Tuesday, October 1, 2024

al-Alam al-Wasat Kinds

 This post concerns the "races" (now rebranded as "species") for the al-Alam al-Wasat setting. I'm going to stick with "kinds" (which is the term I used for Lukomorye) - "race" in FRPGs is derived from Tolkien, but is mired in a lot of pseudoscientific mumbo-jumbo, while "species" tries to drape STEM ideology over everything - the idea of spirits that are species is a bit laughable, while rendering half-elves or half-orcs as 'species' makes the category nonsensical. So, kinds - it encapsulates both descent and traditions, while being simultaneously archaic-sounding and without pretense of 'accuracy' or scientificity.

There is a Kind ability adjustment in al-Alam al-Wasat, but it generally allows only a +1 adjustment to one statistic (because other modifiers are derived from backgrounds


Makhluqat - the Created Beings


Al-Bashar (Humans)

According to Khudi teachings, humans were created as stewards of al-Wakim on earth. Created out of clay, they are nevertheless endowed with reason and moral responsibility and expected to uphold justice and harmony across the world. In ancient times, they coexisted with the jinn and other creatures that have now largely withdrawn into the Alam al-Ghayb - the Unseen World, and the wild, desolate places of the Middle World. Some scholars believe that the trials and tribulations faced by humanity are reminders of their duty to maintain the balance al-Wakim has established among all beings. Others warn that neglecting this sacred duty may lead to a rupture in the order of creation, unleashing forces that could disrupt the delicate equilibrium of the world.

As a cosmopolitan crossroads, the Caliphate includes a variety of different human groups, which nevertheless retain distinct identities, histories, languages, and to an extent, beliefs. These are the most prominent among them:

Abishai - People of the south. They are split between Khudi, Tabuti and Alfari adherents. The Abishai claim they were the first people, and also the ownership of the Tobet - a substance similar to that of the Salb, but one which, according to the Abishai, fell earlier. Their land is rich in incenses of various kinds, and the trees that produce them are reputedly guarded by winged serpents. The Abishai are darker-complexioned than other peoples of the Middle World. 

Fargun - The Fargun are people of the far west. They profess the Alfari Faith, but are reputed to be warlike, savage, and prone to drink. They took control of a stretch of coastline in the Khudi heartland, and are gradually being pushed out, but their castles are strong and take a while to bring down. They favor heavy weapons and armor, are tall, and fair-skinned.

Kushti - A nation of fierce and warlike horse-riders and tent-dwellers from the steppes of the north. Descendants of these people have evolved to become Mamluk dynasties that have brought a good deal of the Middle World under their rule. The most prominent of their begs have accepted the Khudi faith, and the recent converts among them are fired by a religious zeal to bring as many lands as possible under their control. The Caliphate is de facto ruled by a Kushti dynasty, which is why the Kushti are now identified with poltiical power across much of the Middle World. The people themselves are typically tall, dark-haired, and with high cheekbones. They have the reputation of being very strong, excellent riders and archers. Some of the more recent converts still follow many of the old ways (including the consumption of strong drink).

Najimi - People living on the eastern boundaries of the Caliphate. They are reputedly very wealthy, especially in gold, gems and spices, but most of them live in ignorance and worship many gods. Some have accepted al-Khud, howerver. Their merchants occasionally appear in the caravanserais across the Great Silk and Spice Ways. They are dark-complexioned. 

Narti - Mountain people of the Toros range. They also claim to be quite ancient - in fact, the first people to emerge after the Great Flood. Most of them are Alferi in their beliefs, though some have accepted the Khud faith. They are famed for their hospitality, but they are fierce fighters, especially when defending their own lands. They are tend to have long-running blood feuds. Most Narts are olive-complexioned.

Tabuti - The name refers to both a religious group and a nation. The correspondence is not exact, but close - there are a few (mostly among the Abishai and the Kushti) who belong to the former but not exactly to the latter. The Tabuti are an ancient people who also assert their primacy. They claim they were the first to worship only one God. They have lost their homeland, and are spread out throughout the world. In the Middle World, they typically live in large cities. They are famed merchants, with family enterprises often extending to the edges of the world. They also have the reputation of being great physicians. In the Caliphate, aside from their religion, they are pretty well assimilated. Their dietary habits are similar to those of Khudi peoples, and most Tabuti speak Thani. Most of them have an average olive complexion.

