Homebrew Emberkin Species Details

Hidden in inhospitable volcanic regions and commonplace in the Fire Plane, where the heat is exhausting and life is short and brutal, the emberkin make their homes. They are not common in most lands, mainly due to their dislike of colder regions, but every now and then one leaves behind the stifling militaristic nature of their homelands and seeks out adventure of their own, or to learn about the smaller folk. These proud, strong giantkin stride tall and arrogant, their inner fire burning visibly in their gaze for all to see and granting them the ability to dwell in chillier climates, eager to make their own mark on the world.

Their complexions tend towards darker colorations, often a reddish brown or burnished bronze, their hair usually one of the many, many visible hues of fire (from pale blues to white to shades of red, orange or yellow). Their eyes constantly glow a deep ruddy red of smoldering coals, their ears are pointed and their canine teeth tends to be a little elongated. Due to their inner heat and the warmth of their homelands, most emberkin dress in somewhat minimalistic fashions when not bedecked in armor.

Order and War

Emberkin share many traits with their fire giant ancestors, mainly the tendency towards organized, militaristic societies. Most emberkin settlements and cities resemble nothing so much as military fortresses, and they rarely move out of a region once settled. Magic is used pragmatically, never for frivolity, even divine spells are treated as simply another weapon in their arsenal. Emberkin form large extended families, usually through polygamy, and such families can easily become clans in their own right, leading to political intrigue and classical feudal hierarchies.

At a first glance they seem brutish, even thuggish, but emberkin do not engage in conflict for the sake of conflict. They harshly temper their natural urges like metal in a forge and channel them into martial ability. The downside to this being that those who do not find such a society pleasant often become outcasts and treated as worthless. Intimidation, bullying and corporal punishment is a fact of everyday life in emberkin holdings.

While the emberkin are militaristic, they do not invade, nor do they conquer. At least, not in any of the Prime planes. In the Fire Plane they often serve in fire giant armies or form massive mercenary armies of their own, and claim and hold vast swathes of land, but in the Primes they dislike the climate outside the volcanic regions in which they thrive, and so they remain put. They do, however, carry out sometimes centuries-long campaigns against invaders and monsters, and most emberkin nations on the Primes have a long-time enmity against both red and gold dragons.

Structured minds

The emberkin do not play, nor do they compete. They're assigned roles at an early age as they show an affinity for it and/or according to gender bias,  but are also expected to excel in that role. Military ranks are often considered more important than noble ones, and the de facto rulers of emberkin holds are nearly always their military commanders. In most emberkin domains, all youths of age are expected to carry out at least one term of military service, and anyone who only does the bare minimum is often seen as lesser in the eyes of their peers.

While this can be seen as stifling, it also ironically allows them to fit in even in spite of their physical size and imposing appearances. They quickly spot local hierarchies and easily recognize who to treat with respect. The downside to this is that they have trouble understanding cultures and places where poor and lawless are allowed to remain - among the emberkin, thieves are hanged and beggars are exiled.

Duty and Honor

In emberkin society, military service and experience are highly valued. Their militaries generally grant pensions to warriors no longer able to serve due to age or loss of limbs, and visible battlescars and impairments caused in combat are seen as badges of honor to be respected. If an old man has an eyepatch and hops about on a bronze prosthetic leg, he usually has advice for his younger subordinates ("Don't get killed.").

Emberkin society is unfortunately not equal. While female emberkin are just as strong as the males, they're often treated as second class citizens - women are not allowed to serve in their armies, and are expected to tend to children, hearth and home (or worse, in some cases). This is one of the reasons why many emberkin adventurers are women, having fled arranged marriages or the prospect of future mistreatment.

That said, personal honor is paramount. Keeping ones word, treating lessers with no unnecessary harshness and obeying the commands of superiors are all virtues among emberkin, and lies, deceit and cowardly bullying are seen as despicable. While their cities may be grim and dour, they are also relatively safe, trusted visitors are not at risk of violence or treachery. In fact, emberkin often keep their word even if the opposite party doesn't, though their honor often demands they turn on the oathbreaker the moment their own part has been fulfilled.

 In contrast to this, most emberkin practice brutal slavery, especially of fellow emberkin, and some even sell their own kin into servitude. Hypocrisy is not merely for humans or elves.

Emberkin names

Lineage is important to emberkin, and is generally counted on the paternal side. Any emberkin is expected to be able to state their personal name and then their paternal line back to at least their great-great-great-grandfather. As a result, their names often seem complex and needlessly long to outsiders, but in truth they generally only have a single personal name which they use in day-to-day conversation with friends and allies (though it is generally considered polite to mention at least their father and grandfather when meeting a good friend). In contrast to this, females are often merely expected to honor their immediate father or their husband. Needless to say, many female emberkin adventurers drop the paternal names entirely. Generally for good reason.

Personal names are earned, not simply given. Up until a certain age they generally get referred to as "Hey, you!" or "child", and the coming-of-age ceremony from childhood to pubescence is often where girls and boys get separated into opposing camps - while boys get pampered and ushered into their assigned military careers, girls get harshly taught the skills of home-making and told to be obedient (or else). As a result, male names and female names differ greatly, with male names often being short and clipped and female names chosen for what their parents consider 'feminine' qualities. Many female emberkin adventurers take new personal names as a result, partly to avoid being tracked by their original moniker, but also to distance themselves from years of oppression.

Male personal names: Feruz, Garuk, Heger, Jeziv, Marik, Nirik, Raki, Rokar, Terak, Tarun, Yren, Zazta

Female personal names: Alirazad, Amara, Batzhiba, Dahadra, Falzinar, Han-Nazad, Jezamin, Jabeliz, Miriala, Nurazani, Tulalu, Zeeraval

Naming structure: "Garuk, son of Marik, son of Rokar, son of Zazta, son of Feruz, son of Garuk", "Jezamin, daughter of Nirik" or "Jezamin, wife of Terak" (or, the adventurer version: "Jezamin").

Emberkin Traits

The fire burning within emberkin grants them several advantages.

Ability Score Increase

Your Strength score increases by +2, and your Constitution score by +1

Age

Emberkin are generally considered adult at eighteen, and live around 130 years.

Alignment

Emberkin tend towards Lawful, often Lawful Evil, but this is by no means a certainty. In fact, as most emberkin adventurers are outcasts or fugitives they can possess any Alignment.

Size

Like their distant cousins the goliaths, emberkin are between 7-8 feet tall and weigh between 270-400 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Natural Athlete

You have an innate proficiency in the Athletics skill.

Rekindle the Embers

You can briefly focus on your injuries and heal a number of hitpoints equal to 1d12. You can add your Constitution score modifier to this roll. Add the result to your current hit point total. You must finish a short or long rest before you may use this trait again.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Fireheart

Emberkin have inherited the tolerance of fire from their distant fire giant ancestors. You gain resistance against fire damage, and have advantage on saving throws against fire damage.

Languages

You can speak, read and write Common and Giant.

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