Homebrew Jaghut Icebloods Species Details

 

Ice Bloods share their kin's predilection for cold climates and solitary existences. Ware the unwary adventurer who enter's their lands uninvited.

Mantle of Ice

Ice Bloods are the inheritors of the throne of Ice, though the throne is currently occupied, by whom or what can only speculated.  Originaly from the lands of Assail the clans organize themselves in concentric circles surrounding an ancient mountain range. Cold and inhospitable to most of the inhabitants of Burn, the Ice Bloods have thrived on Assail.

Withdrawn and Reserved

Ice Bloods typically do not welcome foreigners and ritualistically challenge any worthy fighters found not bound to a clan. Occasionally an outsider will earn their trust and be welcomed into the clan as a Bondsman, allowing the new blood to swear loyalty to their clan elders. Ice Bloods found outside of Assail are often withdrawn, preferring their own company, achieving solitude even in a crowded room. While they are typically slow to trust, holding others at arms length, once a friendship has sprouted they are fierce allies.

Assail the Continent of Sorrow

Many expeditions have been sent to the shores of Assail over the countless ages, few have returned, fewer still return whole of mind or body.  The shores are treacherous with breakers, shoals and reefs seemingly encircling the land. Few clear landings can be made, and all are watched by one tribe or another. Their are rumers of cities on the shores of the largest river's but even these settlements seem the things of tales not reality. Cursed inland seas and haunted forests are just the start of a journey into Assail lands.

Ancient Unending War

Many wars have been waged over the years, some have claimed cities and continents but non has embroiled the world over as has the Jaghut War. Fought to this day after nearly 30,000 years the war has all but claimed the Jaghut race and their lesser kin. The relentless and tireless T'lan Imass, undead remnants from ages long lost, hunt the Jaghut into extremums, the exact number of Jaghut purebloods is unknown at this time, but scholars estimate their numbers to be in the dozens. Nearly extinct Assail has become their one bastion of survival.

With their lands threatened by treasure hunters and colonist, facing immanent extinction at the hands of undead hordes, the Ice Bloods have become a fierce and capable people. In defiance of the Icebloods wanton destruction and slaughter of foreigners both the Malazan Empire and the Lether Empire have begun encouraging settlement and colonization of the lands of Assail.  

Ice Blood Backgrounds

Every tribe of the Ice Bloods worships their own ancestral spirits, and tribal warfare is a way of life. Ice Bloods while Intelligent tend towards the more savage side of life, hunters, gatherers and warriors, few are the scholars among their kind.  

Expect Ice Bloods to be distrustful of cities and those who dwell within, preferring lives more InTouch with nature and the natural aspects of life on Burn.

 

 

 

 

 

 

Ice Blood Names

Ice Blood names change as an individual grows, a child will have one name known as a hearth name and upon passing into adult hood, will be granted a new name by the clan elders. An individuals name can be as simple as "Old Bear" or as unique as "Icarium Life Stealer" often featuring descriptive's of the individuals deeds or temperament.

Jaghut Icebloods Traits

Ice Bloods skin comes in the hues of ice, green, blue, and grey being the most common, and both males and females have prominent tusks juting up from their bottom jaws. Males tend towards bald heads while Females will frequently grow unreasonably long locks of luxurious hair.

Languages

You can speak, read, and write Common, Jaghut and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Heart of Winter

Once a day you may manifest the Heart of Winter, for 10 min thin wisps of crystalline moister wreathe your body, shedding otherworldly light in a 15-foot radius and dim light for an additional 5 feet. You can end the spell early by using an action to dismiss it.

At 3rd level, the wisp of frozen water provide you with a chilling shield. The shield grants you immunity to cold damage, and the resistance to fire damage.

At 7th level whenever a creature within 5 feet of you hits you with a melee attack, they must make a dexterity saving throw. On a failed save the shield erupts in a hail of ice crystals. The attacker takes 2d8 cold damage from and 1d6 piercing damage, or half that much on a successful save.

At 13th Level you may use this ability twice a day.

Ice Bloods Gift

You gain the spell Ice Knife and may cast it twice a day at 1st level with out spending a spell slot, this does not count towards your max known spells. In addition you are naturally resistant to cold damage and suffer no penalties for being in even the coldest environments.

Ability Score Increase

Your Constitution and Wisdom scores increases by 2, while your Charisma score decreases by 1.

Age

Jaghut Icebloods age similarly to humans but tend to live for several hundred years, seeming to age 1 year for every 10 a human endures.

Alignment

Independent and self-reliant, Icebloods tend toward a neutral alignment.

Size

Ice Bloods are frequently taller if more gaunt than humans, having similar weights but tending towards 7-feet in height.

Speed

Your base walking speed is 35 feet.

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