Homebrew Zyrtellian Species Details

In the deep recesses of the world, hidden by mountain bones or forest veils, surrounded by the blood of All worlds, the descendants, the Blessed ones, live in harmonious Chaos. Zyrtel had left, but there was much that remained, and it is from these and within this that they rose and rise.

Temples of stone and hardened earth; holes in cliffs, so close to caves many pass by, but filled with crystalline homes and libraries; trees grown together into one, holding the lives of multitudes within their branches and their bodies.

And the beings within: stronger, swifter, resistant to the world and its many dangers. Life has taught them much; they have taught each other much more; their heritage is of learning and growth. Beware. Beware the Blessed ones, the ones of No Death.

In the reckonings of most worlds, Zyrtellians don't exist. Beings from all races found their way to the places where this mighty culture lives, and became united through this life. Refugees that got lost, outcasted rangers and rogues, and the strangest ones from all worlds. But after generations, the magic of Zyrtel, the great Being said to have started their sanctuaries, has seeped more and more swiftly into the people who wander in.

A Broad Spectrum

With their penchant for accepting any and all beings, Zyrtellians are more physically diverse than other races. There is no typical being for them. An individual can stand from 3 feet to a well over 10 feet tall and weigh from 100 to 500 pounds. Their skin tones range in the entire visible light spectrum (and a few other spectrums), and hair colors are no different. Some have horns, some have gills. The best way to describe them would be "a little to the left" of their descendance. Zyrtellians reach adulthood by 25, and none of their ages at time-of-death have been recorded.

Variety in All Things

Zyrtellians tend to be extremely adaptable and ambitious people. They have widely varying tastes, morals, and customs in the many different places where they have settled. When they settle, though, they stay: they build every structure and every home to last for eternities. An individual Zyrtellian may know how to do a wide variety of things, and can do more alone than most other people could with entire cities to help. They live in the now, in what they can do in the moment, but are always looking forward when they make a decision. Short-term effects are all good to them, but looking long-term helps them avoid a mistake that could cost lives. Their great powers have bestowed them with the immense duties of being so strong. Individually and as a group, Zyretllians are adaptable change-makers, and they stay alert to all decisions and situations.

SHADOWS OR LEGENDS

Since few Zyrtellians ever leave their homes, they tend to either blend into wherever they travel, or stand out like a Goliath amongst gnomes. Because of this, different peoples have adopted different beliefs regarding "The Strange Ones" and whether or not they even exist.

Dwarves: “Oh, they exist alright. Get into more trouble than humans and harder to find than an elf fighting fey. But when you do find them, stick around. They don't let things go on hurting and they have magic greater than even mighty dwarf mages.”

Elves: “They aren't real. Or, at least, they aren't a blood-people. Perhaps a guild.”

Halflings: “They're just folks with a few prominent features. Don't listen to those superstitious folk. They think black eyes or green hair on a human is dangerous.”

Humans: "What are you talking about? There isn't anyone like that in the cities. Maybe there's a few strange folks out in the far-reaches, but there's always been strange folk out there."

Tieflings: "They exist. You can't see them, but they're there. They're the shadow that makes sure you get home safely, or the mysterious figure who chases off the mob. But you can't say anything. They don't like being noticed."

 Gnomes: "Sure, they come by all the time. One came through just last year, a tiefling-looking one over eight feet with a tiny elf child. Said they were teacher and student. The elf had claws and the tiefling had horns like hair. Don't know why everyone seems to think they're so weird."

Dragonborns: "We don't talk about it."

Keeping Balance

A Zyrtellian's life revolves around more than just their careful power or their communities. Many dedicate the supposed eternities of their life to maintaining the balance of worlds. Some travel between planes to bring necessary harmony or chaos. Some wander among the starry-scapes of dreams. Some stay on the same plane they were born, ending wars, negotiating peace accords, or even just helping plant a community garden.

Nothing is considered too small. After all, a pebble can tip the scales.

Warriors of Old, Even Youth

Zyrtellians don't need to have lived centuries to be mighty fighters and mounted combatants. Instead, they learn alongside such people their entire childhood. Even a teenage Zyrtellian has enough skill to take down several larger opponents single-handedly.

Zyrtellian Names

Having so much more variety than other cultures, Zyrtellians have no typical naming conventions. Usually, their descendance has a play in their name, or they'll keep their old one if they were a Wanderer. Many Zyrtellians will pick multiple names, used for various people, places, or situations. For example, a tiefling-descendant might call themself "Trust" when among their people, but Aktanon around commonfolk, Banda when visiting with halflings, and Lord Prisx when in the presence of nobility. A human-descendant might call herself Mara with one person, then turn around and introduce herself to a stranger as Alexand, and tells the bartender her name is Scourge, of the Rising Waves clan.

Zyrtellian Traits

Your people are of different places and times, but you share these traits with nearly all of them.

Vision

You can see in darkness as though it's day for 60 feet. You can see in dim light as though it's day for 200 feet. You have blindsight for 60 feet. You have tremorsense for 30 feet.

Natural Aid

You gain an animal companion with a CR matching your current level. This companion can change to a different creature as you progress through the ritual spell Realize, which can only be performed once every three months. Your companion acts as a separate member of your party, able to decide its own course of action in attacking and defending. It will never leave you, and will obey you if you give it a command as a bonus action.

Warrior

You are proficient with all types of common armor and weapons. You have proficiency with one exotic weapon.

Ability Score Increase

Your ability scores each increase by 2.

Age

Zyrtellians reach full maturity at 25, and live... long.

Size

Zyrtellians vary widely in height and build, from barely 3 feet to well over 10 feet. Regardless of your position in that range, your size is Medium. (DM may decide otherwise)

Speed

Your base walking speed is 35 feet. Your base climbing and swimming speeds are 40 feet.

Languages

You can speak, read, and write Common and three extra languages of your choice. Zyrtellians typically learn the languages of their bloodlines and peers, including obscure dialects, ancient codes, and signs. They are fond of sprinkling their speech with words borrowed from others: Giant idioms, Gnomish metaphors, Celestial curses, and whatever else comes into their minds.

Elf-Descended

You are descended from the same blood as elves. While you look similar enough to these very distant relatives, your face is more edged, your eyes molten where they should be amber and shimmering where they should be silver, and you step lighter than even the most artic-living.

 

Human-Descended

You look entirely human... except for the streaks of bright color that run through your hair or eyes or along your skin.

Fast Learner

You now gain proficiencies after only half the normal time, and gain two extra languages of your choice.

Previous Versions

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