Tat - Along with the Kushti and the Thani, one of the three most populous groups in the Middle World. In the Age of Ignorance, the Tat built one of the greatest empires the world had ever seen, but since the coming of al-Khud, they have become primarily known for their cultural influence. The greatest Khudi poets write in the Tat language. The most beautiful mosques and palaces are found in Tat cities. And the most beautiful carpets are woven by Tat weavers. They are also known as great riders. The Caliph himself is culturally Tat. About half of the people living in Tat areas are Nasabi - it is here that this branch of al-Khud is most prominent. However, an important minority still espouses the Majus religion - a dualist faith. Most Tat' have an average, olive complexion. 

Thani - If the Kushti are known for political leadership, and the Tat - for cultural leadership, the Thani are the religious leaders of the Caliphate. Baha and virtually all early Khudi leaders were Thani, and received the revelation of the Taweeth in their native tongue. The words of the Revelation were spoken in this language, and therefore, it is literally the word of God, and translation is generally discouraged. Most nobility traces their descent to Thani tribal leaders - especially Baha and the early Caliphs. The Thani are the most widespread ethnic group, and their homelands are almost as extensive as the Middle World itself. While the Tat language predominates in the East of the Caliphate Thani dominates the Center and West. Every nation that accepts al-Khud uses the Thani script. The Thani tend to have average to dark complexion. 

Yunani - Neighbors of the Caliphate to the north and west. The Yunani are also an ancient people with a storied past - their king Markus is regarded as the greatest conqueror ever. Until recently, the Yunani ruled an empire of their own, but it is now reduced to just its capital city, Burfiriyus (though its walls are well-nigh impregnable). Most Yunani espouse the Alfari faith. Most of them are average-complexioned.

Zutti - A distant people from a distant land, Zutti merchants occasionally appear in Khudi cities. The Zutti are subject to the Follower of the Stars, who rules a large and wealthy empire far to the east of the Middle World. They are especially famed for their silks, fine pottery, and fireworks. The Zutti people are dark-haired, with facial features that are somewhat reminiscent of the Kushti. Adherents of all faiths live among the Zutti.

Human Traits: Humans may add +1 to any attribute they wish, and select a bonus language and a feat from among those that appear in the PHB, Lukomorye, or special Background feats in One D&D. If the player does not wish to choose, they may simply take the Skilled feat. 



Aasimun (Aasimar)

Unlike humans, angels (malaika) were created from light. They are closer to God, and endowed with remarkable powers relative to humans, but they lack free will, and never sin. This makes humans who side with God superior to the angels, and the angels recognize this. Their role is to act as guides and protectors (the literal meaning of aasim) for humans who strive to live up to the fundamental challenge God has placed before them.

In certain instances, angels are given instructions and sent out from Jannah (paradise) into the world as embodied spirits. They do not thereby lose their angelic nature, as their embodiment is a direct act of God, not a product of a human - angel union, in which the angels don't engage. These aasimun do not cease being immortal beings (though their bodies can both be destroyed, and, in principle, sent back). They are sent to protect or guide individual people, groups, or whole peoples. 

An Aasim cannot act contrary to divine commands. At the same time, the instructions they are given are not exhaustive, and they do not have the benefit of unlimited communication with al-Wakim. In other words, they carry out their instructions to the best of their ability and understanding, but they cannot go against clear instructions. Chroniclers point to examples of assimun apparently fighting in opposing armies, which creates headaches for theologians, but ultimately, God's purposes elude even the most subtle minds. 

When in the presence of aasimun, humans, even authoritative ones, will generally act respectfully, as there is a good chance that the aasimun is literally fulfilling God's mission. However, some may act more skeptically, on account of the fact aasimun have been known to appear to act at cross-purposes. Additionally, some apparent aasimun may in fact be a peri (see below) - an entity that most Khudi scholars regard with some skepticism.

