Homebrew Deeplings Species Details

The Deeplings: descendants of those who ventured into an unknown plane and returned. Touched by the magic of the plane, they were mutated and warped. Although still humanoid, the Deeplings came to possess an affinity for magic, curved chitinous horns, and an additional pair of limbs. When they returned from the plane, the warped ones found themselves shunned by their peers and left to find another land. They eventually landed on the shores of Heoi and claimed it for their own. Of course, this happened before the Gap. Now, the vast history of the Deeplings is forgotten by even their eldest leaders.

Playing a Deepling

You Likely...
- Find wisdom in the teachings of your elders, parents, or religious leaders
- Seek to build or find a sense of community or a way to relate to those around you
- Place survival of all over the survival of the one

Other Races Probably...
- See you too rooted in tradition and unwilling to accept change
- Fear your natural aptitude for magic and distrust you
- Find your chitinous horns and extra arms uncomfortable and awkward to acknowledge

Physical Description

Deeplings are dark-skinned humanoids with four arms and chitinous horns that sprout from just below their hairline. While the vast majority have dark skin, the hue of their skin varies greatly. They tend to be slightly taller and leaner than most humans. Their culture performs a form of body modification called scarification; the designs typically are very ornate and flowing patterns, looking similar to designs found in lace garments.

Society

Before the emergence of Amo, the Deeplings were the most magically advanced race in Thadum Morus. Despite this, and because of their oral tradition of maintaining history through memories of spoken words, they were hit the hardest by the Gap. Suddenly, all the historical memories of their centuries-old elders were lost - with no physical records existing to aid them in recovering their society. Gradually, through dealings with other peoples and through obtaining their records of the Deeplings' workings, they pieced their society back together.

Although crippled by the Gap, the elders of the Deeplings continue to maintain that tradition is the best way to do things - that's how they always did it, so why not continue that way? More and more frequently, however, the youth of the Heoi continent have begun to forsake the elders' teachings. Those that do tend to be more neutral or chaotic in nature and will regularly avoid or ignore common rituals the majority of Deeplings do throughout their day. Noticing this trend, the elders of the tribes made military service mandatory.

Deepling society is reminiscent of tribal society, organized by elders and other religious figures that are elected and remain in power until their death. There are three 'tribes' that comprise the Heoi Confederacy and that are sworn to defend as well as assist one another in peace or hardship. It is not uncommon that gifts of food, wood, or other necessary materials are spontaneously delivered from one city to another to promote goodwill as well as cooperation between them.

Relations

Deeplings have ultimately given up on a peaceful relation with most of the other nations of Thadum Morus. Their refusal to acknowledge the authority of the Treaty of Iretha and therefore the authority of the Guild of Hands has led the other nations to distrust them and suspect them of hiding great magical secrets. Despite the tension with other proper nations, they do maintain relations with the city-state of Watchtower Keep; their latent magical ability has provided breakthroughs in a great many subjects.

 

Names

Deeplings almost exclusively go by their given names, although their full names always include additional names denoting their parentage and tribe. Some choose to include their connection to historic heroes or their childhood idols as well. For this reason, the name of an individual is fairly long and frequently seen as a title to other races. A Deepling that introduces herself as "Noru" might be properly named "Noru Tomari of Tribe Aritu, Line of Ran, Follower of Eiar."

 Height & Weight

The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. That same number multiplied by the dice roll given in the Weight Modifier column determines that character's extra weight beyond the base weight.

 

Base Height

Height Modifier

Base Weight

Weight Modifier

Male

5’ 2”

+2d10

120 lb.

x (1d6) lb.

Female

4’ 9”

+2d10

85 lb.

x (1d6) lb.

 

Deeplings Traits

Deeplings share certain racial traits as a result of their descent.

Age

Deeplings mature at the same rate as humans but can live upwards of 500 years.

Alignment

Deeplings don't have an innate tendency towards good or evil, but their culture's fondness of tradition and community inclines many toward a lawful good alignment.

Size

Deeplings are slightly taller and leaner than humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have superior vision in dark and dim conditions. 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.

Weapon Training

You have proficiency with the longsword, shortsword, and firearms.

Extra Limbs

Every Deepling is born with an extra pair of arms, which allows you to wield and hold up to four hands' worth of weapons, tools, or equipment. The extra arms do not allow you to make any additional attacks or actions on your turn.

Twisted Legacy

You know the Word of Radiance cantrip. The spell deals necrotic damage for you instead of its normal radiant damage.

Languages

You can speak, read, and write Common and Deep Speech.

Previous Versions

Name Date Modified Views Adds Version Actions
12/17/2020 12:29:48 AM
10
1
1
Coming Soon
2/23/2021 4:32:04 AM
15
1
2
Coming Soon
2/23/2021 4:36:06 AM
18
1
1
Coming Soon

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