Galaan, Rebalanced Races Edition
Still in WIP, so if you see any category with a WIP tag, it will be very brief and to the point. Don't take it as gospel.
Races
Galaans races are quite a bit different than the traditional Forgotten Realms, d20 TRPG staples. For the most part, assume that many of the traditional fantasy races are extremely rare within the setting and often play a very little role. \pagebreakNum
A L O N D I A N S
Dual Nature
A race created from the unlikely union between Invictans and Yarions long ago, the Alondians weren’t officially recognized as being their own race until a few centuries ago, due to the predominance of either Yarion or Invictan blood and no real self-identity. Over the centuries, traits began to generally stabilize and they became the Alondians. They hold both qualities from both the Yarions and the Invictans. From the Yarions, they got a deep curiosity and inquisitive nature, and from the Invictans they got their deep faith in community and democracy.
Ingenious
A clever race of people, they have an innate ability to quickly deduce magical effects. With that knowledge, they can easily reverse engineer magical effects and spells. This makes them a uniquely suited enemy for dealing with supernatural threats, as they can break down all sorts of magic and deal with them quickly. This is believed to be the result of Yarion’s magical intuition mixing in with the Invictan’s low-level telepathy.
Alondian Names
Masculine Names. Frederick, Theodore, Vincent, Andre, Adrien, Marian
Feminine Names. Alicia, Valerie, Marianne, Éléonore, Stéphane, Bélise.
Alondian Traits
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 1. Two ability scores of your choice increase by 1 as well.
Age. Alondians age at the same rate as a standard human until the age of 20, in which their aging process slows down to about a third a rate of a standard human’s. Most Alondians can live up to 200 years on average before succumbing to old age. Most Alondians in the frontier can expect to live to about one century before succumbing to the many dangers of Alondo.
Alignment. Alondians are part of the few civilized societies after the fall of the Invictan empire. They tend to lean towards lawful alignments, as a result. At their best, they tend to be altruistic and charitable, but at their worst, they can be xenophobic and avaracious.
Size. Your size is Medium. On average, women tend to reach around 5’8” in height, and men can range from 5’10” to 6’4”.
Speed. You have 30ft walking speed.
Sorcerous Pulse. Hailing from their Yarion ancestry, Alondians also command the unpredictable magic of their ancestors. You know one cantrip of your choice from the sorcerer’s spell list. However, whenever you finish a long rest you forget the existing cantrip and learn a new cantrip from the sorcerer’s spell list. You cannot select the same cantrip you knew the day before. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.
Mystic Intuition. Once per round, when a spell or magical effect is being casted within a point you can see, you may gain insight on the effect learning the following: school (if any), primary effect (damage, healing, or misc effect), and the name of the spell, if the spell is known to you. Upon learning the information, you may use your reaction to gain advantage on the save against the effect or impose disadvantage on the attack roll.
People Person. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You gain advantage on all ability checks you make with that skill and become proficient in it.
Enduring. You gain advantage on rolls to resist exhaustion.
Languages. Yarion, Invictan, Alondian, and one extra language of your choice.
Kroslavs
The Heart of Winter.
The jovial hunters of the tundra, many Kroslavs, or in their language “Goustjunn”, are a passionate people, despite the cruel and frigid nature of the tundra they live in. Frequently throwing festivals, parades, communal hunts, and all manner of events, Kroslav culture is the main reason why many people around the world go to the tundra for vacation. The Kroslavs believe that a life worth living is a life filled with laughter and joy. To the Kroslavs, even the most trying of times are meant to be challenges that will make future bad times seem lesser in comparison.
A Mother’s Love.
While Kroslav society puts a heavy emphasis on both men and women pulling their weight for the survival of the village, there is a special emphasis on the maternal roles. Many mothers, of any culture or race, are often held with the highest respect. Doubly so if the mother in question is also a warrior or huntress themselves. The Kroslavs believe that a strong mother raises strong children, and that without the proper guidance of a mother, many children cannot lead happy lives. It is considered taboo for a mother to abandon her child, no matter the circumstance. It is not too uncommon for many women of Kroslav culture to adopt children who have lost their mothers. The honor of a family rests solely on the deeds of the children, which falls back to the mother.
Big Eaters.
The Kroslavs, due to the caloric needs brought upon them by their size, strength, and need to survive in the frigid temperatures of their homes, have some of the largest appetites out of all of the races. Most Kroslavs have a predisposition towards fatty foods and meats, and often get their carbohydrate intake through mead. This makes them both a blessing and a curse for many human taverns that they happen themselves upon during their travels. For an average Kroslav, they require, at a minimum, at least five times the amount of supplies an average Invictan consumes, making them rather taxing upon many parties-- though their strength in battle sometimes far outweighs this drawback.
Kroslav Traits
Ability Score Increase. Your Strength score increases by 2.
Age. Many kroslavs live to the tender age of about 90, should they die a peaceful death of old age. The prime of a Kroslav is much longer than the prime of any Invictan; however, when Kroslavs reach near 70 years old, they begin to rapidly age, with many Kroslavs going from what appears to be a 30 year old individual to an 80 year old man within five years.
Alignment. The taiga is harsh, and the rules of nature sometimes hold precedence over the rules of civilization. Many Kroslavs do what they have to do when the time to act comes. At their best, they are honorable, proud hunter-warriors, and at their worst, they are belligerents that abuse their physique to bully other races
Size. Kroslavs vary between 7~8ft tall and weigh anywhere from 300 to 600lbs
Speed. Despite their size and overall stature, many Kroslavs find no difficulty at moving at the same pace as Invictans. Your movement speed is 30 feet.
People of the Tundra. You are resistant to cold damage.
Natural Armor. You have tough skin. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You may wear a shield and retain this benefit.
Powerful Physique. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Goust and common.
Northern Kroslavs (Goustjunn)
Many Kroslavs that inhabit the tundra have features befitting of the beasts that they hunt with thick claws in place of nails and enlarged canines. Some individuals even have small horn-like growths. These traits, put together with their black gums and overall muscular physique makes the average Kroslav seem almost more beast than human.
Ability Score Improvement. Your Constitution score increases by 1.
Resilient. Your hitpoint maximum increases by 1, and increases by 1 every level after.