Aasimun Traits:

Ability Score Increase: +1 CHA

Age; Ageless in human terms, aasimun may be formed temporarily for a specific mission

Alignment: being an angelic being, an aasimun must carry out divine instructions

Size: M

Speed: 30 feet

Darkvision; none; you have the Light Bearer feature, and do not need it

Celestial Resistance: As Aasimar, but only to radiant damage

Healing Hands: As Aasimar

Light Bearer: As Aasimar

Languages: no bonus Celestial language (God speaks to his angels in Thani)

Angelic Nature: identical to the elvish Trance feature (your body is physical, but your angelic nature makes it so that you only require 4 hours of praising God to receive the benefits of a long rest

At 3rd level: Select Radiant Soul of Radiant Consumption (Necrotic Shroud unavailable) 


Variant: Perizadeh (peri-kin)

Adherents to the Majus religion, as well as certain mystical schools and strains within the Nasabi branch of al-Khud contend that God's angels are not necessarily without free will, or the ability to fall. They contend that some beings of light did become fallen angels, though a good many of these subsequently regretted taking sides against God, and undertook to atone for their misdeeds. The peri are among the beings of light that strive to find redemption by becoming guides and partners to humans. Some are said to enter congress with humans, and even to produce progeny with them.

The perizadeh dealt with here are in fact products of such unions. Though they may be on a redemptive mission, they are beings with free will, and can choose to act in non-good ways. Most do try to be helpful, however, Humans tend to regard them as very attractive, but sometimes awe-inspiring.

Official opinion is somewhat skeptical of peri, as their existence seems to undermine the dominant Khudi belief that angels are beings wholly subservient to God and incapable of reproducing with humans. Those that cannot explain away their existence settle for abstract arguments about the different nature of peri and aasimun, though they do not define exactly what this difference resides in. But the suspicion toward peri sometimes results in suspicion toward aasimun, which appear to be very similarly constituted. Sects that accept the existence of peri use this fact to argue that the orthodox position is in fact divorced from reality. Both would agree that the existence and nature of the peri is a mystery.

Mechanically, the perizadeh are nearly identical with aasimun. The key difference is that they do age (though they are long-lived and live past 110), and they do not have to be good-aligned. They may not, however, choose the Radiant Consumption option.


Bayt Aad (Goliaths)

In ages past, a people called Aad developed a powerful kingdom centered on Irem - the City of Pillars. They were great of stature, which aided them in building great buildings and dominating the people around them. They were descended from a line humans after the Great Flood, but with time, became a separate kind that towered above all others. Given their stature and power, the Aad became prideful, and ignored the Warners sent to them from God. So He destroyed their kingdom in a fierce windstorm, which buried Irem under the sand. But survivors of the House of Aad (Bayt Aad) migrated north, and reestablished themselves as a tribe called Thamud, which built cities cut directly from mountain rock. Despite the new name, they did not change their behavior, and continued to scoff at the prophets who called on them to repent. Once again, they were destroyed, this time by a massive earthquake, and their cities fell into ruin.

Rumors persist, however, about the survival of small groups of Aad, or isolated individuals, living in desert caves. They are said to keep to themselves, as they are few, and still have a foul reputation among people. Occasionally, reports surface of 'giants' attacking lost caravans or raiding wadis to take prisoners back to their caves. According to some reports, lone Aadites are spotted in cities (though these may well just be exceptionally large humans). The reports are contradictory, but they suggest that these Aadites come because they are the last of their kind, or because they have recently awakened from a very long slumber. Others come to trade and to gather knowledge (especially about their lost capital, which some also call Ubar). However, they consistently allege that most such people retain their arrogant outlook (though perhaps a few have submitted to God and adopted al-Khud). These reports were particularly numerous around three or four hundred years ago, when a human named Abd al-Azrad contacted several of them and undertook an expedition to find the City of Pillars. All the members of the expedition apparently vanished without a trace, though al-Azrad apparently left a testimony of the expedition. Called al-Azif, this book is universally condemned as the ravings of a madman, though a few lost souls continue to seek it, and toward that end, to find any survivors of the House of Aad.

Bayt Aad Traits:

Ability Score Increase: +1 STR

Age: As Goliaths

Alignment: given their isolation from the rest of the world, Aadites tend to be chaotic rather than lawful

Size: Technically M, but between seven and eight feet tall (as Goliaths)

Speed: As Goliaths

Natural Athlete: As Goliaths

Stone's Endurance: As Goliaths

Powerful Build: As Goliaths

Mountain Born: for Aadites, rather than cold climate adaptability, this feature gives them advantage on Survival checks in mountainous terrain.

