessfolk greeting is sometimes called The Opening.

Two people exchange a small gesture representing the first movement of a chess game.

The exact gesture differs between communities.

The First Move

Chessfolk children traditionally receive a symbolic first move when they reach an important age.

The move represents their first major decision made independently.

Checkmate Ceremonies

Checkmate is not always associated with death.

It can represent the end of an argument, competition, negotiation, or chapter of life.

Some Chessfolk hold elaborate Checkmate ceremonies when retiring from an occupation or beginning a new life.


โ™Ÿ๏ธ ๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ฏ๐“ธ๐“ต๐“ด ๐“ข๐“ช๐”‚๐“ฒ๐“ท๐“ฐ๐“ผ

Chessfolk have developed countless expressions based on their culture.

"Know your board."
Know the situation before acting.

"Don't move before you're ready."
Think before making an important decision.

"A pawn still has teeth."
Never underestimate someone simply because they appear insignificant.

"Watch the diagonal."
Danger may come from somewhere unexpected.

"You're playing like a rook."
You're being stubborn or predictable.

"That's not a move. That's a sacrifice."
You are giving something up to accomplish something greater.

"The board is bigger than the piece."
Individual problems exist within a larger situation.

"Don't crown yourself."
Do not assume you've earned something you haven't.

"Check."
A warning that something is about to change.

"Checkmate."
The discussion is finished.


โ™Ÿ๏ธ ๐“ก๐“ฎ๐“ต๐“ช๐“ฝ๐“ฒ๐“ธ๐“ท๐“ผ ๐”€๐“ฒ๐“ฝ๐“ฑ ๐“ž๐“ฝ๐“ฑ๐“ฎ๐“ป ๐“ก๐“ช๐“ฌ๐“ฎ๐“ผ

Chessfolk interact with nearly every people of Underland.

They are often respected for their discipline and strategic thinking, though some outsiders find their constant chess terminology exhausting.

Chessfolk themselves tend to find everyone else's lack of strategic planning slightly concerning.

They have a particularly complicated relationship with the idea of destiny.

Other peoples sometimes ask:

"What Piece are you?"

A Chessfolk may answer:

"Why do you assume I'm only one?"


โ™Ÿ๏ธ ๐“๐“ญ๐“ฟ๐“ฎ๐“ท๐“ฝ๐“พ๐“ป๐“ฎ๐“ป๐“ผ

Chessfolk adventurers are not unusual.

Some leave Chessland Fields because they want to see the rest of Underland.

Others are searching for a new Place.

Some seek Promotion.

Others are running from the expectations attached to their Piece.

Some are trying to understand the Breaking.

And some simply want to know what lies beyond the edge of the Board.

A Chessfolk adventurer may be a soldier, scholar, treasure hunter, detective, merchant, royal exile, wandering performer, mercenary, inventor, priest, criminal, or someone who has never once played a proper game of chess.


โ™Ÿ๏ธ ๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ฏ๐“ธ๐“ต๐“ด ๐“๐“ช๐“ถ๐“ฎ๐“ผ

Chessfolk names often reflect their culture's love of strategy, position, titles, and symbolism.

Some families use traditional names passed down through generations.

Others choose names based on colors, movements, virtues, pieces, or unusual events.

Pawn Names

Pip, Perri, Pella, Pruitt, Pippa, Paxon, Poppy, Pell, Penn, Prim

Knight Names

Rooke, Renn, Kael, Kestrel, Nessa, Tavia, Merrick, Briar, Elian, Veyra

Bishop Names

Bellamy, Celeste, Orin, Elara, Silas, Ophelia, Lucien, Seraphine, Evander, Mirelle

Rook Names

Bastion, Rowan, Brann, Petra, Harlan, Margo, Garrick, Tressa, Holden, Brixton

Queen Names

Victoria, Aurelia, Celestine, Isolde, Valeria, Rosaline, Eveline, Arabella, Odessa, Seraphina

King Names

Arthur, Edmund, Alistair, Leopold, Cedric, Theodore, Reginald, Everett, Magnus, Julian

Unisex Names

Chess, Check, Vale, Ivory, Onyx, Crown, Gambit, Slate, Marble, Echo, Ace, Chance, Fortune, Tempo

Family Names

Blackwell, Whitecrest, Checkers, Crowne, Fielding, Gambit, Rookwood, Kingsley, Queensley, Knightfall, Boardman, Ivory, Onyx, Crossfield


โ™Ÿ๏ธ ๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ฏ๐“ธ๐“ต๐“ด ๐“ก๐“ช๐“ฌ๐“ฒ๐“ช๐“ต ๐“ฃ๐“ป๐“ช๐“ฒ๐“ฝ๐“ผ

Creature Type

You are a Humanoid.

Size

You are Small or Medium, chosen when you select this race.

Speed

Your walking speed is 30 feet.