Savage. Your critical damage rolls get an extra damage die.
Northern Warrior. You gain 30ft of swimming speed and you are proficient in handaxes, greatswords, longbows, and warhammers. Additionally, you are proficient in two martial weapons of your choice.
Southern Kroslavs (Goustinn)
Inhabitants of the Invictan-Kroslavian mountain range, natively known as Wyrmspine, the Southern Kroslavs are only known as dwarves, or “Goustinn” by their northern brethren, as to many other people in Terradeon, the Goustinn, just like their northern brethren, Goustinn hold a relatively strong, naturally tough body type; however, unlike the Northern Kroslavs, the Goustinn are relatively squat individuals with a wide chest and short, thick limbs. Despite their build, the Goustinn are deceptively agile and comfortably travel within the massive caverns and unstable pathways that exist in their mountains.
Ability Score Increase. Your Wisdom score increases by 1.
Keen Smell. You have advantage on all Wisdom (Perception) checks based on scent.
Blood Tracker. Your mind is hard-wired to sense the weak and wounded. You have advantage on all Wisdom (Survival) checks made to track any creature whose current hit points are below half their maximum hit points or have an open wound.
Natural Hunters. You gain proficiency in two of the following skills: Athletics, Survival, Perception, Animal Handling, or Nature. Additionally, you may choose to have your unarmed strikes may deal an additional point of damage. When you choose to do so, your unarmed strike is changed to dealing piercing damage instead of bludgeoning, and you may use your Dexterity modifier in place of Strength.
Modified Movement. You have a climbing speed of 30ft and ignore difficult terrain caused by icy surfaces, as well as those caused by deep snow.
Darkvision. You have 60ft of darkvision. You may see in dim light as though it were bright light and darkness as though it were dim light.
Mountain Acclimation. You don’t suffer any penalties from high altitude, and do not suffer any penalties from altitudes any lower than 20,000 feet.
Prime Humanity
Of the Stars
Humanity, and those that descend from them, are in fact not native to Galaan. Instead, humanity originated from the planet of Ozalaan, Once an advanced, star faring civilization that emigrated to Galaan hundreds of thousands of years ago. The reason why or how they did it is currently not understood, and many scholars would scoff at such an implication were it not for the fact that the Ruddaharans, and the continent itself, originates the orbital parent of Galaan.
Divided
It has been confirmed, through autopsies and such, that the various human races in Galaan are one, although for organization’s sake, several groups of individuals have been labeled as “Prime Humanity”, or individuals sharing the same general biology to other human groups, with the exception of supernatural influence. Due to the additional organs and biological features that the Kroslavians, Ruddaharans, and Yarions possess, they are collectively known as “demi-humans”.
Human Traits
Ability Score Increase. You may increase two ability scores of your choice by 1.
Age. Most humans rarely live beyond 80 years old, and usually succumb to natural complications that arise from aging, although a few have lived beyond a century. For many humans, their fighting age stops at around 50 to 60 years old.
Speed. You have a walking speed of 30ft.
Variant human is totally allowed if you want to make a non-Invictan/Otoran.
Human Subraces
Invictans
The once great conquerors of the continent of Terradeon, the Invictans are a diverse group of people that physically differentiate depending on which region of the continent they come from, with tones ranging from ebony to ivory, hair ranging from coarse and curly to straight and smooth. Many Invictans are of a short, but powerful build, and find many coordination activities easy to pick up, making them some of the most effective infantry and mercenaries in Galaan.
Although the Invictan empire is no more, many Invictan city-states still hold up to this tradition, as it served them well against many bandits and monstrosities that prove to be a threat to their borders.
Invictan Names
Masculine Names. Leonardo, Tullus, Gallio, Kaeso, Titus, Francisco, Antonio
Feminine Names. Henrietta, Auria, Lartia, Lucatiel, Moira, Amata, Minervina
Invictan
Height. Invictans are small in comparison to the rest of humanity. In fact, many Invictans sit comfortably around 5’2”, although Invictans that hold some semblance of Kroslav or Ruddaharian ancestry can easily stand at or over 6’.
Languages. You know Invictan and/or common, and two languages of your choice.
Limited Telepathy. You may telepathically share emotions and simple concepts with creatures that you are closely connected with as long as you are within 100 ft and can see them. You are considered to be connected with a creature in this way if the two of you have a mutual trust in one another and have at least spent ten days working with one another.
If the creature is Invictan, then you only require one day and may also telepathically communicate images and short phrases (no less than five words) and do not require vision of them.
You may be connected with up to ten creatures in this way. A bond is broken if the creature makes an intentional hostile action towards you or if they become disloyal to you. You always know how loyal a bonded creature is to you and their overall attitude.
People Person. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You gain advantage on all ability checks you make with that skill and become proficient in it. Additionally, at the start of your turn, when an ally is within 5ft of an enemy you are targeting, you gain advantage on the first attack roll made against that enemy.
Close Quarters Mastery. You may move through the space of a hostile creature as though it were difficult terrain without needing to make a tumble check. If the creature is two sizes larger than you, then you do not expend any additional movement. You are additionally considered proficient in shortswords, spears, daggers, hand crossbows, sickles, slings, shields, and light armor, as well as land vehicles.
Otorans
Holding domain over Teikoku for thousands of years, the Otorans hold many similarities to Invictans culturally, with a heavy emphasis on honor and imperialism. The Otorans are a fair people with hair that can range from chestnut brown to a deep, raven-black color, and their eyes can range from black to light-green. Their skin can range from a warm ivory to a warm beige tone. Many Otorans have a lithe, powerful build.
Otoran Names
Masculine Names. Hanying, Yimu, Jie, Yu, Tian, Fu
Feminine Names. Xia, Jin, Xun, Chang, Huo, Feng
Otoran
Height. The average height of an Otoran is around 5’9”, although many Otorans deviate from that by a margin of several inches.
Languages. Common, Teiko, and one additional language.
Martial Traditions. You are proficient with two martial weapons of your choice and with light armor.
Aggressive. You may use your bonus action to move up to your speed toward an enemy.
Adrenaline Rejuvenation. Channeling your connection to your clan's spirit, you find the resolve to continue fighting despite your wounds. As a bonus action you can temper your spirit. For 1 minute, at the beginning of your turn, if you have at least 1 hit point remaining, you regain a special reserve of temporary hit points equal to half your level (minimum 1).