Languages: Aadites can speak their own language along with one common human tongue like Thani or Tat

Religion: most Aadites on their home turf maintain the worship of various cosmic deities


Jinnasi (Genasi)

Whereas humans were formed of clay, and angels - of light, jinn were formed of smokeless fire. Like angels, they were immortal, and dwelt in the Alam al-Ghayb  - the Unseen World. Like humans, however, the jinn were endowed with free will, and could choose to submit to God, or no. As beings of fire, the jinn are passionate, and capable of assuming many forms. Not all jinn are associated with particular elements, but as they choose between Good and Evil, they may also choose to associate with a particular forms. Such forms are often associated with the conduits a jinn uses to travel from the Unseen to the Visible World, whether desert caves, mountaintops, seacoasts, or deep mines. Driven by curiosity or a need to transgress boundaries, jinn make their way through such conduits into the Middle World, where they often befriend humans and take them on as mates. In doing so, they are driven by desire and by the fascination humans hold for them. Yet it is said that some do this specifically to create progeny to propagate their kind and create bloodlines, to fulfill ancient agreements, and for some, even to find redemption.

Jinnasi who find themselves living in the Middle World usually face human suspicion given their otherworldly roots, power, and unpredictability. Those that adopt al-Khud can find tacit acceptance of religious authorities, and interest on the part of rulers interested in exploiting their powers. Yet suspicion is never far below the surface, and may be triggered at any moment. Jinnasi, often inheriting the confident and curious outlooks of their jinn parent must find ways to cope. A few channel this heritage into inner strength, which allows them to cope with humanity's suspicions by developing mastery in a skill or calling. Some of these join Sufi orders, often becoming leaders who serve as guides to seekers traversing Mt. Qaf - the boundary between the worlds. More rebellious ones join heretical sects and seek to undermine established rule, especially that of the Caliph and the Turathi ulema. Some acquire a popular following by becoming healers (who tend to practice sorcery on the side). Some join underground organizations such as the Banu Tabar. On the northern frontiers, jinnasi are often found in the role of heroic warriors, however. A few jinnasi lose interest in the Visible World, and dream of returning to the Unseen World (and assuming positions of power and prestige in the City of Brass).

However, the fate of many jinnasi is unenviable. Forced to the margins of human society, they end up as the frightful and deformed nasnas, or the flesh-eating ghûls who haunt desolate areas and waylay travelers. It is to avoid such a fate that other jinnasi seek to marry or to enter human society (though always on their own terms).

Jinnasi Traits:

Ability Score Increase: +1 CON

Age: As humans, though Jinnasi, owing to their jinn heritage, tend to be long-lived

Language: though they typically do not speak it from birth, some jinnasi insist on learning the Lughatu al-Jan - the language of the jinn. Those that do not can select a bonus tool proficiency instead.

Alignment: Jinn can technically be of any alignment, but as a result of their fiery nature, they tend toward chaotic alignments. There is a social structure and hierarchy in the Jinn realms, so some of them are certainly lawful.

Size: M

Speed: 30 feet/round

Jinnasi Subtypes

Among all the non-human Makhluqat, jinnasi are the most numerous. Given their great number and variety, they are grouped into four types (though whether each type is a distinct 'subspecies', or is simply grouped together on the basis of perceived characteristics). It is also said that jinn gravitate toward one of these four types to avoid becoming ghûls.  

Daonun (Earth). Jinn associated with earth are uncommon. They tend to be stubborn, secretive, and obsessed with wealth. They are are regarded as more patient and deliberate but are also greedy and envious. Daonun - jinnasi with dao heritage - are often steady, reliable, and grounded, valuing stability and security. They are mostly practical and goal-oriented, but they csn also be materialistic and slow to change their minds. They tend to crave wealth, power, or status, and their ambition could drive them to great success, but envy or greed still haunt many of them.

Daonun have a solid, grounded appearance, often with a more stocky, muscular build. They may seem as if they were carved from stone or shaped from the earth itself, and their skin often has a rough, mineral-like texture. They tend to have an aura of stability and strength. Their skin typically has earthy coloration - from stone gray to brown or even gem-like (such as a jade green or obsidian black), sometimes appearing as though their skin is made of stone or crystal. Their hair varies between dark brown, black, or gray, with a texture like sand or rock, or occasionally metallic sheens like copper or iron. Their eyes reflect deep, earthy browns, gold, or are gemstone-like (emerald, onyx, etc.), often giving off a feeling of unshakable resolve.

