Homebrew Atheran Species Details
Eldritch architects, Children of the far shore, The outsider's kin, are just some of the names the Atheran people are know by. A odd people, know for a distinctive marbled skin, coming in all shades of color. Most Atherans have two colors to their skin, one inherited from each parent, though they never inherit the same color from both. Some times rarely they can have a third color. Usually this only happens if both their parent had the same color, though it can rarely happen regardless of their heritage (I.E. If both parents have blue/green marbling, the child will have blue/green marbling and will have a third color at random). Their eyes color is Completely heterochromic. Like their skin, inheriting one color from each parent though Eye color doesn't always match skin color. Hair color oddly is always random, and doesn't seem to be inherited from their parent, and is just mono colored instead of having multiple colors like their skin and eyes. Atherans while lacking any other form of facial hair, are know by their fiber optic like whiskers that grow out of the cheeks of both genders. They can have these unique hairs glow in several different colors and flash in patterns, usually based on their own emotions or feelings, though adult Atherans can control the effect. The other defining trait is their prehensile tails. Long and thin but muscular, and tipped with four finger like tendrils. They are fully capable as acting as a manipulator.
Know one knows the exact origin of their people, but the first recorded sighting of them was in the astral sea by Gith'Yanki pirates, when they ran across one of their "Hive Halls". The survivors would latter tell tales of a building, significantly larger on the inside than the out. No bigger than a small building from the outside, but opening up into miles of twisting and and turning halls, that seem to lead in on each other at impossible angles, filled with all sorts of unexplained oddities, Most of which proved lethal. When they finally encountered the residents, a strange people, glowing whiskers, colorful marbled skin, and prehensile tails. They spoke with no words but gestures, and flashing color patterns from their whiskers, and proved strong defenders of the Escher like home. Soon more of these Hive Hall were reported in many other areas of unstable nature, such as Limbo, or the Dread Domains, and while zealous protectors of their homes, proved amendable to trade and talk to those that come to them in peace.
Eldritch Artisans
Atheran's love creation is only matched by their exotic imaginations, creating all sorts of magical items and architecture for nothing more than whims of a daydream and the joy of the making. This has earned them a certain amount of infamy among the people who deal with them, who never can truly know what the next trinket will do, or were the next door will lead. Why their work is not viewed to the same quality as the Dwarves or the Elves, the uniqueness and often time surprising traits of their craft has earned the respect, and some times terror of even the most skilled craftsman.
Living in the Halls
While most Hives are often separated by vast distances, the Atheran people are very communal people, and usually welcome visitors with open arms, though will not hesitate to defend their homes from those they perceive as a threats, And many of the outer section of the hive is often were the most dangerous architecture is build for this very purpose. Atherans have little reason to ever leave their homes, due to the strange nature of their buildings they can usually expand as needed, and source whatever they may need from with in, but even these constructs have limits, and when a population of a hive hall exceeds what it can support, a number of the population migrate to create a new hive hall for themselves else were. This event is referred to as "The Separation" and is often treated as a bitter sweet event, as the town wish the migrants the best, while giving what is likely to be final good byes, though it is considered to be a great honor to be apart of.
Cultures of the Hives
While the life of a Aethran can very from Hall to Hall, their are some common traits among all Hive halls. Most are curious by nature, and maintain strong social ties among those they consider part of the "Family". Family being their close associates, blood relatives, and those that live in their community or group. All who live in a Hive hall are family to a Atheran. Atheran Names are a combination of several factors, A first name chosen by their parents, a middle of the name of the Hive they were born in, and a last name of their Family. (Ex Mayceal Kestrim Helminst, Mayceal who came from the Kestrim Hall of the family Helminst). In their non verbal language, names are communicated through a collection hand gestures.
Traveling from home
Atheran adventurers are rare, but have been know to happen. Some get tire of their hive and leave of their own volition, but more often than not they are usually the lost or a exile. A lost is a Atheran who was on a Migration, but due to the dangerous natures of their preferred Planes was separated from their family. While the family will try to find their missing member, this can be impossible in some circumstances, and are forced to move on due to the planar dangers. The Lost, as they are commonly referred to, if they survive will find them selves far away from their family, sometimes on separate planes entirely. A exile is a Atheran who committed a major crime with in their hive. Malicious creation against the hive, murder, destruction of critical builds, are just some examples of what can cause a Atheran to be cast from the hive. The individual will be marked in some way, with either a branding or a tattoo that details their crime, given a small satchel of supplies, than cast from the hive hall. Usually due to the dangerous nature of the planes, this ends in death. though on rare occasion some survive, these individuals often find new live else were, or even find a new home among another hive hall, if they can prove themselves redeemed to the new home.
Atheran Traits
Atherans have developed several unique traits to survive in the unusual environments they call home.Handy Tail
Atheran Tail's are as strong and dexterous as their arms and they often use them to hold equipment, to use tools, or even for somatic components for spells.
Eldricth Architects
Atheran have a innate ability to understand unnatural geometries and construction due to their long history outside of normal reality. Whenever you make an Intelligence (Arcana) check related to the purpose of navigating a Magical or ephemeral construction, you are considered proficient in the Arcane skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also gain proficiency in one set of artisan's tools. (your choice)
Languages
Most Atheran learn a unique means of non-verbal communication known by others as Atherin. While the Atheran people have no specific name for it and tend to only use it amongst themselves, due to the difficulties other have with it. They learn to use their whiskers to show emotion and general need from birth, they learn hand sign for more specific descriptions as they grow.
Size
Average height of a Atheran is around 5 to 6 foot on average.
Eldritch Knack
You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Protection from Evil and Good spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Rope trick spell once with this trait with out material components. (a spectral but solid rope will fall from the opening) and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Alignment.
Most Atherans are neutral by nature, their chaotic imaginations and whims balanced by their lawful sense of community. Though their strange natures and outside perspective often preclude them from becoming strait good or evil. Instead trying to find middle ground between the two, or even stranger options.
Speed
Your base walking speed is 30 feet.
Ability Score Increase
Your Intelligence score is increased by 2, and your Dexterity is increased by 1.
Age
Atherans mature more slowly than humans, reaching adulthood at around 30 years. On average they can live to about 500 years.
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