Once you use this trait, you can't use it again until you finish a long rest.
Ruddaharan
Of Roses and Ashes
The Ruddaharans are the fiery spirited denizens of the southern continent of Ruddahara. Worshipping the Rose Goddess At’weri, many people of Ruddahara subject themselves to a semi-nomadic life as they explore the golden deserts and ancient ruins that dot their land.
Those that do settle down often settle in the ancient ruins of the Old Empire and carry out ceremonial duties. Each settlement is led by a priestess, which is more often than not the wisest and most talented individual of the settlement.
The people of Ruddahara are a passionate group of people, with a wider and more expressive range of emotions than the other races of humanity, both positive and negative. At their best, they can be generous, charitable, and integrous. At their worst, they can be obsessive, spiteful, and/or disdainful to an extent that many would deem the territory of insanity.
Golden Empire
Not only the largest empire by landmass alone, the Sorkh Empire boasts an extraordinary amount of wealth and access to rare materials. It is not uncommon for many in Ruddahara to decorate themselves in fine gold or mithril jewelry and hoard all manner of valuable curiosities. In fact, building a hoard of treasure is often a way of showing status in the empire, as it shows that one is capable of amassing and protecting such wealth.
Scars of Zalataar
According to legend, the people of Ruddahara come from the orbital parent of Galaan, Zalataar. Once a prosperous and beautiful jungle planet, the Zaltaari empire, and all that stood on the planet, were scorched by the heat of the twin stars, Sinoom and Anuku.
It is ill understood why the star deities destroyed Zalataar, although some cults in the empire believe that the twins elevated the people of Zalataar to join them in the cosmos, and that’s why there are many stars in the sky. Others believe that the gods wished to share their candescent beauty with those that summoned them. The reasoning for the scorching of Zalataar is a rather sensitive topic among religious scholars, and is often avoided.
All scholars, however, believe that the people of Ruddahara, the capital island of the Zaltaari empire, were spared when the goddess of the moon, Galaan, decided to save the Zaltaarans by embracing Ruddahara and making it part of herself.
This legend and the extraterrestrial origins of Zalataar have decided to be a definite possibility by many scholars around the world, as the architecture and principle language of Zalataar show no similarities with any other country in the world. Furthermore, many minerals are unique to the deep deserts of Zalataar.
Ruddaharan Names
Ruddaharans other than than the royal family or its subfamilies, don't carry family names, but instead, they carry titles. "Chavi, Slayer of Cowards" for example, or "Noha of the Dragon's Eye". Most of these titles are usually self-proclaimed, however gathering a reputation where you are granted a title by the populace is considered the high point in one's life.
Feminine Names. Rahima, Sharava, Lilith, Nammu, Asharru, Citlali
Masculine Names. Rida, Uqbah, Abdul, Akiiki, Sabatok, Tzekel.
Unisex Names. Adel, Amir, Reda, Mert, Razan, Ehsan.
Ruddaharan Traits
Ability Score Increase. Your Dexterity score increases by 2
Age. Ruddaharans average around 90 years old and retain their ability to fight and adventure adequately until about 70 years old. They age and mature at the same rate as humans, although the prime period for women lasts a few years longer than men.
Alignment. Ruddaharans are seen as a passionate sort of people, with their emotions often getting the better of them. Most are usually chaotic good.
Size. Most Ruddaharan women stand at an average of 6’10” while many Ruddaharan men stand at an average of 6’4”. Your size is medium.
Ruddaharan are also abnormally dense, with it not being too uncommon for an athletic woman to weigh around 300lbs and an athletic male to weigh around 250lbs despite a deceptively average, or even skinny physique.
Speed. Your base walking speed is 35 feet and you do not require any additional movement to climb.
Desert Acclimation. You may roll with advantage on Constitution checks made for Extreme Heat, and you additionally require half as much water per day to stay hydrated.
Languages. You can read, write, and speak Sorkh and Common.
Imperial (Sorkhasi)
Sorkhasi are almost entirely defined by their pride, as Sahra'a is one of the finest places to live in on the surface world. The educational programs of many Sorkh Empire cities are also second to none, boasting some of the highest literacy rates outside of Yarelle at a whopping 90%. Though, at their worst, the Sorkhasi are stereotyped as being arrogant slavers.
The Sorkhasi are seen as exotic beauties, and many by the coast or mountains tend to have more metallic skin tones such as bronze, brass, or burnt gold.
Ability Score Increase. Your Intelligence score increases by 1.
Imperial Might. You are proficient in longswords, spears, rifles, and one additional weapon of your choice.
Imperial Education. You have proficiency in two of the following: persuasion, history, performance, investigation, or an artisan tool of your choice.
Grace of the Goddess. Upon making a successful attack, you can choose to immediately move 5ft without provoking an opportunity attack. You may move a total number of feet per round equal to half your total movement (rounded down to the nearest 5ft). This movement does not count towards your total movement and ignores difficult terrain or minor obstacles (up to half your height).
Trade Language. You know one additional (common) language of your choice and one additional exotic language of your choice.
Highlander (Mahuya)
The highlanders are easily identified by their dark red skin, though overall it’s different shades of red, dark red being the most common. Most highlanders often adorn themselves with make-up made from ash, often in traditional glyphs. Their facial structure is similar to the average Ruddaharan, though their noses are slightly thinner, and their eyelashes slightly longer. Most have dark red skin, generally attractive, most usually have some manner of ash make-up.
Ability Score Increase. Your Strength score increases by 1.
Superior Physicality. Your walking speed is increased by 5. Additionally, your long jump is increased by 50% and your running high jump is equal to 6 + your Strength modifier. You also don’t suffer any penalties from high altitude, up to 20,000 feet.
Dense Body. You expend one additional foot of movement for every foot that you swim, on top of movement penalty for swimming.
Path of Mahoon. Your unarmed strikes deal 1d4 + your Strength modifier.
Enduring. You may go without food or water for a number of days equal to 7 + your Constitution modifier.