Daonun Traits:

Stone Cunning: similar to the dwarf feature, but allowing the daonun to identify depth and direction underground, and type of stone (including gems)

Earth Walk: as earth genasi

Merge With Stone: as earth genasi

Djinnasi (Air). The djinn are free-spirited, capricious, and proud. They tend to be rebellious and independent, yet sociable and even playful at times. The djinn are associated with air, so their personalities reflect a love of freedom, movement, and unpredictability. Their mixed-heritage offspring are adventurous, inquisitive, and somewhat mischievous. They may have a hard time following strict rules or conforming to rigid societal expectations, preferring autonomy and independence. They can be charismatic but may struggle with long-term commitments.

Djinnasi often appear lean, tall, and graceful, with an almost ethereal or weightless quality to their movements. Their hair may appear windswept even when there is no breeze, and their eyes often gleam with a pale or sky-blue hue. They may have a faint shimmering aura or a soft breeze that seems to surround them at all times. They have a pale skin tone, sometimes with a bluish or silvery tint, reflecting the sky and air. Their hair white, platinum blonde, or light gray, often floating gently as if caught in a breeze, while their eyes are sky blue, silver, or gray, often appearing to swirl like the wind.

Djinnasi Traits:

Lightning Resistance: Djinnasi are resistant to lightning damage

Unending Breath: As air genasi

Mingle With the Wind: As air genasi

Efreeti (Fire). Efreeti are typically seen as arrogant, vengeful, and quick-tempered. They are associated with fire and are known for their destructive nature. They rule over fiery realms and are seen as powerful, often tyrannical beings. They can be cunning and ambitious, with a strong sense of pride. Efreeti-descended jinnasi may be passionate, strong-willed, and highly competitive. They might have a quick temper and a strong desire for power or influence. These jinnasi could be headstrong and determined, sometimes to the point of ruthlessness, but their burning drive makes them excellent leaders, or rivals.

These jinnasi tend to have strong, muscular builds with a sense of intensity and power radiating from them. Their presence often feels heated, and some may even emit warmth. There may be visible veins of molten fire running beneath their skin, especially when angry or excited. Their skin is dark reddish, bronze, or black, often with an undertone that looks like smoldering embers. Their hair is black, red, orange, or fiery colors that sometimes flicker like flames, or even appear to smolder. Their eyes can glow like coals, red, orange, or gold, often giving the impression of intense heat or fire. 

Efreeti Traits:

Darkvision: As fire genasi

Fire Resistance: As fire genasi

Reach to the Blaze: As fire genasi

Maridun (Water). Marids are aloof, majestic, and exceedingly proud. They are the most powerful among the jinn, ruling vast watery realms. They are mysterious, fluid, and at times, mercurial. Maridun are in turn calm, introspective, and wise but also prideful and difficult to sway. They may be slow to anger, but once provoked, they can unleash a torrent of emotion or power. Like water, they can be adaptive and fluid in their thinking, but they may also hold grudges, flowing around obstacles in their path to achieve their goals.

Maridun have a fluid, flowing grace in their movements, as if they were moving underwater. Their skin might appear moist or dewy, and their presence may evoke the feel of standing near a body of water, with the sound of waves or the scent of sea spray accompanying them. Their skin can shimmer between shades of blue or green, reminiscent of the ocean, with a slightly reflective quality, as if light were reflecting off water. Their hair has deep blue, green, or aqua tones, sometimes wavy or flowing, as though always slightly wet, while their eyes are also deep blue, sea-green, or turquoise, with a reflecting or liquid quality.

Maridun Traits:

Poison Resistance: replaces water genasi Acid Resistance

Amphibious: as water genasi

Swim: as water genasi

Call to Wave: as water genasi


Maran (Serpentfolk).

Stories circulating in the Middle World (especially among the Tat, Narts, and the Kushti) speak of young men who became lost in underground caves and cisterns, where they encountered a half-woman half-serpent named Shahmaran - the Queen of the Serpents. Her underground domain was pleasing, and abounded in good food and drink, whereas the queen herself was beautiful, kind and wise. She possessed the power to heal, to change shape, and to control natural forces, and she understood the secrets of the universe. She freely shared her gifts with the young man, but when he begged to be allowed to return to the surface, she implored him to keep her existence secret from other people. Versions of this tale diverge at this point, but in several of the variants, the queen is betrayed, and killed, though the youth gains some of her powers as a result.