Chessfolk Training

You gain proficiency in one of the following skills of your choice:

  • History
  • Insight
  • Investigation
  • Perception
  • Persuasion

Strategic Mind

You have a natural talent for recognizing patterns and anticipating movement.

When you roll initiative, you can add your proficiency bonus to the roll if you aren't incapacitated.

Once you use this trait, you cannot use it again until you finish a long rest.

Piece Type

Choose one Piece Type:

  • Pawn
  • Knight
  • Bishop
  • Rook
  • Queen
  • King

Your Piece Type grants you an additional racial feature.

Black or White

Choose Black or White as your cultural affiliation.

Your choice has no effect on your alignment and does not determine whether your character is good or evil.

Languages

You can speak, read, and write Common and Chesscant, the traditional language of the Chessfolk.

Promotion

If your Piece Type is Pawn, you may eventually have the opportunity to undergo Promotion.

The exact circumstances and mechanical effects of Promotion are determined by the DM and your character's story.

Promotion is a rare and significant event rather than a standard racial ability available immediately at character creation.


โ™Ÿ๏ธ ๐“Ÿ๐“ฒ๐“ฎ๐“ฌ๐“ฎ ๐“ฃ๐”‚๐“น๐“ฎ๐“ผ

โ™Ÿ๏ธ Pawn

The most common Piece Type.

Pawns are adaptable, numerous, and often underestimated.

Suggested Trait: First Step

When you move at least 10 feet on your turn, you gain a small burst of tactical awareness. Once per turn, you can gain advantage on an ability check made to avoid being surprised or to navigate a battlefield.


โ™ž Knight

Knights are associated with unconventional movement and unpredictable tactics.

Suggested Trait: Knight's Move

You can make a special leap as a bonus action, moving up to 10 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.


โ™ Bishop

Bishops are associated with knowledge, observation, philosophy, and long-range strategy.

Suggested Trait: Diagonal Insight

You gain proficiency in either Insight, Investigation, or Religion.

You also have advantage on checks made to recognize patterns, symbols, or hidden meanings.


โ™œ Rook

Rooks are traditionally associated with defense, endurance, and protection.

Suggested Trait: Castle

As a reaction when a creature within 5 feet of you is hit by an attack, you can impose disadvantage on the attack roll, potentially causing it to miss.

You can use this feature a number of times equal to your proficiency bonus per long rest.


โ™› Queen

Queens possess extraordinary flexibility and are often associated with leadership and adaptability.

Suggested Trait: Royal Maneuver

When you fail an ability check, you can add 1d4 to the roll, potentially turning failure into success.

You can use this feature a number of times equal to your proficiency bonus per long rest.


โ™š King

Kings are traditionally associated with leadership, survival, and the protection of others.

Suggested Trait: Rally the Board

As a bonus action, choose one creature within 30 feet that can hear you.

That creature gains temporary hit points equal to your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus per long rest.


โ™Ÿ๏ธ ๐“’๐“ฑ๐“ฎ๐“ผ๐“ผ๐“ฏ๐“ธ๐“ต๐“ด ๐“’๐“ฑ๐“ช๐“ป๐“ช๐“ฌ๐“ฝ๐“ฎ๐“ป ๐“—๐“ธ๐“ธ๐“ด๐“ผ

When creating a Chessfolk character, consider:

  • What Piece were you born as?
  • Are you proud of your Piece Type?
  • Do you believe everyone has a predetermined Place?
  • Have you ever wanted to be a different Piece?
  • Are you Black or White?
  • What does your color mean to you?
  • What does your family expect you to become?
  • Have you ever considered Promotion?
  • Do you believe the Time Keeper created your people?
  • What do you think happened to the Board during the Breaking?
  • Do you believe the rules of chess should still govern Chessfolk?
  • What happens when a Piece refuses to move?
  • Have you ever deliberately broken one of the ancient rules?
  • What does "Checkmate" mean to you?
  • What would make you willingly sacrifice yourself?
  • What would you refuse to sacrifice?
  • Where do you believe your Place truly is?

โ™Ÿ๏ธ ๐“ก๐“ช๐“ฌ๐“ฎ ๐“ข๐“พ๐“ถ๐“ถ๐“ช๐“ป๐”‚

Creature Type: Humanoid
Size: Small or Medium
Speed: 30 feet
Languages: Common, Chesscant
Cultural Affiliation: Black or White
Piece Type: Pawn, Knight, Bishop, Rook, Queen, or King
Primary Homeland: Chessland Fields
Common Traits: Strategic, disciplined, adaptable, dutiful, curious
Special Feature: Piece Type
Rare Phenomenon: Pawn Promotion

โ€œYou were told where to stand. You were told how to move. No one ever told you that you could choose the game.โ€

Chessfolk (Underland) Traits

Chessfolk possess natural abilities shaped by their Piece Type, cultural traditions, and connection to the Board. While every Chessfolk shares certain traits, each Piece moves through the world differently, granting unique talents and abilities. Your chosen Piece Type reflects where you began, not necessarily where your story ends.

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