Prana Protection. As an action, you may fill your body with a near supernatural vitality, gaining temporary hit points equal to half your level + your Constitution modifier. These temporary hit points end at the end of your turn, three rounds from when you activated it. Additionally, while these temporary hit points remain, you gain a +1 to damage rolls on melee weapon attacks. After you use this trait, you do not regain access to this trait until you finish a short or long rest.
Powerful Build. You count as one size larger when accounting for carrying capacity.
Nomadic Nature. You gain proficiency in Athletics and Survival.
Ashborn (Rudhu)
The ashborn are named so due to their ash-grey skin, which can vary in shades from silver to charcoal. Notably, their blood is hot (about 175 Fahrenheit) and radiates a magical heat and light. Some might have light-red or orange freckles that faintly glow, as a result of their blood. In addition to freckles, they might have veins glowing brightly along their skin that look more like ‘cracks’ from a distance, giving an appearance of cooling magma. Hair color can range from a black with streaks of grey to more ember-like colors.
Ability Score Increase. Your Charisma score increases by 1.
Embered. You are vulnerable to cold damage and resistant to fire damage. You are immune to the damage caused by non-magical fire. You aren’t affected by Heat Metal casted at 2nd level.
Innate Spellcasting. You gain the Fire Bolt cantrip. At 3rd level, you gain the Burning Hands spell that you can cast once per long rest. Charisma is your spellcasting modifier for these spells. You may cast these spells without requiring any material components.
Legacy of Zalataar. Upon reaching 3rd level, you gain further access to the power deep within your embered soul. You may use your action to kindle yourself. While kindled, shed bright light in a 20 foot radius and dim light for an additional 20 feet.
While in this state, the range of your melee attacks are increased by 5 feet and you may deal bonus fire damage equal to half your level on a successful attack, and once per turn you may increase the fire damage dealt by a melee attack to equal your level. If you hit a target beyond the normal range of your weapon, they only take damage from the bonus fire damage. Additionally, your ranged attacks are imbued with holy flame. The next successful attack roll against a creature struck by your ranged attack will have advantage until the start of your next turn and will deal an additional amount of fire damage equal to half your level.
At the end of each of your turns, you take damage equal to half your level (rounded up).
You may end this transformation as a bonus action, dealing fire damage equal to your level to every creature within the radius of your bright light and gain a level of exhaustion. This feature cannot be used until the completion of a short rest.
Watercrested
Covering a large area, the Watercrested are a diverse group of people, often sharing traits with those that they are near, though staple traits are tan skin and dark wavy-to-curly hair, though blonde hair is a rare, but not too unnatural trait. In many Watercrest cultures, there is a belief that long hair marks youth, and that when one gets married, cutting one’s hair is a sign of maturity and adulthood. The Watercrested are called such due to unique sea-blue markings that manifest on them. These markings grant them minor magical abilities.
Ability Score Increase. Your Constitution score increases by 1.
Speed. You have 30 feet of swim speed.
Ocean Acclimatization. [Replaces Desert Acclimatization] You can hold breath for 15 minutes without suffocating and you can drink saltwater without any repercussions. Additionally, you are resistant to poison and have an advantage on saves against poison.
Naval Training. You are proficient in tridents, spears, nets, sea vehicles, and shortswords.
Blessing of the Sea. Choose a following spell. You may cast the chosen spell without requiring any material components: Speak With Animals (aquatic or semi-aquatic creatures only), Animal Friendship (Aquatic or semi-aquatic creatures only), or Zephyr Strike. Once you do so, you may not do so again until you finish a long rest.
Clarification: Blessing of the Sea comes from your crest, so once you choose a spell, you may not choose a different one.
Additional Language. You may choose a language of your choice to be proficient in.
Tatsu
The mountain loners, many Tatsu are tall and lanky, with skin tones ranging from porcelain to tan, depending on how high on the mountain they live. Tatsu hair color can vary from an ivory hair color to a variety of colorful, light tones. The darkest Tatsu hair naturally gets is a light brown. Tatsu eye color can range from light green to an ice blue. Brown eyes are rare among the Tatsu, and usually signify blood from another clan. All Tatsu possess multiple draconic traits that are often clearly visible.
Clan of the Dragon
The Tatsu peoples are a secluded clan of people that live in the mountain ranges that cross the northern and central parts of Teikoku. The Tatsu clan is unique in the sense that they live harmoniously with the dragons of Teikoku. The structure of the Tatsu clan is separated in a strict caste-based hierarchy.
At the top of the hierarchy, there rests the Dragon Caste, which consists entirely of draconic clansmen. Even a wyrmling is held in higher esteem than the most privileged of the lowest caste.
Next, there is the Marked, or “Scaled” Caste. This caste consists of individuals who are able to manifest the power of the dragons. The members of this caste are usually of noble families although any true Tatsu clansman can potentially manifest these traits. There have been some cases where members of the lower, Human Caste have developed traits that qualified them as Scaled late in their lives.
Last, and lowest on the hierarchy is the Human Caste, which is the large majority of the Tatsu clan. The Human Caste lives at the foot of the mountains and often does most of the lower work of the clan: Farming, tool smithing, metal working, and so on.
Wisdom of the Mountain
Befitting of a people headed by the wisest of creatures, the Tatsu often seen as a clan of natural sages. Many Tatsu clansmen often pursue many vocations that might contribute to the clan as a whole: Refining wine brewing techniques, discovering new smithing methods, or breeding new species of plants. Despite the encouragement of innovation for new knowledge, however, the Tatsu are notorious for hoarding secrets, and many clansmen that seek to explore the rest of the world are sworn under a powerful geas to keep their clan techniques secretive.
The Council of Wyrms
The Tatsu Clan, just like every other Great Clan of Teikoku, is subdivided into multiple, minor clans. The head of each clan is a wyrm of some great power, chosen by means specific and unique to each sub-clan. The Tatsu lands are split into two separate holdings: The lands of Lady Pantou and lands Lord Tianlong.
The largest of the subclans form the council of wyrms, and the clan that represents the pinnacle of Tianlong goes follows: Typhoon, Storms, Earth, Spirits, Stars, Winters, and Swords. The representatives of Pantou are: Blood, Fangs, Souls, Whispers, Shadows, and Memories.