Whether the Shahmaran has offspring, or whether she chooses to endow her favorites with her powers is unclear, though recent reports allege the existence of isolated villages where Shahmaran's progeny live. These reports assert that the Maran live secretive lives, not sharing their true nature with outsiders, as they await the fulfillment of a prophecy passed down by their queen. The few people who come to know of them regard them with a mixture of suspicion and awe. Religious scholars who try to determine their precise nature often equate them with the Maridun, who also often adopt a serpentine shape, but this only adds to the confusion. Wielders of worldly power attempt to gain their gifts for themselves - one vizier famously ate the flesh of the Shahmaran (which reputedly resulted in his death). Though of necessity clannish, the Maran do seem to be generally benevolent, and will sometimes take a liking to outsiders. A very few tales relate of Maran leaving their villages to go out into the wide world. Typically, this is also said to relate to the prophecy - either some long-lost relative must be recovered, a notable warned about a certain course of action, or an item needs be recovered.

As they try to keep their existence secret, the Maran appear as normal humans. Unless they become elders, they cannot take the hybrid form assumed by the Shahmaran - a human upper body and a serpentine torso - they do apparently possess subtle physical features that can give their heritage away. These can include slightly slitted pupils, small patches of scales, or a perhaps a cleft tongue. 

Maran Traits:

Ability Score Increase: WIS +1

Age: They can reputedly live for centuries at least, and are rumored to shed their skin to continue living in a new guise

Alignment: Despite rumors that they are in the service of Iblis, the Maran appear to be benevolent

Size: Medium

Speed: As human (30 feet/round)

Poison Immunity: Serpentfolk are immune to poison damage, and to the Poisoned condition

Maran Touch: By using their action to lay hands on a creature, the Maran can effect either a Cure Wounds or a Lesser Restoration on them. Once having done that, they cannot do so again until they have finished a long rest

Snake Whispering: Their affinity to snakes and serpents gives the Maran the following powers:

  • You can speak with snakes and other reptiles at will, as if having cast the Speak With Animals spell (other sorts of beasts are not affected)
  • You can also converse with serpents, dragons, and related beings in their own tongue (an extension of the above feature into a full-blown language
  • When interacting with any of the above creatures, Maran are considered to be permanently under the effects of a Sanctuary spell
  • When subjected to any magical or related effect (e.g. a breath weapon) by such creatures, Maran make saves with advantage
  • You can charm or immobilize reptiles or serpents by staring at them or playing on a pipe. By using an action, you effect a Color Spray spell, albeit one that is only effective against those kinds of targets. For each level you have above 1st, add 1d10 to the total number of HP of creatures you can affect. Once having done that, you cannot do so again until you have finished a long rest.

Shedding Skin: You may cast the Alter Self spell. Having done so, you cannot do so again until you have finished a long rest.

Languages: You speak the Tinnini- the language of serpents, snakes, and dragons (as above).



Rukhani (Aaracockra).

On distant islands in the Emerald Sea, an enormous bird called the rukh (called roc by some foreigners) dwells. This bird is so enormous that it is supposed to be able to seize an elephant in each of its claws and then fly away. Such a creature has to fly all over the world to find food sufficient to feed it and its offspring, though it is said that the roc's flights also take it beyond Mount Qaf and into the Alam al-Ghayb. Its purpose in doing so is not known, though perhaps it has something to do with acquiring wondrous items that help it produce humanoid progeny. Sages differ on why the rukh should want such offspring. Some assert that the Rukhani become protectors of rukh fledglings all over the Middle World, as they take a long time to reach maturity. Others argue that the Rukhani are being prepared to enter human realms, for purposes known only to the rukh elders.

Some travelers' stories allege that a rukh egg appears as an entire island. While this might be an exaggeration, Rukhani may be hatched on these islands, which also serve as the rukh's rookeries. It has been suggested that some also originate in high mountain ranges, especially near sea coasts. Such creatures have been reported by sailors, and rumors fly that several have been shot down. Such incidents have been increasingly more frequent, lending credence to the rumors that they are beginning to encroach on human realms. 

