Kindred

After the fall of the Antimage empire in the 4th age, the surviving leaders retreated back into the jungles of Achea to regroup and plan their revenge. Experiments began immediately on a new type of soldier: humans augmented with the traits of animals.

These experiments were discontinued after several decades in favor of augmenting animals with human traits, but not before several successful strains escaped back into human society, resulting in the race now known as Kindred.

Kindred appear as mostly human with animal like traits, depending upon their particular breed. These physical traits vary per individual, with one maybe possessing animal like eyes, while another sporting large backwards curving horns.

As they age, it is possible for kindred to develop new animal traits. Some very ancient kindred are so animal-like they have been mistaken for normal animals.

Kindred can intermix with normal humans and bear offspring that are completely human in appearance. However, their modified genes are passed down throughout the generations, and it is possible for a child with full Kindred traits to be born to completely normal appearing humans.

Such Kindred often find themselves shunned and quickly leave to seek answers about their heritage.

Essence

Kindred refer to their animal side as their essence. Capra kindred will say they have the essence of the ibex within them, for example, while an Avi will say they have the essence of a falcon.

Unity in diversity

While there are many distinct races of Kindred, their communities are inclusive to all of their kind. Their unique history and current challenges unite them in common cause. This tolerance extends to other lifeforms; Kindred do not judge others on physical appearance, and their villages are often refuges for other strange creatures.

The Path

Kindred choose to either reject or embrace their animal heritage. There is no dishonor in either.

Those that choose the human path will join like minded communities or attempt to reintegrate themselves into human society. This can be a difficult path as many humans treat Kindred with suspicion.

Kindred that choose the path of the animal will live in the wilderness among animals similar to their essence. Feral kindred keep their distance from humans, either out of disgust or to avoid remembering what they have forsaken.

Kindred Traits

Ability Score Increase: Strength and Constitution scores increase by 1 point each.

Age: Kindred mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Languages: Kindred can speak common and can communicate with and mimic sounds of animals similar to their essence. This communication isn’t supernatural; the kindred only understand and convey ideas and feelings the animal understands.

Breeds

There are five common breeds of kindred. Rumors and myths are told of encounters with other varieties but they have never been confirmed.

Capra

Capra are humans with mountain ibex genes. They excel at climbing and survival. They have the digestive enzymes to consume foliage such as bark, grass, and leaves.

They generally have a backward curving horns protruding from their head, wide jaw bones and sturdy teeth. A few have eyes with horizontal eye slits, like goats.

Ability Score Increase: Strength is increased another 1 point.

Size: Capra can vary in height as any human, ranging in size from barely 5 feet to well over 6 feet tall. They are always considered Medium in size, regardless the range.

Speed: Capra have a based movement rate of 30 feet.

Natural Climber: Capra gain proficiency in Athletic.

Omnivore: A capra has two stomachs and is capable of eating plant matter heavy in cellulose, such as bark, leaves, and other foliage. They do not make a Survival check to feed themselves in regions with available plant material. They will need to forage as normal if trying to locate water or other types of food sources.

Head-butt: If a capra moves at least 20 feet straight towards an opponent before attacking it, he or she can attempt to shove the creature as a bonus action.

Avi

The avi kindred are humans mixed with falcon genes. Their arms are feathered and can be used as wings to allow them to slow a fall or glide. Often, all hair on their body is replaced with feathers. Their bones are hollow, like birds, reducing their body weight significantly.

Ability Score Increase: Wisdom is increased 1 point.

Size: The avi are generally shorter than other humans, averaging a little more than 5 feet in height. They are incredible light, averaging 50 lbs. Their size is medium.

Speed: An avi has a ground based movement rate of 30 feet.

Keen Senses: They have proficiency in Perception.

Glide: Avi wings give them a glide speed of 50 as long as they aren’t wearing Medium or Heavy armor. While gliding they fall only 10 feet per round. They can dive, reducing their movement speed and increase their descent speed at an equal rate, i.e. an avi can reduce their movement rate by 20 feet to fall an additional 20 feet.