Once a century, the representatives of the multiple clans gather at Heaven’s Perch, and decide what to do with the entirety of the Tatsu clan. Once every millennia, the current ruling Great Wyrm may be challenged by a clan head to supercede their position through various means. This ensures that the most powerful and the most wise wyrm may lead the rest of the clan.
It’s a legend for the human caste, and bitter scar for the dragon caste, that a human once claimed the position of Great Wyrm through an ancient rite of challenge untold millenia ago.
Tatsu Names
Many Tatsu names are combinations of two adjectives or nouns in their original language, which is supposed to represent qualities of the individual. Tatsu go through three naming processes: One when they're children, which are often negative to mislead spirits; one when they're adults, which is meant to represent who they have grown up to be; and one when they reach a venerable age, which is meant to be their final name as it represents everything they've accomplished.
Masculine. Kuchar, Jegu, Uriangkadai, Khajigin
Feminine. Sokhatai, Oyunbileg, Temulun, Cota
Tatsu Traits
Ability Score Increase. Your Wisdom score increases by 2.
Skillful Versatility. You gain proficiency in two skills of your choice.
Mountain Secrets. You gain proficiency in one artisan tool of your choosing and your proficiency bonus is doubled for any checks made with it. Additionally, you may roll with advantage when making checks with the tool. You may not tell anyone the secrets of your technique. Doing so will result in your words or writing becoming incomprehensible gibberish for as long as you attempt to do so. Attempting to show anyone will result in your hands becoming blurred.
Darkvision. You have 30ft of darkvision.
Size. Tatsu are rather tall individuals, with many of them standing comfortably at 6’0 and above on average, but no larger than 6’7”. Their size is medium.
Languages. Common, Teiko (Tatsu), Draconic
If you're a Tatsu, then you're automatically a part of the scaled caste of the Tatsu civilization. If you want to be a part of the human caste, you can go for variant human.
Clan of Tianlong
Those of the clan of Tianlong are generally well received by many who are aware of the Tatsu clans, as they hold a reputation of being fair judges of character with an unwavering sense of justice and disposition to good, which many believe comes from their draconic ancestry. Whether this is true or not is up to the individual.
Ability Score Increase. Your Intelligence score increases by 1.
Innate Spellcasting. You know the guidance cantrip. Once you reach 3rd level, you can cast Sanctuary once per day. At 5th level, you can cast Zone Of Truth once per day. Wisdom or Intelligence is your spellcasting ability for these spells.
Eyes of Tianlong. Creatures cannot gain advantage on attack rolls against you on account of having an ally within 5 feet of you. Additionally, if the flanking variant rule is used, then creatures may not get advantage from flanking you.
Clan of Pantou
Many clansmen from the clan of Pantou are seen in a negative light in most of Teikoku, as many Pantou clansmen often become brigands, illicit goods dealers, or tyrants, should they gain power. While some might display a genuine capacity for good, these acts are quickly chalked up by many to be ploys to gain trust and favor.
Ability Score Increase. Your Charisma score increases by 1.
Innate Spellcasting. You know the Primal Savagery cantrip. Once you reach 3rd level, you may cast Command once per day. At 5th level, you may cast Dragon’s Breath once per day. Wisdom or Charisma is your spellcasting ability for these spells.
Wyrmblood. You have an additional 30ft of Darkvision. Additionally, once per round, you may imbue one attack with the power of dragons, causing the attack to deal an extra 1d4 damage. The attack is considered to be magical. The damage dice for this increases to 2d4 at 5th level, 3d4 at 10th level, and 4d4 at 17th level.
Variant: Pantou Innate Spellcasting
If we're going SRD only, or if you lack access to Xanathar's Guide to Everything, then you may replace Primal Savagery with Fire bolt and Dragon's Breath with Flaming Sphere.
Titanborn
Scorned
The Titanborn are almost solely responsible for the tribal brute image that many hold the denizens of Kroslavia up to. Large, brutish, and quick to anger, the Titanborn are often ostracized from many domains in Kroslavia, and are often forced to inhabit the far northern regions of the tundra.
In truth, the exile of the Titanborn is done out of practicality more often than any ill intent. Those that are born Titanborn are often loud, violent, and consume many village resources. Not only that, but they often hold little to no impulse control. These factors make raising many Titanborn a liability for the village once they begin to reach maturity, as the wrath of a Titanborn is often unjust and leads to many injuries or deaths in the community.
The Titanborn that do manage to control and master themselves, however, are among the greatest that walk the Tundra. The current ruler of the domain of Bjørnen, Etmor Wyrmslayer, is among one of the wisest men in history, and by far the greatest mortal man in Kroslav history. Many Titanborn, however, view him as a sell-out and betrayer, as it was his decree, during his time as High King, that Titanborn children should be exiled to the Northernmost reaches of Kroslavia, away from civilization. His domain acts as a buffer to ensure that those exiled do not return.
Relic of an Ancient Empire
The Titanborn, in truth, are relics of an older time. According to ancient Goust legends, the Titanborn were descended from the children of the Winterheart, the Titans, and controlled a vast empire that existed in the ice age, thousands upon thousands of years ago. Their strength allowed them to wrest control from the ancient wyrms and primordial entities that called Galaan their home, and their ferocity is what allowed them to conquer any land.
As the suns began to flare, however; the ice began to retreat, and the Titanborn were soon unable to sustain themselves. Going mad with starvation, and wrought with an epidemic of cannibalism, the Titanborn pledged upon Winter to save them. In response to their pleas, Winter cleaved the Titanborn in two. It was at this moment that the Titanborn became the Kroslavs that are seen today, though Winter decrees that the Titanborn shall still be born, even in the future, as a reminder of their ancient glory.
Dying Breed
Due to, perhaps, the mixing with Invictans and other races, the frequency of Titanborn being born has sharply declined down to the point that only one in one thousand Kroslavians are Titanborn.
The Titanborn have very light skin that can vary from a snow white to an icy blue. More often than not, many Titanborn are cool to the touch, often maintaining a body temperature of 53.2F.
Titanborn Traits
Ability Score Increases. Your Strength score increases by 2, your Constitution score increases by 2.
Age. Perhaps befitting of their size or mythological origins, many Titanborn live long lives, with some of them living to nearly 300 years on average, should they not fall in battle. There have even been legends of Titanborn living for a thousand years, though this is likely due to divine intervention. Due to their violent tendencies and destructive nature, however, many often die in battle, or are killed at the age of 30. Titanborn remain youthful until they are 200, and then begin to deteriorate from there.