Though it is difficult to attribute characteristics to creatures so poorly known, Rukhani appear to be noble, clannish, prideful and freedom-loving (like the djinn with whom they may share and origin). This might not be the best traits for entry into a realm in which you will be heavily outnumbered, but the Rukhani may be on a mission. Such creatures are always spoken about with wonder (which of course would not prevent the servants of some self-aggrandizing amir or even the Caliph himself) from trying to capture one for their menagerie. 

Rukhani can have a range of plumage, from white to speckled to gray, brown or jet black. 

Rukhani Traits:

Ability Score Increase: DEX +1

Age: As Aaracockra - mature by three, typical lifespan - 30 years

Alignment: Despite their love of freedom, they do tend toward lawful alignments

Size: Medium, specifics as Aaracockra

Speed: 30 feet/round, fly 50 feet/round, but to use this speed you cannot be wearing heavy or medium armor

Talons: As Aaracockra

Languages: You speak Tahiri - the language of birds and other avians




Shaytani (Tieflings)

Chief among the jinn was Iblis, who was God's most powerful servant, and entrusted with the administration of Creation. But after the rise of humanity, al-Wakim called upon the jinn and the angels to bow down before them. Iblis refused, for which he was banished from Jennah. Iblis won reprieve from being cast into Jahannam - Gehenna - until the Day of Judgment, so he resolved to use the time to prove to God that humans are unworthy.

Iblis was followed into exile by other jinn, who had free will, and could choose to accept or rejection submission to God. These became known as the shayatin - demons. Most of the shayatin were efreeti, and shared their fiery nature. But over time, they either became a separate lineage, or were transformed by their service to Iblis. While efreeti are known for their arrogance, pride, and cruelty, especially toward enslaved mortals, the Shayatin are more cunning and manipulative, with a focus on deception, subversion, and corrupting influence through the use of illusion and infernal magic.

Shayatin have a variety of reasons for seeking to produce half-human offspring. Like other jinn, shayatin are lustful, but the creation of offspring is typically a deliberate act. As they are engaged in hatching plots to corrupt and subvert humanity, agents in the human world who are bound by descent can prove useful. But as the shayatin simply despise humans, making mockeries of them brings them pleasure.

But living in Dunya - the human world, is perilous for the shaytani - the shayatin's offspring. Their appearance is frightful, and often needs to be disguised if shaytani are to find any measure of acceptance. Their arrival in a city can often elicit the mobilization of special teams of monster hunters, so shaytani tend to remain hidden in underground lairs, surrounded by members of secret societies. A few shaytani who can pass as human in most situations are especially successful in furthering their infernal parents' schemes. Beyond trying to survive among humans, shaytani also have to deal with being caught between two worlds. Some try to learn as much as they can about their heritage, and then go out of their way to please their infernal parent. Some simply wish for a normal life among the al-Bashar. A few actively seek atonement for their lineage's misdeeds.

Shaytani often have a beastly appearance - sharp teeth, claws, exaggerated limbs, distorted or snarling visages, and occasionally, wings. Those who can 'pass' among humans have one outstanding feature - long arms, very large pupils, a prominent birthmark, etc.

Shaytani Traits:

Ability Score Increase: CHA +1

Age: As tieflings - slightly long-lived humans

Alignment: Shaytani can repent, but tend toward evil alignments

Size: Medium, specifics as Aaracockra

Speed: 30 feet/round

Languages: the shayatin may have their own language, but rumor has it that merely hearing it drives people mad. Their shaytani offspring may instead take a bonus language, as shaytani have to find outside sources of support to survive. Bonus languages can include the language of the jinn, or Thieves' Cant

Darkvision: 60 feet

Devilish Insight: You know most cons, so you save against Enchantment and Illusion effects with advantage

Legacy of Gehenna: Select one of the following cantrips to know: Friends, Mage Hand, Minor Illusion, Thaumaturgy. In addition, at 3rd level, you learn and may cast one of the following as 2nd level spells once per Long Rest period: Hellish Rebuke, Silent Image, Disguise Self, Charm Person. Burning Hands. At 5th level, you learn and can cast one of the following spells once per day: Darkness, Crown of Madness, Detect Thoughts, Suggestion, Invisibility, Flame Blade. Charisma is your spellcasting ability for these spells.





1 comment:

  1. SMDH at "species" when the archaic "kindred" is right there.

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