An avi can only glide while its total weight is less than its maximum encumbrance. Their own body weight is is not included in this calculation.

An avi that can glide does not take falling damage.

Zorri

The zorri are a cross between humans and polar foxes. They are comfortable in frigid cold climates and excellent hunters. They are a very clever people, known for having large collections of books and treatise on various academia.

Zorri hair changes color during the year, from white in the winter to a grey or dark brown in summer. They can sport small canine ears, teeth, and many have furry tails.

Ability Score Increase: Intelligence is increased 1 point.

Size: Zorri can vary in height as any human, ranging in size from barely 5 feet to well over 6 feet tall. They are always considered Medium in size, regardless the range.

Speed: Zorri have a based movement rate of 30 feet.

Winter Coat: The zorri are do not suffer exposure damage when in frigid climates and are resistant to cold-type damage, only suffering half the damage normally inflicted.

Keen Nose: Zorri gain proficiency in Survival. If tracking an object or creature that has a very familiar scent, for example someone they know or they possess a piece of the creature’s clothing, they get double the proficiency bonus.

Direction Sense: A zorri above ground can see the magnetic poles. The DM should take this into consideration when determining if a party is lost.

Felis

Felis kindred are humans imbued with several genes found in the caracal feline species. They are inquisitive people known for a playful but distant demeanor. They are generally nocturnal and prefer warmer climates over cool ones.

A felis can have many feline body characteristics. They all have pointed ears high on their head that end in long tufts of black fur. Many have whiskers and slitted eyes that can glow when reflecting light in the dark.

Ability Score Increase: Dexterity increases 1 point.

Size: Felis can vary in height as any human, ranging in size from barely 5 feet to well over 6 feet tall. They are always considered Medium in size, regardless the range.

Speed: A felis has a movement speed of 35 feet.

Never Thirsty: Felis are highly efficient with water. They can obtain all their water needs from what they eat unless it is dried rations. They gain advantage on Constitution saves when suffering dehydration.

Hing Legs: The Felis have powerful hind legs that assist them in jumping.They can ignore the penalties of not running 10 feet before performing a long jump or high jump, add an extra 10 feet to long jump distances and 5 feet to high jump distances, and have advantage on ability checks to jump obstacles or land on difficult terrain.

Nightvision. Felis have superior vision in dim conditions. They can see in dim light within 60 feet of themselves as if it were bright light. They are blind in dark conditions like any other animal.

Softfall: They are resistant to fall damage, taking only half the normal amount.

Claws: Felis have natural retractable claws in their fingers. These claws do 1d4 slashing damage, and considered light and finesse weapons.

Traszee

Antimages performed experiments in amphibious super soldiers, augmenting humans with newt genes. The traszee were the result. They were one of the last experiments in human augmentation before the project was cancelled.

Trazee are human in appearance except their hands and feet are webbed and their skin is covered in patterns of bright colors. While infants, they have gills alongside their neck, but these slowly fade away and disappear as they become adults.

They dislike to be away from water sources for extended periods of time as their skin can quickly dry out.

Ability Score Increase: Constitution increases another 1 point.

Speed: Traszee have a base movement rate of 30 feet. They are also adept swimmers and  have a swimming move rate of 30 feet as well.

Regeneration: The traszee are known for the powerful regenerative abilities. Lost fingers or toes will regenerate in a week, while larger limbs or other organs can take a month to return. When spending hit dice to heal during a short rest, add an extra point healed per die spent.

Poisonous Skin: The trazee can choose to excrete a poisonous residue from their skin that is toxic to other species. A trasee can inflict 1d4 poison damage per round on another creature if contact is constant. This is often used during grappling, but can arise in other situations. Traszee, newts, and certain snakes are immune to this poison.

Amphibious: Traszee can breathe air and water. Infants have their gills, while adults can pull oxygen out of the water straight through their skin.

Saltwater Intolerance: Saltwater is dangerous to traszee, causing them great discomfort. For every 5 minutes more than half their body is immersed in salt water, they must make a Constitution save vs DC 15 or suffer a level of exhaustion.

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