Alignment. Despite their tendency for violence, some Titanborn make themselves out to be some of the greatest heroes known to the tundra at their best. At their worst, however, many Titanborn have the potential to become power-hungry warlords, and are often cut down at an early age. Overall, the Titanborn are Chaotic Neutral
Size. Varying anywhere from 10 to 12 feet tall on average and weighing around 1000lbs on average, your size is large. One of the largest and most famous Titanborn was Warlady Marigold O’Brynmild, who stood at 16 feet tall.
Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.
Legacy of Voin. When you are reduced to 0 hit points, instead of falling unconscious, you gain two levels of exhaustion and fall prone. You remain at 0 hit points and must make death saving throws normally. If healed, you may remove two levels of exhaustion.
Of Frost and Snow. You are vulnerable to fire damage and are resistant to cold damage.
Natural Armor. You have tough skin that can deter even dragon fangs. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Descended from Titans. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your reach is increased by 5 feet.
Bravery. Titanborn are born with courage in their hearts. You have advantage on saving throws against being frightened.
Languages. You can speak, read, and write Goust and common.
Remember!
Titanborn are Kroslavs too. The relation between Titanborn to Kroslavs is similar to the relationship between Tiefling and Aasimar to humans in the sense that it a Titanborn may just randomly be born to a Kroslav after dozens of skipped generations.
Large Sized Player Race
As a large sized player character, the following changes are applied to you.
- You have advantage on Strength ability checks and Saving throws.
- Your normal unarmed strike damage is 2 + your Strength modifier.
- If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed.
- You take up a 10x10 area, and to fit into a Medium area, you must squeeze into the space. Moving while squeezing into a space two feet for every foot of movement, gives your attack rolls and dexterity saving throws disadvantage, and attacks made against you have advantage. (PHB 192).
- You require four times as much food as normal and your armor requires four times the materials to make.
- You may use large versions of weapons made for your race. These weapons do an additional 1d4 damage.
Yakuma
Befitting a clan called demon-spawn, the Yakuma possess otherworldly colorations when it comes to their eyes. Yakuma have universally black hair, unless the individual in question comes from nobility; however, dying and bleaching of hair is not too uncommon in Yakuma society. The Yakuma also have a cultural obsession with marking their skin with tattoos, and many youths get their first marking at the age of 5 when they’re given their name.
Clan of the Demon
Occupying the low valleys and wetlands of Teikoku, the Yakuma clansmen are often stereotyped as radical demon-worshippers that lack any semblance of humanity. This, however, is just a stereotype. While the Yakuma worship some demons, they don’t worship all demons. They claim that they hold lineage descending from demon lords and archdevils, similar to how the Tatsu claim they hold lineage from great wyrms and wyverns.
The main valley of the Yakuma, known as the Valley of Ancestors, holds the souls of all of the Yakuma that have died. When a Yakuma dies and their soul isn’t trapped or is intact, their soul goes to the valley, where they spend the rest of their afterlife. Occasionally, certain great priestesses or wizards go to the valley and offer to resurrect ancient souls in exchange for their loyalty.
Pleasure Seekers
The key principle of Yakuma society is the emphasis on personal freedom and the pursuit of pleasure. To the Yakuma, humanity was created to occupy and shape the world as they see fit. This has earned Yakuma a nasty stereotype consisting of power-seeking villains, thieves, harlots, bandits, and so on. In fact, many Yakuma often have natural inclination to pursue things that would please them, even if it might be detrimental.
Eyes of the Devil
The one thing that separates Yakuma clansmen from the rest of Prime Humanity is their eyes. Yakuma are irregularly colored, most often holding black sclera, gold irises, and gold or black pupils. Noble families often have a different palette, usually relating in some way to a Demon Prince.
Yakuma eyes hold more than just peculiar coloration, though.The Yakuma hold the ability to see the dead and into the near-abyss, also known as the ethereal plane.
Yakuma Names
Masculine. Hiroyori, Aritoshi, Kiyomichi, Nagatada
Feminine. Shina, Yaya, Ume, Satsu
Yakuma Traits
Ability Score Increase. +2 Charisma
Age. Yakuma age at the same rate and live for about as long as humans.
Speed. 30ft.
Size. Yakuma are fairly average sized individuals, usually standing at 5’6” on average. Their size is medium.
Languages. Invictan, Teikokun, Abyssal, Infernal.
Devilish Sight. You have superior vision in dark and dim conditions. You can see in dim light within 120 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. Additionally, you may see 30ft into the border ethereal plane while you are in bright light and twice as far while you are in dim light, and three times as far when you’re in darkness.
Unnerving Visage. You may pull upon your fiendish bloodline to attempt to shake the resolve of creatures. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Once you use this trait, you can’t use it again until you finish a short or long rest.
Vision into the Ethereal PLane
It's important to remember that vision into the border ethereal plane is NOT truesight, nor does it allow you see through walls. While it is true that you may move through walls in the ethereal plane, you cannot see through them. All ethereal sight means is that you're able to see ghosts or creatures hiding in the border ethereal plane, or things that were hidden in the border ethereal.
Clan of Cai
Chosen by the Goddess Cai herself to spread her philosophy to the rest of the world. The Clan of Cai are one of the more socially active clans in the Yakuma wetlands. Bearing the cat-like eyes of their goddess, the Clan of Cai are easily recognizable, though many don't attempt to hide their nature in the first place. The eyes of a Cai clansman possess black sclera and golden irises.
Clan of Cai
Ability Score Increase. Your Intelligence score increases by 1.
Pursuit of Pleasure. You make all saving throws to avoid charm effects at a disadvantage.
Silver Tongued. You gain proficiency in Persuasion and Deception.
Alluring Gaze. When a creature that can see your eyes starts its turn within 30 ft of you, you can make it make a Wisdom saving throw. The DC for this is equal to 8 + Charisma modifier + your Proficiency bonus. Unless surprised, the creature may avert its gaze to avoid the saving throw at the start of its turn. If it does so, it cannot see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.
