Homebrew Elsenkhüm Species Details

About us:

We are a group of friends who have been playing D&D and other RPGs for quite some time now. As such we have been thinking and tinkering of ways to address the issues we see with some mechanics and other points of the game. In recent years with the encouragement of strangers and friends who came about to appreciate our homebrews we decide to start publishing our ideas and creations.

The collection takes the name “The Wallenoth Homebrew Collection” because of the world setting we use. A homebrew we hope to share with you all in time.

We hope you enjoy our ideas as much as we have!!

History:

The desert people or the Elsenkhüm, are the result of many years of exposure to the Great Desert, the “Dunned Sea”, which is the largest expanse of land within the Wallenoth continent, accounting for almost half the territory, right in the middle of it.

The mythos of the Elsenkhüm tells about an ancient civilization which dominated all the other nations in the continent with magic and technology not seen to this day. The other civilizations joined and tried to cast a spell to subjugate these Ancients. The spell failed and succeeded at the same time.  In the casting the caster lacked the magical power needed to finish it, resulting in an immense explosion killing all the casters and dignitaries present. The second effect of the spell was the collapse of the Asran Peaks, creating a rift connecting the inner sea with the ocean. The sea in a matter of months was completely drained, destroying the ancestral civilization.

There is no proof in the present day that this story is true in any way. No ancient city or records have been found, but the Elsenkhüm tell this tale as certain to their kin.

Appearance:

The desert has given their marks onto the ElsenKhüm. To resist the freezing temperatures of the desert with the high solar radiation, both from the sun itself and reflected by the sand, their eyes have reduced in size, their skin and hair grown thicker and darker, they became bulkier and resilient to dehydration. 

Customs:

Known as second class by most people in other kingdoms and empires they tend to maintain a low profile while not in the desert among their kin. However, if you go to an Elsenkhüm camp or city and watch them on their natural habitat you will see merchants chanting the products they have for sale, singers, dancers, performers of all types on the streets, craftsman and so many spices, everything decorated with lush colors, a bright and vibrant lifestyle. They hate going into caves or any other underground place and will avoid it if possible.

Their nobles will own large palaces near the very few oases controlling the of water, or extracting the purple spice, used as a replacement for magic ingredients and enchanting, from the desert, a secret only known by those directly involved with the process.

Beyond the trade, music and craftsmanship they are very serious in their adoration of the gods. They are followers of Els Asran, the Guardian of the Sands, Usny Asran, the Guardian of the Waters and Sal Asran, the Guardiam of the Wind, aspects of the good Asran.

Elsenkhüm Traits

Star guided, Thick skin, Small eyes, Favorite Aspect

Ability Score Increase

Your Wisdom and Charisma scores are increased by 1, and 1 score point wherever you choose.

Star guided

Given their need to move across the desert’s perils, they always know which way is north, and cannot be disoriented by magic.

Thick skin

You are not affected by cold weather effects.

Small Eyes

The size of your eyes is good for avoiding the sand but not very good when you need to see very far. You get a -2 to your passive perception.

Favorite Aspect

As all Elsenkhüm, you pray to Asran but you have a favorite aspect of it you pray harder to. You get a benefit from the aspect of your choice (you may chance the aspect you pray to by praying 7 days to a different aspect, the casting modifier is Charisma):

  • Aspect of Sand (Els): by praying to Els you get the cantrip Prestidigitation, at third level the spell Longstrider, at fifth level the spell Hold Person, you may cast these spells once per long rest using this trait.
  • Aspect of Water (Usny): by praying to Usny you get the cantrip Dancing Lights, at third level the spell Purify Food and Drink, and at fifth level the spell Lesser Restoration, you may cast these spells once per long rest using this trait.
  • Aspect of Wind (Sal): by praying to Sal you get the cantrip Mage Hand, at third level the spell Feather Fall  and at fifth level the spell Gust of Wind, you may cast these spells once per long rest using this trait.

Languages Known

You know commun and another language of your choice.

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