If the creature fails, they are entranced by your eyes for a minute. While entranced, once per round, the first attack roll made against the entranced creature has advantage. Entranced creatures have disadvantage on attack rolls made against you. At the end of each of its turns, if it was attacked, the entranced creature may reattempt the save, removing the effect on a success. A creature that succeeds the save is immune to your gaze for 24 hours.
Additionally, while entranced and not averting their gaze from you, a creature has disadvantage on Perception (Wisdom) checks and Investigation (Intelligence) checks. Creatures do not know they were entranced by you if they were not brought out of the trance early. Creatures that are immune to charm effects are immune to your gaze.
Clan of Kuon-To
Those born of the Kuon-To clan are able to trace their lineage from shadow demons and fey. After centuries of dwelling in the shallow edges of the Abyss, the people of the Kuon-To were gradually warped to become denizens of the dark. Soon they adapted to see more in the darkness than they were able to in the light, and gained the ability to cast their sight away from themselves and into the darkness.
Kuon-To
Ability Score Increase. Your Dexterity score increases by 1.
Abyssal Darkvision. Within your darkvision range, you see dim light and darkness as though it were bright light. You have disadvantage on Perception (Wisdom) checks and ranged attack rolls while in bright light.
Shadow Scrying* You may use your bonus action to choose a point within 120ft on a surface that you can see that’s within dim light or darkness. You can then see from your chosen point. While viewing from this point, you have disadvantage on Perception (Wisdom) checks and are effectively blinded for your original body, as your eyes are gone. Instead, your eyes are visible within your chosen point. To spot the eyes, creatures must make Perception (Wisdom) check against your DC of 12 + Charisma modifier.
You may use a bonus action to move your eyes up to 30 feet, up to a maximum distance of 120ft from your body. Your shadow eye can move through cracks without expending additional movement, but it cannot pass through solid walls. On your turn, you can freely remove your eyes from the shadow and regain your sight.
Veiled Folk. You may attempt the hide action while you are lightly obscured from a creature by darkness.
Shadow Magic. You may cast Chill Touch at will. Additionally, at 5th level, you may cast Invisibility. Once you do so, you may not do so again until you finish a long rest.
Yarions
Voidborn
Exiled into the void by a wrathful goddess, long before the founding of the Invictan empire, the people of Yario had to adapt to the harshness of the void. It is said that the wisest, and most powerful archmagi of Yario banded together to create an artificial star and, for the most part, spare the lives of many Yarions.
Over millennia, the Yarions began to adapt to survive--and even thrive-- in the raw magic of the void. With their blood tainted with the faint blue hue of void mana, and their souls forever touched by the void, Yarions hold an innate, intimate understanding of magic.
All subraces of Yarions possess a separate set of veins in their body. These veins form arcane patterns and additionally serve as a way of transporting mana to parts of the body for the purpose of wielding magic.
Long-lived
In the void, time flowed much differently than it did in the material plane-- Or any other plane. Sometimes it flowed much slower than the material world, sometimes it flowed much faster, and sometimes it even flowed backwards. The Yarions spent nearly thirty thousand years in the void, which slowly began to attune them to the void.
Yarion Traits
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2.
Age. The average Yarion can expect to live to about 600 years of age, though as a result of the Cataclysm, there exists only a couple dozen Yarions over the age of 300.
Yarions age at three-quarters the rate as humans from the biological ages of 1~18, half the rate of humans from the biological ages of 19~30. Once they hit their 30s, their maturity rate slows down to only being a tenth of that of a humans. Many Yarions aren’t considered emotionally mature until they are 50 years old. The Yarion brain quickly develops the parts that govern logic and learning at a very young age, but empathy is often delayed.
Alignment. Yarions, when young, can best be described as inherently evil in the sense that they are selfish. As they get older, their alignment can vary. Yarellions tend to be lawful evil, Smogborn tend to be chaotic neutral, and Ukitsu tend to be neutral good.
Size. Rather tall individuals, the average Yarion stands at 6’3” and often weighs only 150lbs on average. Due to their heightened metabolism, many Yarion find it hard to put on weight.
Speed. Your speed is 30ft.
Scorned By Gods. You are vulnerable to Radiant damage and you count as a humanoid+aberration.
Sorcerous Pulse. Tied to the void, the heart of all magic, most Yarions often find themselves in possession of spontaneous, but minor, magical abilities. You know one cantrip of your choice from the sorcerer’s spell list. However, whenever you finish a long rest you forget the existing cantrip and learn a new cantrip from the sorcerer’s spell list. You cannot select the same cantrip you knew the day before. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.
Magical Gifts. At 3rd level, you can select one first level spell from any arcane spell list (wizard, bard, or sorcerer). Once you cast your chosen spell, you may not do so again until you complete a long rest. You additionally get proficiency in arcana.
Mana Dependency. Magic is as crucial to the Yarion body as oxygen, and effects or materials that disrupt the flow of magic in the body of a Yarion can prove to be extremely dangerous. When you are struck by a weapon made of mithril or are subjected to a similar antimagical effect (null magic zones, antimagic field, and so on), you are considered to be poisoned until either the effect ends or until the end of your next turn.
Darkvision. They may see up to 60ft in dim light as if it were bright light, and darkness as if it were dim light.
Languages. You read, write, and speak in Common and Yarion.
Yarion Subraces
Yarellions
Yarellions often have light tones for their hair, skin, and eyes. For many Yarellions, alabaster hair, fair skin, and light blue eyes are the norm. Though for the most part, many Yarellion hair colors lean towards many shades of blue, though it is common for one to dye their hair.
Yarellion Traits
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 1. This ability score cannot be the one you chose previously for base Yarion.
Advanced Mage-Hand. You know the mage hand cantrip. Your mage hand cantrip does not have a duration limit and can be maintained indefinitely. It can be used to wield weapons and its weight limit is increased to 30 pounds. You may use your action to move and make attacks using your mage hand to wield weapons that you are proficient with, any attacks you make in this way are treated as spell attacks.
Shed Arcana. You possess the ability to rid themselves of most magical effects affecting them. As an action, you can dispel all spells and magical effects currently affecting you, as long as you are not incapacitated. Once you use this trait you can’t use it again until you finish a long rest. This does not remove spells exceeding your proficiency bonus in level or curses. If it is a magical effect that originates from a creature, and not a spell, then it is treated as a spell with a level equal to the creature’s proficiency bonus.
Innately Arcane. You gain two more cantrips of your choice, these may be from any spell list. Starting at 3rd level, you may choose and learn a 1st level spell from the wizard or sorcerer spell list, once you cast that spell with this trait, you can't do so again until you finish a long rest. Intelligence, Charisma, or Wisdom (your choice) is your spellcasting ability for these spells.
Smogborn
Befitting of a denizen of the megacity of Ganderfell, many Smogborn have grown accustomed to the bustling urban jungle. Bright lights, the availability of exotic spices, and the constant influx of curiosities is what defines the lives of the Smogborn. Fitting of the constantly changing nature of the city, many people in Ganderfell attempt to keep up with the shifting fashion trends, which can range from clothing choice to body modification. Despite being born with the same alabaster skin and light blue hair tones as Yarellions, many people in Ganderfell rarely choose to keep the same colored hair for the rest of their life. In fact, many Smogborn choose to pursue augmentations as a method of enhancing their worldly experience, whether it be for personal pleasure or power.
Smogborn Traits
Ability Score Increase. Your Constitution score increases by 1.
Smog Acclimation. You have advantage on saving throws against poison, and you have resistance against poison damage.
Augmentation. Augmentation is all the rage in the City of Wonders. As a result, you’re likely to be a designer baby, or you changed yourself through augmentation.
Fortification. Choose one of the following.
- Hardened. You gain one hit point per level.
- Insomnia. You no longer need to sleep, and can instead benefit from the effects of sleeping by performing light activity, such as reading, talking, eating, or standing watch.
- Industry Standard. You gain a resistance to one of the following: acid, lightning, or thunder damage.
Utility. Choose one of the following.
- Swift. Your movement speed increases by 5ft.
- Muscular Enhancement. You count as one size larger for the purpose of lift/carry/drag.
- Ordinary. You may add your proficiency bonus, or double if already proficient, to Dexterity (Stealth) checks made when attempting to hide in crowds or urban features (smoke, buildings, and so on.)
Self-Defense. Choose one of the following.
- Bioweapon. The weapon deals 1d4 slashing or piercing damage and counts as a finesse weapon. You can extend or retract this bioweapon a bonus action. If you already possess a feature that increases the damage die of your unarmed strikes, your attacks instead deal +1 damage. Doing so will change the type of your unarmed strike to piercing or slashing damage. Once you choose a damage type, you may not change it.
- Programmed Mastery. You gain proficiency in 2 weapons of choice.
- Refraction Field. You can cast Blur without requiring any components. Once you do so, you cannot do so again until you finish a short or long rest.
Highly Specialized. You gain proficiency in two skills of your choice, proficiency with one tool of your choice, and fluency in one language of your choice.
Ukitsu
Yarion only by origin and biological similarities, the Ukitsu look much different than the Yarions of the isles, bearing traits more similar to the rest of Teikoku. Being people of the moonlight, the Ukitsu have fair features, though many have earthy hair colors, with a few from other subclans having more exotic features.
Ukitsu Traits
Phase Step. The Ukitsu, through partially dipping into a spiritual plane, are able to slip thin physical obstructions. During your movement, you can use 10ft of your movement to phase-walk.
Your phase-walking ignores difficult terrain and does not provoke attacks of opportunity, though creatures with the trait Incorporeal Movement or creatures that can strike directly in the ethereal plane can still strike you.
Darkvision. You gain an additional 60ft of darkvision.
Natural Illusionist. You know the minor illusion cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.
Moonlight Basker. Your kind have a curious affinity for the moonlight of the white moon.
If you have at least 1 hit point, you regain 1 hit point for each minute you spend in direct moonlight on a full moon. For each phase the moon is away from being full, you require an additional 5 minutes of exposure. On a new moon, you do not gain a benefit from this feature at all.
Spending six hours in direct moonlight grants you an equivalent amount of sustenance to that of a pound of food.
If you go three days without spending at least a minute in direct moonlight, you gain a level of exhaustion. This exhaustion can only be removed by spending a minute in direct moonlight.
Spirit Marks. You possess three spiritual markers relating to your subclan’s totem animal. For example: ethereal wings, tails, or other features. Your spiritual markers hold no physical presence. When they are showing, you radiate 10 feet of dim light, and a gentle warmth. You may cause your spirit marks to disappear or reappear by using a bonus action.
You know the dancing lights cantrip. Once you reach 3rd level, you can cast the sleep spell once per day as a 1st level spell. Once you reach 5th level, you can also cast the shadow blade spell once per day. Intelligence, Charisma, or Wisdom is your spellcasting ability for these spells.
Sunlight Sensitivity. Often doing their work in the moonlight and being nurtured by it, the Ukitsu have grown to find the sunlight to be aggravating, if not detrimental to many of their tasks. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Gold Allergy. Gold is a metal symbolic of the sun and its radiant light. As a result, many gilded weapons are exceedingly harmful towards you. You are vulnerable to bludgeoning, piercing and slashing damage from gilded weapons.
Whimsical Nature. Additionally, you count as fey on top of being a humanoid. Most fey can generally tell that you’re fey and are often friendly to you. This replaces the Aberration type from Scorned By The Gods.
Language Replacement. Instead of knowing Yarion, you understand Sylvan and Ukitsu (creole language of Teiko and Sylvan).
Secret Empire
The Ukitsu are considered by many in Teikoku to be a myth, as many of the Ukitsu actually live in the Spirit World, a parallel plane tied to the material plane.
The existence of the plane, while speculated by scholars, hasn't actually been verified to truly exist. This is in large part due to the Ukitsu empire, which has nearly all of the Spirit World under dominion, which are responsible creating the myth surrounding the Ukitsu. Many Ukitsu in the material plane are seen as indigenous people belonging to the island of Kitshima by the rest of the world.
Many Ukitsu that explore the material plane originate from one of the many proxy villages, where they live their lives oblivious of the truth behind the Ukitsu.
If your Ukitsu came from the Spirit World, they are most likely being monitored or under a powerful curse that will enable for the empire to detect on whether you gave away the existence of the empire. If you were to do so, you will be assassinated.
Alondians: