Chapter 4: Demigod Races and Lineages

The inheritors of the divine spark, the Demigods, are as diverse as the realms they inhabit and the Exalted Ones from whom they descend. They are a living testament to the boundless creativity of the Elder Divine, the adaptability of life, and the ever-evolving tapestry of the Demayth universe. To catalogue every Demigod lineage, every unique expression of the divine spark, would be an impossible task, for new bloodlines emerge, ancient ones fade, and the constant interplay of Light and Dark Demayth gives rise to an endless array of possibilities. However, within this vast diversity, certain established races and lineages stand out, their histories, cultures, and abilities shaping the very fabric of Demayth.

The Demigod Alliances

The influence of a Demigod's ancestry is paramount. Their connection to specific Elder Divine and Exalted Ones shapes not only their inherent powers but also their physical appearance, their cultural predispositions, and their place within the cosmic order. A Demigod descended from a lineage tied to Romana, the World-Mother, might possess an innate connection to the natural world, while one descended from a lineage tied to Azmorath, the Primal Fury, might be prone to fits of rage and possess exceptional strength. This is not to say that a Demigod's destiny is predetermined by their ancestry, for free will remains a fundamental aspect of their being, but rather that their lineage provides a foundation, a set of inherent tendencies and potentials that shape their journey.

Furthermore, Demigod races are not static entities. They adapt to their environments, evolve over time, and are shaped by the historical events they experience. The harsh conditions of the First Gaia (Sul Han) have undoubtedly produced Demigods of exceptional resilience and combat prowess. The constant warfare on the Second Gaia (Mor Duke) has likely led to the emergence of lineages specializing in martial skills. And the diverse environments of the Fifth Gaia (Tovak) have surely given rise to a wide array of Demigod adaptations. Even major historical events, such as the Great War, have left their mark on the Demigod races, shaping their cultures, their relationships, and even their physical traits.

In the world of Demayth, there are two major alliances: The Rye Ku and the Mal Kye.


The Rye Ku Alliance

The Rye Ku Alliance stands as a beacon of hope and resistance against tyranny in the Demayth universe, a coalition of Demigod clans and individuals united by a shared belief in the inherent rights and freedoms of humankind. They champion the ideals of fair treatment, self-governance, and the right of all beings to live free from oppression. While their members are diverse in their origins, their abilities, and their specific cultural practices, they are bound together by this common commitment to a more just and equitable world.

The name "Rye Ku" is itself shrouded in some mystery, its precise origins lost to the mists of time. Some scholars believe it derives from an ancient Demigod tongue, meaning "Those Who Stand for Right," while others claim it is a corruption of the name of an early, influential leader who championed these ideals. Whatever its true origin, the name has become synonymous with resistance to tyranny, the protection of the weak, and the pursuit of a more balanced and harmonious existence.

The Rye Ku Alliance is not a monolithic entity, but rather a loose coalition of independent clans, each with its own unique history and traditions. Among its most prominent members are:

  • The Lionhearts
  • The Arkana
  • The Rhordarians
  • The Dragonwrath
  • The Plasmators (a redeemed clan of Furyin origin)
  • The Slagpin Clan
  • The Warhandlers
  • Some Celestials (typically those aligned with the Three Sisters)

While individual clans within the Rye Ku Alliance might have their own patron deities, the overall philosophy of the alliance resonates strongly with the principles of deities like Tor Ray Say, the Righteous Warrior, and Komora, the Mother of Mercy. Their emphasis on justice, compassion, and the protection of the innocent aligns with the Light aspect of these powerful goddesses.

The Rye Ku Alliance has historically served as a bulwark against oppression, a champion of human rights, and a driving force for positive change in the Demayth universe. Their members have fought in countless battles against tyrants, monsters, and even the forces of the Void, striving to create a world where all beings can live in freedom and dignity. The defining conflict of their history, and indeed a pivotal event in the history of Demayth, was the Great War, a thousand-year struggle against the Mal Kye Alliance, who sought to establish Demigod dominance over the mortal realms. Though the war ended in a Rye Ku victory, the tensions between these two opposing ideologies remain, shaping the political landscape of Demayth and ensuring that the fight for freedom and justice continues.


The Mal Kye Alliance

In stark contrast to the Rye Ku, the Mal Kye Alliance represents a fundamentally different worldview – one that prioritizes Demigod power, dominance, and the subjugation of those they deem inferior, particularly humans. They are a loose coalition of Demigod groups united by a shared belief in their own inherent superiority and a disdain for the "weaker" races. Their history is one of conflict, conquest, and a constant striving for power.

The name "Mal Kye" is believed to be derived from an ancient Demigod term meaning "Those Who Rule" or "The Powerful Ones," a clear indication of their core ideology. They see Demigods as the rightful rulers of the mortal realms, destined to dominate and control those who lack their divine spark.

The Mal Kye Alliance is comprised primarily of the following groups:

  • Furyins
  • Devil Kin
  • Devil Tormentor Kin

While individual members of these groups might have their own motivations and goals, they are united by a shared belief in Demigod dominance and a willingness to use force and intimidation to achieve their aims.

The deities most strongly associated with the Mal Kye ideology are those who embody the more chaotic, destructive, and power-hungry aspects of Demayth. Zakyr, the Lord of Chaos, with his embrace of unpredictability and disruption, appeals to the rebellious and destructive elements within the Mal Kye. Mythyos, the Judge of Battle, while also revered by some Rye Ku clans, is seen by the Mal Kye as a patron of conquest and domination, his emphasis on martial prowess twisted to justify their aggressive expansionism. And Ran'Dyus, the Demonic Engineer, represents the rejection of natural limitations and the pursuit of power through any means, even the creation of monstrous and demonic forces. It is important to note, however, that not all Mal Kye clans worship these deities directly; their association is more about a shared philosophical alignment than a unified religious structure.

The Mal Kye Alliance has historically been a force of conquest and oppression, seeking to dominate the mortal realms and to establish a hierarchy with Demigods at the apex. Their actions have led to countless conflicts, widespread suffering, and a deep-seated distrust between Demigods and humans in many parts of Demayth. The Great War, a thousand-year struggle against the Rye Ku Alliance, was the defining conflict of their history, and though they were ultimately defeated, the Mal Kye continue to harbor their dreams of dominance, their members scattered throughout the realms, plotting, scheming, and seeking to regain their former power.


Established Demigod Races

In the following sections, we shall explore some of the most prominent and well-established Demigod races of Demayth, examining their origins, their cultures, their unique abilities, and their place within the grand tapestry of our universe. From the towering Okand, with their connection to Mythyos, to the elusive Petit, cursed by Zakyr; from the graceful Elves, descendants of Muu'Dya and Romana's Exalted, to the fierce Rageon, inheritors of draconic power – each race represents a unique expression of the divine spark, a testament to the boundless diversity of Demigod kind. And while these established lineages represent a significant portion of the Demigod population, it is important to remember that they are not the only ones. Scattered throughout the realms, in hidden enclaves or remote corners of the world, there exist countless other Demigod lineages, each with its own unique history and abilities. Some might be descendants of forgotten Exalted Ones, others the result of unique magical events, and still others might be the product of adaptation to extraordinary environments. The possibilities are as vast as Demayth itself.


The Slagpin Clan

The Slagpin Clan stands as a testament to the power of resilience, adaptability, and the enduring pursuit of knowledge, even in the face of overwhelming adversity. While they are renowned throughout Demayth for their mastery of Divination and their contributions to the Golden Wing Academy, their history is one marked by both profound wisdom and brutal conflict, a testament to the complex and often contradictory nature of Demigod existence. They are, perhaps, the most striking example of how a connection to the more hidden aspects of Demayth can shape a lineage, not through direct divine intervention, but through the subtle influence of an Exalted One.

  • Origin: The Slagpin Clan's unique abilities and their connection to the art of Divination stem from an ancient blessing bestowed upon one of their ancestors, a powerful Demigod whose name has been lost to time. This Demigod, it is said, was chosen by a powerful agent of Nyxaros, the Veiled Truth. It is crucial to understand that Nyxaros is not one of the Elder Divine, but rather a supremely powerful Exalted One serving Phantor, the Architect of Fate. This agent, recognizing the Demigod's potential for understanding the hidden currents of Demayth, granted them a portion of Nyxaros's power – a connection to the shadows, to secrets, and to the subtle whispers of fate. This blessing was not a gift of direct power, but rather an awakening of an inherent potential, a key that unlocked the secrets of Divination within the Demigod's bloodline.
  • Physical Appearance: Slagpin Demigods generally appear as normal humans, with a wide range of physical characteristics reflecting the diversity of human populations. However, a distinctive marker of their lineage is the presence of golden strands or streaks within their hair, a subtle but unmistakable sign of the blessings they received long ago. Their eye color and skin color can be of any natural born color.
  • Society: Before the Great War, the Slagpin Clan was primarily known for its pursuit of knowledge and wisdom, valuing peace and understanding above all else. However, the brutal realities of the conflict forced them to adapt, to hone their combat skills, and to learn to kill without regret. This transformation shaped their culture, creating a unique blend of intellectual curiosity and martial prowess. Today, the Slagpins live within a tribal or clan democracy, with seven clan heads making decisions, but the people holding ultimate authority. They are known for their humility, their kindness, and their forgiving nature, a stark contrast to their wartime reputation. Families live freely, warmly welcoming others into their homes, and they mourn death with celebrations of life.
  • Relations: The Slagpin Clan strives for peaceful relations with all other races and groups, even attempting to forge alliances with Mal Kye clans. This openness and willingness to forgive has earned them the respect of many, but it also makes them a target during times of war, their divinatory abilities making them a formidable threat on the battlefield.
  • Homeland: The Slagpin Clan is not confined to a single location, but rather has established communities in various realms, often living among those who are peaceful or who are willing to make treaties with them. They are known for their willingness to aid others, even in harsh environments, and their settlements are often characterized by a vibrant mix of cultures and a focus on community well-being.

Slagpin Traits: The Slagpin Clan is renowned for two unique and powerful abilities, both stemming from their connection to Nyxaros's Exalted and their history of adaptation:

  • Build: They grow to be medium or large in size, but some are smaller due to their relations with the Petit.
  • Slagpin True Sight: They possess an innate ability to perceive hidden magical forces, divine markings, and the auras of living beings. This allows them to see through illusions, detect hidden dangers, and understand the underlying nature of individuals and objects. It is a powerful tool for Divination and for navigating the complex and often deceptive world of Demayth. This allows them to see any creature/objects that are hidden magically or within magical darkness. However, natural hidden creatures (those using the stealth skill) can still hide away from the gaze of a Slagpin.
  • Bloodline Magic (Divine Reflex): The Slagpins have a precognitive ability, allowing them to glimpse moments into the near future, particularly in situations of danger. This manifests as incredibly fast reflexes and an uncanny ability to anticipate and avoid attacks. This is not infallible, and powerful or chaotic forces can sometimes overwhelm their foresight, but it makes them exceptionally difficult to surprise or defeat in combat. The more in-tune with their abilities and training allow them to better use this gift. Whenever a Slagpin would be attacked, harmed in some way, or even avoid a situation they do not wish to deal with - then they may make a Reflex saving throw. However, instead of using their Dexterity modifier for the Reflex saving throw, they may instead use their Spellcasting Modifier, and this reflects their natural ability to perceive the future. Each use of this magical ability will cost 1 Demayth point.

The Furyins

Among the diverse lineages of Demigods, the Furyins stand as a testament to the raw power of emotion, the destructive potential of rage, and the complex interplay between divine influence and individual choice. They are a race marked by their fiery tempers, their formidable strength, and their unique ability to manifest their anger as a tangible, destructive energy. Their history is one of violence, exile, and a constant struggle to control the volatile forces that flow within their veins. They are also one of the driving forces of the Mal Kye.

  • Origin: The Furyins trace their lineage back to Exalted Ones created by a potent, and some would say ill-fated, collaboration between three Elder Divine: Ran'Dyus, the creator of demons; Azmorath, the Primal Fury; and Un Du'Walc Shu'Way, the Purifier. This unusual combination of divine influences imbued the Furyins with a predisposition towards rage, destruction, and a thirst for power. They were intended, perhaps, to be instruments of divine wrath, enforcers of karmic balance, or even simply a manifestation of the chaotic energies that permeate the universe. Whatever their original purpose, the Furyins' inherent volatility and destructive potential quickly made them a threat to the established order.
  • Physical Appearance: In their normal state, Furyin Demigods appear remarkably human, possessing a wide range of physical features common to humankind. However, a telltale sign of their lineage is their eyes, which possess a pure red iris that glows with an unsettling inner fire, particularly when they are angered. When a Furyin unleashes their full fury, a dramatic transformation occurs. They grow in size, their muscles swelling, and demonic features manifest: horns erupt from their heads, fangs lengthen, claws extend from their fingertips, and their hair often turns a stark white or a fiery red. In this enraged state, they become living embodiments of destructive power, their very presence radiating an aura of intense heat and raw power.
  • Society: The Furyins have never established a unified society or a lasting homeland. Their volatile nature, their history of conflict, and the prejudice they face from other races have led them to live scattered throughout the realms, often hiding within other nations or struggling to survive on the fringes of society. They are frequently seen as troublemakers, instigators, and a threat to peace and stability. Their attempts to create their own nations have often been met with resistance, leading to further conflict and reinforcing their image as a destructive force. Many Furyins harbor a deep-seated desire for power, dreaming of a day when they can establish their own dominion and rule with an iron fist, free from the persecution they have endured.
  • Relations: Due to their inherent rage and their history of violence, Furyins often struggle to form lasting relationships with other races. They are quick to anger, prone to lashing out, and often perceived as dangerous and unpredictable. While some individuals may find common ground with other warlike Demigod clans, most societies view them with suspicion or outright hostility. However, it is important to remember that not all Furyins are inherently evil or destructive. Their capacity for rage is a double-edged sword, and some strive to control their emotions, to channel their power for good, or to find a place for themselves within a world that often fears and rejects them.
  • Homeland: The Furyins, much like the Petit, possess no true homeland, and are instead wanderers.

Furyin Traits: The Furyin possess a unique set of abilities that reflect their divine lineage, their volatile nature, and their history of conflict:

  • Furyin Build: They typically grow to be medium in size, about 5-6 feet in height, but grow one size larger when they enter their Furyin transformation.
  • Superior Darkvision: Their eyes are adapted to darkness, granting them exceptional vision even in the absence of light. They can perceive their surroundings with clarity even in the deepest caverns or under the cover of magical darkness, able to distinguish shapes, movements, and even colors at considerable distances. They have clear vision for up to 125 feet while in darkness, and see through magical darkness as well.
  • Furyin Transformation: This is the defining characteristic of the Furyin – the ability to enter a state of intense, focused rage that dramatically alters their physical form. When enraged, a Furyin grows in size, their muscles swelling, and demonic features manifest: horns erupt from their heads, fangs lengthen, claws extend from their fingertips, and their hair often turns a stark white or a fiery red. In this enraged state, they become living embodiments of destructive power, their very presence radiating an aura of intense heat and raw power. A Furyin can transform as many times per day equal to their Spellcasting Modifier. Each transformation lasts for a number of rotations equal to their character level. While out of combat, this transformation lasts for 1 minute + character level.
  • Claws: They can make a Claw attack instead of using their fists, and this attack deals Slashing damage instead of Impact damage.
  • Fangs: They can make a Bite attack instead of using their fists, and this attack deals Piercing damage instead of Impact damage.
  • Demonic Endurance: While transformed, Furyins gain a temporary increase to their maximum Health Points equal to 10 + their Constitution modifier (minimum of 1). This temporary HP is lost when the transformation ends.
  • Demonic Strength: While transformed, Furyins gain a bonus to their melee attack and damage equal to their Strength modifier. If the Strength modifier is less than 1 or 0, then they gain just 1 point to both attack and damage.
  • Furyin Energy: The most distinctive and dangerous ability of the Furyin is their capacity to manifest their rage as a physical, plasma-like energy. This energy, which is not considered magical in the traditional sense, crackles with raw power and can be shaped and manipulated in a variety of ways:
    • Offensive Blasts: Furyins can unleash this energy as devastating blasts, beams, or waves, dealing burning damage. Furyins are able to attack within their LOS while using Battle card attacks up to 125 feet. They can use any weapon as a conduit for their energy, and receive the weapon’s bonuses while attacking in this way. These types of attacks deal 1 half Impact and 1 half Burning damage.
    • Defensive Shields: They can also condense the energy into shimmering shields or barriers, deflecting attacks and protecting themselves or their allies.
    • Tools and Weapons: With practice and focus, Furyins can shape their energy into temporary tools or weapons, from razor-sharp blades to bludgeoning hammers, further enhancing their combat prowess.
    • Internal Detonation (Exceptional): The most powerful and ruthless Furyins can even learn to generate this energy within their environment, or even within the bodies of their enemies, causing catastrophic damage. This is a rare and terrifying ability, a testament to the destructive potential of unchecked rage. Acquired at the 18th Character level. This ability allows the Furyin to deal Biological damage to creatures while using their Destruction Spells. The spells used in this way are treated as if it originated from within the target creature, but creatures can make a Will saving throw to negate the effects of this ability.
  • Furyin Energy - Schools of Magic: Furyins begin the game with the school of Destruction at 1 Rank. Furyins begin the game with the school of Protection at 1 Rank. Furyins begin the game with the school of Alteration (only for manipulating their own energy to shape tools or weapons) at the 1st rank.
  • Lineage of Hatred: The Furyin's long history of violence and destruction has had a profound impact on their connection to Demayth. They are unable to access the schools of Restoration and Divination magic. This limitation reflects their inherent focus on destruction and their detachment from the more subtle arts of healing and foresight. It is a testament to the lasting consequences of their choices and a significant constraint on their potential.

The Plasmators

Not all Furyins succumb to their inherent rage and destructive tendencies. The Plasmators are a testament to the potential for redemption, even within the most volatile of bloodlines. This clan, originally a family of Furyins, earned the respect and blessing of RonBakku, the Honorable Warrior, by slaying wicked and evil Exalted Ones who had lost their way.

RonBakku, recognizing their commitment to a warrior's code, cleansed them of their demonic bloodline, purifying their essence and granting them a measure of control over their inherent fury. However, he could not entirely remove the rage and hatred that flowed within their veins, nor could he erase the physical manifestations of their Furyin heritage.

The Plasmators, therefore, stand as a unique example of a Furyin clan that has striven to overcome its dark origins. They are still formidable warriors, still capable of wielding Furyin Energy, but they do so with a greater degree of discipline and control. They have also developed a unique understanding of magic and anti-magic, allowing them to combat spellcasters on equal footing. They are often seen wearing blue armor with their clan markings. They are proof that even those born with a predisposition towards darkness can choose a different path, can find redemption through adherence to a code, and can become a force for good in the world, even while battling their inner demons. The Furyin are considered to be one of the main groups of the Mal Kye.

  • Origin: The Plasmators were once indistinguishable from other Furyin clans, consumed by the same burning rage and driven by the same destructive impulses. However, a pivotal moment in their history – a conscious decision to turn their fury against those who had truly embraced evil – set them on a different path. They chose to target corrupted Exalted Ones, beings who had betrayed their divine purpose and were wreaking havoc upon the mortal realms. This act, while still violent, demonstrated a nascent sense of justice, a willingness to use their power for something other than pure destruction.
  • RonBakku's Intervention: RonBakku, the Honorable Warrior, recognized this spark of potential within the Plasmator family. He saw in them a chance for redemption, a way to channel the Furyin rage into a more disciplined and purposeful force. He intervened, not to erase their Furyin nature, but rather to purify it. RonBakku cleansed them of their demonic bloodline, the direct influence of Ran'Dyus, lessening the chaotic and destructive aspects of their heritage. However, he could not, and perhaps chose not to, entirely remove the rage and hatred that flowed within their veins. Instead, he offered them a way to control it, to channel it, to use it in service of a higher ideal.
  • Appearance: While they retain some Furyin features, the demonic aspects of their transformation have been suppressed, so the horns and claws will not be there.
  • Culture and Society: The Plasmators have adopted a more structured and disciplined society than most Furyin clans, influenced by RonBakku's emphasis on honor and ethical conduct. They adhere to a strict warrior's code, valuing discipline, self-control, and service to a greater cause.
  • Relations: The Plasmators are a living paradox – Furyins who have embraced the ideals of the Rye Ku. This makes them unique among Demigod clans, and their relationships with other groups reflect this duality. They are staunch allies of the Rye Ku, fighting alongside them to protect the innocent and uphold justice. They are viewed with suspicion by many other Furyins, who see them as traitors to their heritage. And they are respected, albeit cautiously, by those who recognize their strength and their commitment to a more righteous path.

Plasmator Traits: The Plasmators, as a redeemed lineage of Furyins, possess a unique combination of Furyin characteristics and abilities granted by RonBakku.

  • Plasmator Build: Like other Furyins, they typically grow to be medium in size, about 5-6 feet in height. However, unlike other Furyins, they do not grow larger when using their Bloodline Magic.
  • Superior Darkvision: They retain the Furyin ability to see in complete darkness, even magical darkness, discerning colors within a 125-foot radius.
  • Furyin Energy: Plasmators can manifest their rage as a physical, plasma-like energy, which is not considered magical. This energy can be shaped into:
    • Offensive Blasts: Plasmators can unleash this energy as devastating blasts, beams, or waves, dealing burning damage. Plasmators are able to attack within their LOS while using Battle card attacks up to 125 feet. They can use any weapon as a conduit for their energy, and receive the weapon’s bonuses while attacking in this way. These types of attacks deal 1 half Impact and 1 half Burning damage.
    • Defensive Shields: They can also condense the energy into shimmering shields or barriers, deflecting attacks and protecting themselves or their allies.
    • Tools and Weapons: With practice and focus, Plasmators can shape their energy into temporary tools or weapons, from razor-sharp blades to bludgeoning hammers, further enhancing their combat prowess.
    • Internal Detonation (Exceptional): The most powerful and ruthless Plasmators can even learn to generate this energy within their environment, or even within the bodies of their enemies, causing catastrophic damage. This is a rare and terrifying ability, a testament to the destructive potential of unchecked rage. Acquired at the 18th Character level. This ability allows the Plasmator to deal Biological damage to creatures while using their Destruction Spells. The spells used in this way are treated as if it originated from within the target creature, but creatures can make a Will saving throw to negate the effects of this ability.
  • Furyin Energy - Schools of Magic: Plasmators begin the game with the school of Destruction at 1 Rank. Furyins begin the game with the school of Protection at 1 Rank. Furyins begin the game with the school of Alteration (only for manipulating their own energy to shape tools or weapons) at the 1st rank.
  • Lineage of Hatred: Like other Furyins, Plasmators cannot use the Restoration and Divination schools of magic.
  • Anti-Magic Specialization: Through dedicated study and training, Plasmators have developed a unique understanding of magic and anti-magic. This grants them the following:
    • Resistance: You begin with a general +2 bonus to all of your Saves against magical spells.
  • Bloodline Magic: At character creation, choose one of the following Plasmator Bloodline Magic abilities:
    • Superior Being: * Activation: As a standard action, a Plasmator can unleash their inherent Furyin power, gaining a significant boost to their combat prowess for a limited time.
      • Effect: For 1 + (1 per 3 character levels, rounded down) minutes, the Plasmator gains a +5 attack bonus to their Battle card attacks, Spell attacks, and saving throws. While in this state, anytime the Plasmator deals damage, increase the damage dealt by 2D6 points of Impact damage.
      • Cost: Activating this ability costs 10 Demayth Points.
      • Visual: When activated, the Demigod is seen with an aura of energy surrounding them. Those born with this are born with white hair.
    • The Cloak of RonBakku: * Activation: As a Quick action, a Plasmator can summon the Cloak of RonBakku, becoming temporarily invulnerable.
      • Effect: While the cloak is active, the Plasmator is completely immune to all damage and harmful effects, including magical effects, even those from divine sources. The cloak manifests as swirling black flames with two burning white eyes.
      • Cost: While active, the cloak drains the Plasmator's life force, inflicting 1 point of true damage every 6 seconds. This number goes up by 1 point every 3 levels (+1 per 3 levels). This damage bypasses all forms of damage reduction and cannot be healed by normal means while the cloak is active. The cloak remains in play until the Plasmator falls unconscious, or until the Plasmator uses a Quick action to remove the cloak. The cloak can only be used once per long rest.
      • Visual: The cloak appears as swirling black flames, and two burning white eyes.

The Rhordarians

Among the diverse lineages of Demigods, the Rhordarians stand as a testament to the power of peace, understanding, and the profound impact that even the seemingly weakest individuals can have on the world. They are, perhaps, the most human-like of all Demigods, their appearance belying the potent connection to Demayth that flows within them and their unique ability to amplify the powers of those around them. They are wanderers, healers, and peacemakers, their lives dedicated to fostering harmony and supporting those who strive for a better future.

  • Origin: The Rhordarians are part of the Rye Ku alliance, sharing their commitment to human freedom and fair treatment. However, their origins are shrouded in mystery, with some claiming they are descended from a particularly benevolent Exalted One who sought to emulate the harmonious balance of Demayth itself. Others whisper that they are the result of a unique blessing bestowed directly by Romana and Rokuru, a testament to the potential for peace and understanding that exists even within a universe defined by Duality. Regardless of their precise origins, their almost-human appearance and their unwavering commitment to non-violence set them apart from many other Demigod clans.
  • Physical Appearance: Rhordarians are virtually indistinguishable from ordinary humans, possessing the same range of physical characteristics – varied hair, skin, and eye colors, and a typical medium build. It is this very ordinariness that is their most defining feature, allowing them to blend seamlessly into human societies and to offer their aid without drawing undue attention to themselves.
  • Society: The Rhordarians are a nomadic people, rarely staying in one place for long. They travel in small groups or clans, guided by the subtle currents of Demayth and their own innate sense of clairsentience. They do not seek to conquer or to dominate, but rather to offer their services to those in need, to heal the wounded, to mediate disputes, and to bring a sense of peace and tranquility to the communities they encounter. They are readily accepted into other cultures, integrating themselves into existing societies and offering their unique gifts without seeking to impose their own way of life. They are known for their humility, their peaceful nature, and their genuine desire to help others.
  • Relations: Perhaps uniquely among all Demigod races, the Rhordarians are almost universally liked and respected. Their peaceful nature, their unwavering commitment to helping others, and the protective curse that hangs over them make them welcome in almost any community. Even demonic entities find it difficult to harm them, recognizing, perhaps, the inherent goodness that radiates from their very being.
  • Homeland: The Rhordarians have no fixed homeland, preferring a nomadic existence that allows them to follow the flow of Demayth and to offer their aid wherever it is needed. They often seek out secluded places – deep forests, high mountains, or remote islands – for temporary respite, but they are never truly settled, always moving on to the next community that might benefit from their presence.

Rhordarian Traits: The Rhordarians, despite their unassuming appearance, possess a unique set of abilities that reflect their peaceful nature and their deep connection to Demayth:

  • Rhordarian Build: You are Medium size.
  • Killer's Guilt: The Rhordarians are protected by a powerful divine curse. Any creature that willingly destroys/kills a Rhordarian must make a DC 25 Will saving throw or suffer the effects of the Unlimited Guilt curse. This curse causes escalating madness, culminating in self-destruction, with the soul claimed by Un Du'Walc Shu'Way. Redemption requires significant atonement.
  • Imperceivable Beings: Rhordarians possess an almost supernatural ability to blend in with their surroundings, their presence masked by the flow of Demayth. You have advantage on Stealth checks made to avoid magical detection. Creatures attempting to perceive you using Divination magic or Demayth Sense do so with disadvantage. You can choose to suppress this ability to make your presence known.
  • The Human Aspect: Compared to other Demigods, Rhordarians are less physically imposing and their connection to raw magical power is more subtle. You suffer a -3 penalty to your starting Strength and Constitution scores, and a -5 penalty to your starting maximum HP. Additionally, you cannot learn or gain proficiency in the Destruction, Necromancy, or Witchcraft schools of magic.
  • Bloodline Magic (Unity): This is the defining ability of the Rhordarians – the power to amplify the potential of others.
    • Charm: Creatures who interact with you in a non-aggressive manner are naturally Charmed, viewing you as a trusted friend unless you give them reason otherwise.
    • Unity Bonus: As a standard action, you can spend 1 Demayth Point to grant your Unity Bonus to one ally within 30 feet. The Unity Bonus is equal to your Charisma modifier (minimum +1). The ally can add this bonus to any aspect (attack, damage, skill check, saving throws, etc.) they choose before the start of your next turn. You can choose to spend additional Demayth Points as part of the same action to grant the bonus to additional bonuses the target makes (1 DP per additional bonus). This bonus can allow recipients to exceed normal limitations.
  • Natural Clairsentience: Rhordarians possess a heightened sensitivity to the flow of Demayth. You gain proficiency in the Demayth Sense skill. Additionally, once per day, you can spend 10 minutes in meditation to receive a cryptic clue or vision from the Battle Master regarding a current challenge or future event (requires a successful Demayth Sense check against a DC set by the BM).
  • Rhordarian Resurrection: A Rhordarian can call upon the very essence of life to restore a fallen comrade. Once per [choose a significant timeframe: week, month, or even longer, subject to BM approval], you can attempt to resurrect a creature that has died within the last minute. This requires a successful Spellcrafting check with a DC 20 + creature level and costs you [choose a significant cost: e.g., 50% of your maximum HP, 2 levels of exhaustion]. This ability can even restore those affected by True Death, but doing so imposes an additional severe cost [e.g., permanent reduction to maximum HP, 2 additional levels of exhaustion].

The Okand

The Okand stand as a powerful and imposing presence among the Demigod races of Demayth, a testament to the enduring legacy of Titans and the complex interplay of strength, tradition, and divine favor. Known for their towering size, their formidable combat prowess, and their surprisingly well-ordered society, the Okand are both feared and respected throughout the realms. Their history is one of conquest, adaptation, and a unique connection to Mythyos, the Judge of Battle, which has shaped their culture and granted them extraordinary abilities.

  • Origin: The Okand are descendants of Titans, those colossal beings born from the unions of Exalted Ones. This heritage grants them their exceptional size and strength, setting them apart from most other Demigod lineages. However, their connection to Mythyos, the Judge of Battle, is equally significant. It was Mythyos who granted them their hidden homeland, Okyria, and whose blessings continue to empower their warriors.
  • Physical Appearance: The Okand are a physically imposing race, averaging eight feet in height, with powerful, muscular builds. Their skin is typically dark, their eyes a striking dark red, and they grow long, thick black hair. However, due to their mixed Titan heritage, variations in appearance do occur. Despite these variations, most Okand are rarely seen without the distinctive clothing of their clan, and they often conceal their faces, leading to the common name "Okand," meaning "unknown people."
  • Society: While often perceived as warlords and pirates by outsiders, the Okand possess a surprisingly well-ordered society based on laws and a form of democracy. They are divided into three classes: Nobles, who hold political and economic power; Elites, who maintain law and order within the clan; and Civilians, who engage in farming and other essential tasks. Despite this class structure, all Civilians have the right to bear arms and defend themselves and their families. Okand society places a high value on the role of women, particularly within the household. Housewives hold significant power, managing the family's resources and often owning slaves to assist with daily tasks. Marriage customs involve the man providing gifts of property, a house, and resources to support his future wife and child. While arranged marriages are common among noble families, individuals are generally free to choose their own partners, and conflicts over potential spouses can sometimes erupt into duels. Beyond warfare, the Okand are also skilled craftspeople, producing highly valued art, weapons, and armor. This artistic talent is recognized and respected within their society, demonstrating a more nuanced culture than their warlike reputation might suggest.
  • Relations: The Okand have a long and often bloody history of conflict with other races, particularly the Plasmator empire. They are generally viewed with a mixture of fear and respect, their strength and combat prowess undeniable. While they may clash with other groups over territory or resources, they also respect strength and can form alliances with those they deem worthy.
  • Homeland: The Okand's original homeland was the Great Forest, a gift from humans they had saved during the Great War. However, this land proved too dangerous, even for the Okand, and they suffered heavy losses to the powerful beasts that inhabited it. It was then that Mythyos intervened, creating Okyria, a hidden, ever-changing paradise within the Great Forest itself, accessible only to the Okand. This realm serves as their sanctuary and their primary home, a testament to their unique connection to the God of Battle.
  • Religion: The Okand are devout worshippers of Mythyos, the Judge of Battle. They believe that he values strength, courage, and skill in combat above all else. Their entire culture is geared towards honoring him, from their coming-of-age rituals to their societal structure.
  • Warrior's Test: To become a full-fledged warrior or Elite within Okand society, young individuals must undergo the "Right of the Hunter." This perilous trial involves venturing into the Great Forest for seven days and nights, armed with only three chosen objects, and returning with the head of an adult dragon or a Baron Beast. This test is a testament to their courage, their skill, and their dedication to the martial path.

Okand Traits:

  • Okand Build: Okand are typically Large size.
  • Titan's Blood: You gain a +3 bonus to your starting Strength and Constitution scores. Additionally, you gain a +10 bonus to your starting maximum HP.
  • Mythyos' Blessing (Bloodline Magic): You possess both the Okand Eye and Okand Bloodline Magic:
    • The Okand Eye: This grants the following abilities, which often improve as you gain power at every 3rd character level:
      • Level 3: Precognitive Reflexes: You gain a +1 bonus to your Reflex saving throws.
      • Level 6: Enhanced Perception: You gain a +1 bonus to Perception skill checks.
      • Level 9: True Sight: You can spend 1 Demayth Point to gain True Sight for 1 minute.
      • Level 12: Combat Insight: At higher levels of power, you gain the ability to perceive an enemy's weaknesses or understand their abilities. This allows you to look into the schools of magic of an enemy, and understand what or where their areas of weakness are.
      • Level 21: Gaze of Death (Legendary): At the highest levels of power, you might gain the ability to slay an opponent with your gaze if they fail a difficult Will saving throw. (This ability is extremely rare and subject to Battle Master approval, and limitation).
    • The Okand Bloodline Magic:
      • Elemental Resistance: You have resistance to Fire damage and Poison damage. (Resistance typically means you take half damage from that source).
      • Ability Mimicry (Advanced): At level 18, you gain the ability to temporarily copy a single ability (spell, skill use, special attack) that you witness an opponent use. You can use this copied ability once within the next minute. You cannot copy Bloodline Magic or abilities that have already killed you. (This ability is complex and subject to Battle Master approval and specific limitations).

The Petit

The Petit stand as a poignant example of the unpredictable nature of fate, the enduring power of resilience, and the triumph of intellect over physical limitations. Once a proud and powerful Demigod race, they were struck by a cruel curse from Zakyr, the Lord of Chaos, which diminished their stature and strength, forever altering their destiny. Yet, despite this tragic transformation, the Petit have not only survived but thrived, adapting to their new reality and carving out a unique place for themselves within the diverse tapestry of Demigod lineages.

  • Origin: The story of the Petit is a cautionary tale, a reminder that even the divine spark can be twisted and manipulated by the forces of chaos. Legends say they were once a race of formidable Demigods, renowned for their strength and magical prowess. However, they drew the ire of Zakyr, perhaps through some act of defiance, or perhaps simply because their existence offended his chaotic sensibilities. Whatever the reason, Zakyr unleashed a devastating curse upon them, diminishing their physical forms, weakening their bodies, and scattering them across the realms.
  • Physical Appearance: The most striking feature of the Petit is their diminutive size. They are small, lightweight, and often mistaken for children by those unfamiliar with their race. However, their physical appearance is as varied as that of humans, with skin, eye, and hair color reflecting the diverse lineages of their ancestors.
  • Society: The curse that shattered their original society forced the Petit to adapt to a new way of life. They became masters of integration, blending into the cultures of other races, learning their customs, and offering their unique skills in exchange for acceptance and protection. They are known for their charisma, their quick wit, and their ability to navigate complex social situations. They are also fiercely intelligent, possessing exceptional memories and a natural aptitude for learning. And, perhaps most importantly, they are fearless, their history of adversity having forged within them a resilience that belies their small stature.
  • Relations: The Petit have a complex relationship with other races. The Rye Ku clans, particularly, have welcomed them with open arms, offering them shelter and support in the aftermath of their curse. In contrast, some of the Mal Kye clans, who value strength and dominance, view them with disdain, a prejudice that stems from the ancient conflict and Zakyr's curse. Humans, too, have a mixed relationship with the Petit, often valuing their knowledge and their skills as artificers, but sometimes treating them with prejudice or condescension due to their size.
  • Homeland: The Petit, as a result of Zakyr's curse and their subsequent scattering, possess no true homeland. They are a people without a nation, dispersed among the realms, making their homes wherever they can find acceptance and opportunity.

Petit Traits: The Petit, despite their diminished physical stature, possess a unique set of abilities that reflect their resilience, their intelligence, and their adaptability:

  • Halfling Stature: Petits are Small size, growing to 3-4 feet.
  • Very Intelligent: Their sharp minds and quick learning grant them a +3 bonus to their starting Intelligence score.
  • Featherweight: They are light on their feet and exceptionally agile, gaining a +3 bonus to their starting Dexterity score. However, their small size limits their raw physical power, resulting in a -3 penalty to their starting Strength score.
  • Fearless: Having endured Zakyr's curse and survived countless hardships, the Petit are immune to fear, both magical and mundane. You are immune to the Frightened condition.
  • Charming: They possess a natural charisma and a knack for social interaction. You gain a +3 bonus to your starting Charisma score.

The Elves

The Elves of Demayth are not a single, monolithic race, but rather a diverse collection of distinct subraces, each with its own unique history, culture, and connection to the divine. While they share a common ancestry, tracing their lineage back to Exalted Ones created by Mu'Dya, the Fey Enchantress, and in some cases, Romana, the World-Mother, the various Elven clans have diverged over millennia, adapting to different environments, embracing different values, and forging their own unique destinies. Yet, despite their differences, certain traits bind them together, marking them as children of the fey and inheritors of a potent magical legacy.

Common Elven Traits: All Elves, regardless of their specific subrace, share certain fundamental characteristics that stem from their shared ancestry and their connection to Mu'Dya's magic:

  • Connection to Nature: Elves, in general, have a deep affinity for the natural world, feeling a connection to the forests, the rivers, and the creatures that inhabit them.
  • Innate Magical Ability: The touch of Mu'Dya is evident in all Elven bloodlines, granting them an innate aptitude for magic.
  • Kindred Spirit: Elves possess a resilient spirit, making them naturally resistant to magical influences that would force them into unnatural slumber. You have advantage on saving throws against being magically put to sleep.
  • Meditation: Instead of sleep, Elves enter a deep meditative state, a trance-like condition that allows them to rest and rejuvenate their bodies and minds in a mere four hours. This counts as a full rest.

Wood Elves

The Wood Elves are perhaps the most quintessential expression of the Elven connection to nature, embodying the wild beauty, the untamed spirit, and the enduring resilience of the forests they call home. They are skilled hunters, trackers, and guardians of the natural world, their lives intertwined with the rhythms of the forest and the whispers of the ancient trees.

  • Origin: The Wood Elves trace their lineage back to Exalted Ones created by both Mu'Dya, the Fey Enchantress, and Romana, the World-Mother. This dual heritage grants them a profound connection to both the magical and the physical aspects of nature, making them uniquely attuned to the forests and their inhabitants.
  • Physical Appearance: Wood Elves are typically tall and lean, with darker complexions that blend seamlessly with the dappled light of the forest. Their hair color ranges from white or blonde to dark brown or black, and they possess little to no body hair. Some are born with eyes that resemble pools of gold or silver, a rare and revered trait among their kind.
  • Society: Wood Elven society is deeply rooted in the natural world. They live in harmony with the forests, often building their homes within the branches of giant trees, grown with magic, or in hidden groves, far from the encroachment of civilization. They are skilled hunters and gatherers, living off the bounty of the land, but they do so with respect and reverence, understanding the delicate balance of the ecosystem. Their society is generally egalitarian and communal, with decisions made through councils and gatherings, though respected figures (elders, skilled hunters, druids) often hold positions of influence.
  • Relations: The Wood Elves have a long and troubled history with other races. They were nearly driven to extinction by the Plasmators, a conflict that has left a lasting mark on their culture and their view of outsiders. They also have a strained relationship with the Dwarves, stemming from a rivalry sparked by Duryin's gift of fire and competing claims over resource-rich lands. However, they found allies in the Slagpin Clan, who taught them powerful divinatory magic to aid in their defense. They are generally wary of outsiders, but they can form strong bonds with those who demonstrate respect for nature and a willingness to live in harmony with the forest.
  • Homeland: Wood Elves primarily inhabit forests, building their villages and settlements within the embrace of ancient trees and hidden groves. They tend to avoid cities and coastlines, preferring the solitude and tranquility of the deep woods.

Wood Elf Traits:

  • Elven Build: Wood Elves are typically Medium size, with a slender, graceful build.
  • Darkvision: Their eyes are adapted to low-light conditions. You can see in dim light within 60 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.
  • Kindred Spirit: You have advantage on saving throws against being magically put to sleep.
  • Meditation: You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. This grants the same benefit as 8 hours of sleep.
  • Keen Sight: Blessed with exceptionally sharp eyesight. You gain a +1 bonus to Wisdom (Perception) checks that rely on sight.
  • Mask of the Wild Fey Kind: You can attempt to hide even when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You gain Advantage in Stealth while hiding in natural environments.

Dark Elves

The Dark Elves, known in some tales as the Shadow Children or the Night Hunters, are a striking and often feared subrace of Elves, their history and their very being intertwined with the forces of darkness and the enigmatic goddess Synthera. They are a testament to the transformative power of Demayth, the potential for corruption, and the enduring strength of a culture forged in the shadows. While many view them with suspicion and fear, the Dark Elves possess a complex society, a unique connection to the unseen realms, and a fierce independence that sets them apart.

  • Origin: The Dark Elves' origins are shrouded in a tragic tale of temptation and transformation. It is said that long ago, Zakyr, the Lord of Chaos, corrupted a group of Elves, twisting their desires and turning them against the nature deities, Muu'Dya and Romana. He promised them great power, a mastery of the shadows that would allow them to surpass all other beings. Those who succumbed to his whispers were forever changed, their connection to the natural light severed, their bodies and souls transformed. However, their newfound power did not go unnoticed. Synthera, the Weaver of Endings, recognizing the potent darkness within them and their inherent connection to the cycle of life and death, claimed these transformed Elves as her own, offering them a place within her domain and further shaping their destiny.
  • Physical Appearance: The Dark Elves are a physically striking race, their features bearing the unmistakable mark of their transformation. They are typically tall and lean, much like their Wood Elf kin. However, their skin tones range from ashen gray and deep black to shades of dark blue and even deep purple, a reflection of the shadows they embrace. Their hair color is varied, encompassing shades of white, black, blonde, and even some with colored hair. Their eyes are perhaps their most distinctive feature. Some are born with black sclera and white irises, while those born in areas with more natural light might have white sclera and irises of any color.
  • Society: Dark Elven society is a matriarchy, with women holding the positions of power and authority within families and communities. The mother of a family is the ultimate authority, dictating the lives of her children and managing the household's affairs. This matriarchal structure extends to their larger communities, with queens often ruling over Dark Elven nations, advised by a council of powerful women. This is not to say that Dark Elven men are weak or subservient; they are often skilled warriors and hunters, but the ultimate authority rests with the women. Family is very important to this race.
  • Relations: The Dark Elves have a reputation, often deserved, for being ruthless, cunning, and dangerous. Many tales depict them as assassins, murderers, and man-hunters, and their connection to Synthera does little to dispel these fears. They are often viewed with suspicion and distrust by other races, particularly the Rye Ku alliance, who see them as natural enemies. However, their relationships are more complex than simple antagonism. Some Dark Elven clans have formed alliances with other groups, particularly those aligned with the Mal Kye, while others maintain a fierce independence, owing allegiance to no one. They are known to take male slaves from other races.
  • Homeland: The Dark Elves prefer environments where shadows reign and the light of the sun is diminished. They make their homes in dark twilight forests, deep within extensive cave systems, or even in cursed lands where a perpetual gloom hangs in the air. Their superior darkvision allows them to navigate these environments with ease, and they have learned to thrive in places where other races would struggle to survive.

Dark Elf Traits:

  • Elven Build: Dark Elves are typically Medium size, with a slender, graceful build.
  • Superior Darkvision: Accustomed to twilight forests and subterranean realms, your eyes are exceptionally adapted to darkness. 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. You can also see through magical darkness.
  • Sunlight Sensitivity: Your eyes, perfectly adapted to darkness, are sensitive to bright light. You have disadvantage on all card attacks and on Wisdom (Perception) checks that rely on sight when you are, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Kindred Spirit: You have advantage on saving throws against being magically put to sleep.
  • Meditation: You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. This grants the same benefit as 8 hours of sleep.
  • Synthera's Legacy (Optional - Choose One): Reflecting Synthera's claim over the Dark Elves, you gain one of the following benefits:
    • Proficiency: You gain proficiency in either the Stealth or Intimidation skill.
    • Children of Death: You gain proficiency in either Necromancy or Witchcraft of your choice in character creation.

Hyperion Elves

The Hyperion Elves stand apart from their other Elven kin, a testament to a unique and controversial history, a mingling of Elven grace with the celestial power of the angels of Luna. They are a race of winged Demigods, known for their striking beauty, their rigid social hierarchy, and their often-isolationist tendencies. Their story is one of ambition, of a deliberate pursuit of power, and of a society shaped by both celestial and earthly influences.

  • Origin: Unlike the Wood Elves, who trace their lineage directly to Exalted Ones of nature, the Hyperion Elves have a more complex ancestry. They are the descendants of Elves who, long ago, sought out the angels of Luna, those celestial beings created by the Three Sisters to guard the Golden City. These Elves, whether motivated by a desire for power, a fascination with the celestial realm, or perhaps even genuine love, formed unions with the angels, resulting in offspring who inherited both Elven and angelic traits. This act, while resulting in a powerful new lineage, also led to the banishment of those angels who participated, their celestial wings transforming to resemble those of earthly birds.
  • Physical Appearance: The Hyperion Elves are renowned for their striking beauty, often possessing features that reflect both their Elven and angelic heritage. They are typically tall and lean, with skin tones ranging from bronze to a golden olive hue. Their hair is often white or blonde, and their eyes can be any color, but most commonly are light blues, gold, or silver. The most distinctive feature of the Hyperion Elves, of course, is their feathered wings. These wings, inherited from their angelic ancestors, are typically the color of hawks or doves, though variations in hue do occur.
  • Society: Hyperion society is rigidly structured, a feudal system with a clear hierarchy of power. At the apex stand the royalty, the king or queen, whose word is law. Below them are the noble houses, families who control land, resources, and hold significant political influence. While there are those who would be considered lower, there are no Hyperions among them, and so those of other races work these jobs, or have been hired on. Hyperion families place great emphasis on bloodlines, often arranging marriages to maintain the purity of their lineage or to forge alliances with other powerful Demigod clans. This emphasis on lineage and social status permeates all aspects of Hyperion life.
  • Relations: The Hyperion Elves are known for their isolationist tendencies, preferring to keep to themselves and to interact with other nations only when it serves their interests. They are not inherently hostile, but they are fiercely protective of their territories and their way of life, and they will not hesitate to respond with overwhelming force to any perceived threat. This has led to a history of conflict with other races, but also to strategic alliances with those who offer valuable resources or military support.
  • Homeland: The Hyperion Elves prefer realms that offer strategic advantages, abundant resources, and a degree of isolation. They often establish their kingdoms in high-altitude locations, on mountaintops, or even on floating islands, reflecting their elevated status and their desire to remain separate from the affairs of the "lower" realms. They are skilled conquerors, often taking over existing territories, but they can also be pragmatic allies, forging partnerships with those who share their interests.

Hyperion Elf Traits:

  • Elven Build: Hyperion Elves are typically Medium size, with a slender, graceful build.
  • Feathered Wings: Their most defining trait, these wings grant them the power of flight. You have a flying speed of 1D6 spaces. To use this flight, you can't be wearing heavy armor.
  • Lux Sight: Their eyes are adapted to intense sunlight. You are immune to the Blinded condition caused by bright light, whether natural or magical.
  • Superior Vision: They possess exceptional eyesight, similar to that of a hawk. You gain a +2 bonus to Wisdom (Perception) checks that rely on sight.
  • Kindred Spirit: You have advantage on saving throws against being magically put to sleep.
  • Meditation: You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. This grants the same benefit as 8 hours of sleep.

High Elves

Among the diverse lineages of Elves in Demayth, the High Elves stand apart, claiming a direct and undiluted connection to Mu'Dya, the Fey Enchantress. They are a race renowned for their magical prowess, their mastery of Divination, and their often-unyielding belief in their own superiority. While their arrogance can be off-putting to outsiders, their skills in magic, their contributions to the arcane arts, and their fierce independence make them a force to be reckoned with in the Demayth universe.

  • Origin: The High Elves consider themselves the "true" sons and daughters of Mu'Dya, tracing their lineage back to the first Exalted Ones created by the Fey Enchantress. They believe that their bloodline has remained the purest, the least diluted by interaction with other races, and that this purity is the source of their exceptional magical abilities, particularly their mastery of Divination. They see themselves as the closest reflection of Muu'Dya's will and the most faithful adherents to her principles.
  • Physical Appearance: High Elves are typically tall and lean, like other Elven subraces, but their features often possess a striking, almost ethereal quality. Their skin is pale to alabaster, often appearing nearly colorless, and their eyes range in color (brown and blue). Their hair can be any color, but black and white is the most common.
  • Society: High Elven society is structured as a feudal system, with a king and queen at its apex. However, unlike some other feudal societies, the queen holds significant power, often influencing the king's decisions and acting as a powerful figure in her own right. Below the royalty are noble houses, families who control land and resources and who are expected to provide skilled mages and warriors to serve the kingdom. High Elves place great emphasis on racial purity, believing that intermingling with other races weakens their connection to Muu'Dya and diminishes their magical abilities. They typically only take on Elven lovers or spouses.
  • Relations: The High Elves' belief in their own superiority often leads to a haughty and condescending attitude towards other races, including other Elven subraces. They view humans as inferior and generally avoid close contact with them. However, they are not inherently hostile, and they will form alliances with other powerful nations, particularly those who can offer valuable resources or magical knowledge. They also have a certain respect for those who appreciate the fine arts, recognizing that even non-Elves can possess a degree of refinement and cultural sophistication.
  • Homeland: High Elves seek out realms that possess both natural beauty and abundant resources. They prefer to establish their kingdoms and cities near sources of fresh water, in areas with plentiful game for hunting, and in landscapes that inspire their artistic sensibilities. They are skilled hunters, farmers, and gatherers, able to thrive in a variety of environments, but they always seek to shape their surroundings to reflect their own refined tastes.

High Elf Traits:

  • Elven Build: High Elves are typically Medium size, with a slender, graceful build.
  • Greater Darkvision: Your long life and adaptation to various environments grant you 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 1 dim light. You can't discern color in darkness, only shades of gray.
  • Kindred Spirit: You have advantage on saving throws against being magically put to sleep.
  • Meditation: You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. This grants the same benefit as 8 hours of sleep.
  • Keen Sight: Blessed with exceptionally sharp eyesight. You gain a +1 bonus to Wisdom (Perception) checks that rely on sight.
  • Arcane Heritage: You inherit a natural aptitude for the arcane arts, reflecting your connection to Muu'Dya. You gain proficiency in the Demayth Knowledge skill, and your Demayth point maximum is increased by 4 points at character creation.

The Rageon

The Rageon are a Demigod race that embodies the power, the majesty, and the often-arrogant ambition of their draconic ancestors. They are a living testament to the influence that dragons have had on the mortal realms, a lineage marked by both extraordinary abilities and a complex relationship with other races. To understand the intricate web of power dynamics, the pursuit of wealth and status, and the enduring legacy of dragons in Demayth, one must understand the Rageon.

  • Origin: The Rageon trace their lineage back to dragons, those magnificent and powerful creatures often associated with Mu'Dya, the Fey Enchantress. However, their specific origin is tied to Azul Rageon, a powerful Exalted One claiming to be a god, who believed that dragons were the rightful rulers of the mortal realms. These dragons, charmed by music, dance, wealth, or power, sometimes took on humanoid forms and entered into unions with human nobles, charismatic bards, or magically gifted individuals. The offspring of these unions inherited both draconic and humanoid traits, becoming the first of the Rageon Demigods.
  • Physical Appearance: The Rageon are a visually striking race, their humanoid forms bearing unmistakable marks of their draconic heritage. They possess claws, fangs, horns, tails, and patches of scales that reflect the color and element of their dragon ancestor. However, their most distinctive feature is their eyes – all Rageon possess golden eyes with a mix of colors within them, often described as resembling pools of gold with floating gemstones. This unique and captivating eye color is a constant reminder of their potent lineage.
  • Society: The Rageon are often perceived as haughty and greedy, and in many cases, this reputation is well-deserved. Their societies are frequently structured as kleptocracies, with rulers secretly hoarding wealth and resources for their own benefit. However, this is not to say that all Rageon are corrupt or self-serving. They place a high value on achievement, and individuals can rise in status through displays of strength, intelligence, skill, or even artistic talent. They believe in keeping what you earn, and that it is the individual's job to strive for greatness.
  • Relations: The Rageon's ambition and their often-arrogant demeanor have led to complex and often strained relationships with other races. Many view them with suspicion or outright hostility, particularly Dwarves, Plasmators, and Orcs, who see them as rivals or potential threats. However, some Rageon are more humble and open to forming alliances, and they can be found in various communities throughout Demayth.
  • Homeland: The Rageon do not have a single, unified homeland. Their settlements and territories are as diverse as their draconic lineages, reflecting the varied environments and elemental affinities of their ancestors. Some might dwell in mountainous regions, close to the lairs of their dragon kin. Others might establish themselves in resource-rich areas, using their power and influence to accumulate wealth and control trade. Still others might prefer coastal regions, reflecting a connection to a water-based dragon lineage.

Rageon Traits:

  • Rageon Build: Choose either Medium or Large size. Some rare lineages descended from Petit may be Small size, with Battle Master approval.
  • Draconic Lineage: You inherit an elemental affinity from your dragon ancestor. Choose one of the following lineages at character creation:
    • Red: Fire Immunity. Breath Weapon: Fire.
    • Blue: Frost Immunity. Breath Weapon: Frost/Ice.
    • Yellow: Lightning Immunity. Breath Weapon: Lightning.
    • Green: Poison Immunity. Breath Weapon: Poison.
    • Black: Shadow Immunity. Breath Weapon: Shadow.
    • White: Radiant Immunity. Breath Weapon: Radiant.
    • Purple: Acid Immunity. Breath Weapon: Acid.
    • Silver: Immunity to Petrification. Breath Weapon: Petrifying Mist.
    • Gold: Burning Immunity. Breath Weapon: Explosive Force.
  • You are immune to the damage type associated with your chosen lineage.
  • Elemental Breath Weapon: As a standard action, you can exhale a destructive wave of energy corresponding to your Draconic Lineage, and you must use this with a Battle card attack to determine if it hits.
    • Shape & Range: The breath affects a 15-foot cone.
    • Damage: Creatures caught in the cone take 1d6 damage of your lineage's type. This damage increases by an additional 1d6 at levels 5, 10, 15, and 20.
    • Saving Throw: Creatures in the cone can make a Reflex saving throw to take half damage.
    • Usage: You can use your breath weapon a number of times equal to your Constitution modifier (minimum of once) per long rest, and this attack must be used with a battle card attack while in battle.
  • Dragon Scales: Patches of dragon scales cover parts of your body, providing natural protection. You gain a base natural Armor Points (AP) equal to half of your maximum Hp, but this does not increase with bonuses from items or perks. Additionally, your maximum HP increases by 3 points per character level after level one.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You perceive darkness in shades of pink or blue.
  • Keen Sense of Smell: You have advantage on Wisdom (Perception) checks that rely on smell.
  • Dragon Wings: You possess a pair of dragon wings. You have a flying speed of 1D6 spaces. To use this speed, you can't be wearing heavy armor.
  • Dragon Claws and Tail: You have natural weapons. Your unarmed strikes deal Slashing damage (claws) or Bludgeoning damage (tail) instead of the normal unarmed strike damage.

The KeyKoryans

The KeyKoryans are a striking and spiritually attuned Demigod race, their feline grace, their vibrant cultures, and their unique ability to perceive the unseen world setting them apart from many other lineages. They are the chosen children of Maka Kyky, the Mother of Beasts, and their lives are deeply intertwined with the natural world, the spirits of animals, and the delicate balance between the physical and ethereal realms. To understand the power of instinct, the connection between the living and the dead, and the reverence for the wild that permeates KeyKoryan society, one must understand their origins and their unique gifts.

  • Origin: The KeyKoryans trace their lineage directly back to Maka Kyky, the goddess of beasts and spirit beasts. They are considered her chosen people, embodying her connection to the animal kingdom and her understanding of the unseen forces that shape the world. Unlike some Demigod races who inherit their powers through Exalted Ones, the KeyKoryans are believed to be direct descendants of Maka Kyky herself, or perhaps of particularly powerful Spirit Beasts who served as her first champions. This direct connection grants them their unique abilities and their deep spiritual awareness.
  • Physical Appearance: The KeyKoryans are feline humanoids, their bodies possessing a blend of human and cat-like features. They have sharp claws in place of fingernails and toenails, pointed ears, and often display feline or lion-like facial features. Their hair exhibits a wide variety of patterns and colors, often resembling the fur of various felines, from the stripes of tigers to the spots of leopards. Royal KeyKoryans are further distinguished by whisker-like markings on their faces, a symbol of their noble lineage and their close connection to Maka Kyky.
  • Society: KeyKoryan culture is deeply rooted in a strong sense of honor, with a queen or empress ruling over their communities. Their laws are strict, and punishments for transgressions can range from banishment to execution, or even torture for those who refuse to speak the truth. This emphasis on order and adherence to a code reflects a desire to maintain balance within their society and to honor the principles of Maka Kyky.
  • Relations: The KeyKoryans have strong ties with Elves, Okand, and a few of the Rye Ku clans, often forming alliances based on mutual respect and shared values. They are generally respectful of other races who share a strong connection with Maka Kyky, and they are even known to intermarry with Demigod tribes that possess powerful magical bloodlines.
  • Homeland: While adaptable to a variety of environments, the KeyKoryans have a natural affinity for locations near oceans, seas, or large bodies of water, as these areas often provide abundant resources and a strong connection to the natural world. However, some KeyKoryan nations have also been established in mountainous regions or near forests, demonstrating their ability to thrive in diverse environments.

KeyKoryan Traits:

  • Keykoryan Build: You can choose your starting size: Small, Medium, or Large. Your build is typically lean and muscular.
  • Fast Maturity: KeyKoryans reach physical maturity much faster than humans or other Demigods, though their mental and emotional development progresses at a normal rate. This is primarily a roleplaying trait, explaining why your young character might appear older, or why an older character still retains youthful energy. It does not grant mechanical bonuses or penalties.
  • Keen Senses: KeyKoryans possess exceptionally sharp senses. You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
  • Spiritual Sight: This is perhaps the most defining characteristic of the KeyKoryans. You can inherently see ethereal creatures, spirits, and the basic auras of living beings within 60 feet. You can also communicate simple ideas with Spirit Beasts.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You perceive darkness in shades of red.
  • Claws: You possess sharp claws on your hands and feet. Your unarmed strikes deal Slashing damage instead of the normal unarmed strike damage.
  • Tail: Your feline tail aids in balance. You have advantage on Dexterity (Acrobatics) checks made to maintain your balance.
  • Resistance to Environmental Conditions: Choose one of the following environments where your character was raised:
    • Tundra Born: You have resistance to Cold damage and gain advantage on saving throws against extreme cold environmental conditions.
    • Desert/Volcano Born: You have resistance to Fire damage and gain advantage on saving throws against extreme heat environmental conditions.
    • Mountain/Sky Born: You have resistance to Lightning damage and cannot be harmed by non-magical falling damage from heights up to 100 feet.

The Ranidae

The Ranidae are a vibrant and adaptable Demigod race, embodying the wildness of nature and the resilience of the creatures they resemble: frogs. They are a living testament to the creative power of Maka Kyky, the Mother of Beasts, their amphibious nature, their primal connection to the natural world, and their unique abilities setting them apart from many other Demigod lineages. To understand the adaptability of life, the power of instinct, and the deep connection between living beings and their environment, one must understand the Ranidae.

  • Origin: The Ranidae were directly created by Maka Kyky, the Mother of Beasts, who sought to fashion a race that embodied the adaptability and resilience of the animal kingdom. Drawing upon the essence of the frog, a creature capable of thriving in both aquatic and terrestrial environments, she breathed life into the first Ranidae, imbuing them with a primal connection to the natural world and a unique set of abilities that would allow them to flourish in the diverse environments of Demayth.
  • Physical Appearance: The Ranidae are humanoid in form, but possess distinct frog-like features that clearly mark their connection to Maka Kyky's creation. They have large, expressive eyes, powerful legs built for leaping, and long, sticky tongues that they can use with surprising speed and accuracy. Their skin is smooth and moist, often adorned with intricate patterns that blend seamlessly with their swampy habitats, ranging in color from vibrant greens and blues to earthy browns and yellows.
  • Society: Ranidae culture is deeply rooted in their connection to the natural world. They live in close-knit communities within the swamps, lakes, and wetlands of Demayth, constructing homes from natural materials like reeds, mud, and wood. Their society values cooperation, sustainability, and a profound respect for the delicate balance of nature. They are skilled hunters and gatherers, living in harmony with their environment and taking only what they need to survive. Oral tradition plays a vital role in Ranidae culture, with stories, songs, and knowledge passed down through generations in a symphony of croaks, clicks, and whistles, preserving their history and their connection to Maka Kyky.
  • Religion: Maka Kyky, the Mother of Beasts, holds a central place in Ranidae spirituality. They honor her with rituals, ceremonies, and offerings, seeking her blessing and guidance in their connection with the animal world. Many Ranidae also venerate nature spirits, paying homage to the guardians of the swamps, lakes, and forests they inhabit. Some Ranidae may even worship other deities, such as Romana, the World-Mother, for her connection to nature; Zakyr, the Lord of Chaos, for his embrace of unpredictability; or Phantor, the Architect of Fate, for an understanding of destiny.
  • Homeland: The Ranidae are most at home in swamps, marshes, wetlands, and alongside the shores of lakes and rivers. Their amphibious nature allows them to thrive in these environments, and they have a deep understanding of the flora and fauna that share their habitats.

Ranidae Traits:

  • Ranidae Build: Choose either Medium or Large size. Your body is adapted for both aquatic and terrestrial life.
  • Amphibious: You can breathe both air and water.
  • Natural Camouflage: Your skin patterns allow you to blend in with natural environments. You have advantage on Dexterity (Stealth) checks made to hide in swampy, forested, or watery terrain.
  • Poison Resistance: You have advantage on saving throws against poison, and you have resistance to damage caused by poison.
  • Sticky Tongue: Your long, prehensile tongue can be used as a tool or weapon. You can make a melee attack with your tongue against a target within 10 feet. This attack uses your Dexterity modifier for the damage and deals Impact damage on a hit. Additionally, you can use your tongue to manipulate small objects or attempt to grapple targets of Tiny size within 10 feet of you.
  • Powerful Leap: Your powerful legs allow for extraordinary jumps. Your long jump is up to 120 feet and your high jump is up to 65 feet, with or without a running start. This jump distance increases as you gain power. While you are not wearing heavy armor, you can choose to use your Powerful Leap distance instead of your normal movement speed for a turn.
  • Sensitive Skin: Your moist skin makes you vulnerable to dry conditions. For each hour you spend in an arid environment (like a desert) without significant hydration, you must make a Fortitude saving throw (DC based on GM). On a failed save, you gain one level of exhaustion.

Dwarves

The Dwarves of Demayth are a testament to the enduring power of craftsmanship, the resilience of tradition, and the fiery spirit of their creator, Duryin, the Divine Smith. They are a race known for their exceptional skill in metalworking, their sturdy builds, their deep connection to the earth, and their complex relationships with other races, particularly their long-standing rivalries with Orcs and Elves. To understand the artistry of the forge, the strength of tradition, and the enduring legacy of a divine craftsman, one must understand the Dwarves.

  • Origin: The Dwarves were brought to life by Duryin, the god of fire and smithing, who sought to create a race that embodied his own passion for creation and his mastery of metalworking. He crafted them from the very stone and metal of the mountains, infusing them with a spark of his own divine fire and granting them an innate talent for mining, crafting, and shaping the raw materials of the earth.
  • Physical Appearance: Dwarves are a short and stocky race, typically standing between three and four feet tall, but possessing a remarkable breadth of shoulder and a density of muscle that belies their stature. Their features are as varied as those of humans and Elves, with skin tones ranging across a wide spectrum, hair colors from the darkest black to the lightest blonde, and eye colors spanning from deep blue to piercing black.
  • Society: Dwarven society is typically structured as a feudal system, with a king or queen ruling over their respective kingdoms. However, a war council, composed of experienced military leaders, holds significant power, dictating all matters related to warfare and defense. Noble families serve as advocates for the ruling monarchs, managing lands and resources on their behalf. However, all land is ultimately owned by the royalty, granting them significant control over the kingdom's resources. Family is of paramount importance to the Dwarves, and their culture places a high value on marriage and the raising of many children. Each family typically specializes in a particular craft, passing down their skills and knowledge through generations. The quality of goods produced by Dwarven families is renowned throughout Demayth, and their creations are highly sought after by other races.
  • Relations: The Dwarves have a long and often troubled history with other races. They hold a deep-seated hatred for Orcs, Elves, and Rageon clans, viewing them as natural enemies. This animosity stems from ancient conflicts over territory, resources, and differing ideologies. While they are not inherently racist, their history of war and betrayal has made them wary of outsiders, and they tend to be cautious and guarded in their dealings with other groups.
  • Homeland: Dwarves are most at home in mountainous regions, where they can delve deep into the earth to extract the precious metals and gemstones that fuel their craft. They are skilled miners and engineers, carving out vast underground cities and fortresses within the heart of mountains. They are also known to claim lands from those they deem unworthy, taking resources to enrich their families and expand their holdings.

Dwarf Traits:

  • Dwarven Build: Dwarves are typically Medium size.
  • Dwarvish Endurance: Their robust constitution grants them exceptional resilience. Your maximum HP increases by 10 points. Additionally, you have advantage on Fortitude saving throws.
  • Darkvision: Accustomed to the gloom of underground tunnels. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You perceive darkness in shades of blue.
  • Firekin Resistance: As descendants of the god of fire, Dwarves possess an innate resilience to flames. You have resistance to Fire damage. Additionally, you have advantage on saving throws against effects that would inflict the Burning condition.

Duergar

The Duergar stand as a grim reminder of the corrupting influence of chaos and the tragic consequences of broken oaths. They are a subrace of Dwarves, their once-proud lineage twisted and darkened by the machinations of Zakyr, the Lord of Chaos. Known for their ashen appearance, their tyrannical societies, and their simmering rage, the Duergar are a force of conflict and instability in the Demayth universe, a constant reminder of the price of unchecked ambition.

  • Origin: The Duergar were once ordinary Dwarves, sharing the same heritage and the same devotion to Duryin, the Divine Smith. However, a particular clan, driven by a desire for greater power and a thirst for revenge against their enemies, was seduced by the whispers of Zakyr. The Lord of Chaos offered them a deal: in exchange for their loyalty, he would grant them the power they craved. The clan, blinded by ambition, accepted. When they accepted, Zakyr, in a cruel twist, stole away the vibrant colors of their flesh and hair, leaving them with ashen gray skin, stark white hair, and eyes that seemed devoid of all light, pure white orbs that reflected their inner emptiness. He granted them a twisted form of power, but it was not the power they had envisioned. Angered by this betrayal and by their transformation, the Duergar turned their rage upon Zakyr, seeking to destroy the one who had cursed them. But they were no match for the Lord of Chaos, and their rebellion was swiftly crushed. Duryin, witnessing the corruption of his children and their defiance, abandoned them, leaving them to their fate. Driven from their ancestral homes, the Duergar were forced to seek refuge in the deepest, darkest corners of the realms, their bitterness and resentment growing with each passing generation.
  • Physical Appearance: The Duergar retain the short, stocky build of their Dwarven ancestors, but their appearance is forever marked by Zakyr's curse. Their skin is a uniform ashen gray, devoid of any warmth or vibrancy. Their hair is stark white, and their eyes are pure white, lacking pupils or irises, giving them a chilling, unsettling gaze. However, there are rare cases of Duergar being born with some color.
  • Society: Duergar society is a brutal reflection of their inner turmoil. They are ruled by powerful tyrants, individuals who have seized control through force and intimidation, their word absolute law. Families are organized into clans, each vying for power and resources, and all are expected to contribute to the tyrant's war machine. Their lives are harsh, filled with endless toil and constant preparation for conflict. They raise their children to be hardened warriors, instilling in them a deep-seated rage and a thirst for vengeance.
  • Relations: The Duergar are generally hated and feared by most other races, their history of aggression and their association with Zakyr making them pariahs. Even other Dwarves view them with disgust and suspicion, seeing them as a corrupted and disgraced lineage. They make few allies, and their interactions with other groups are often characterized by violence and mistrust. Humans are often killed.
  • Homeland: Driven from their ancestral mountain homes, the Duergar have carved out a harsh existence in the deepest, darkest places of the realms. They dwell in subterranean caves, abandoned mines, and forgotten tunnels, far from the light of the sun. They have learned to cultivate glowing fungi for illumination and sustenance, and they often tame monstrous creatures to serve as beasts of burden and instruments of war. They are masters of their environment.

Duergar Traits:

  • Duergar Build: Duergar are typically Medium size.
  • Dwarvish Endurance: You inherit the legendary resilience of your Dwarven ancestors. Your maximum HP increases by 10 points. Additionally, you have advantage on Fortitude saving throws.
  • Superior Darkvision: Your eyes are perfectly adapted to the darkness. 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 perceive darkness in shades of red. You can also see through magical darkness.
  • Chaotic Growth: As a twisted gift from Zakyr, the Duergar possess the ability to temporarily increase their size and strength. As a standard action, you can spend 10 Demayth Points to transform into a Large size creature for 1 minute. While transformed, you gain a +6 bonus to your Strength, Dexterity, and Constitution scores (this cannot increase a score above 40). You also have advantage on Strength-based checks and your maximum Hp is increased by 10 points until the end of the effect of Chaotic Growth. After the transformation ends, you suffer one level of Exhaustion.

Orcs

The Orcs of Demayth are a powerful and often misunderstood race, their history and their very being intertwined with the raw, untamed energies of warfare and primal rage. They are the descendants of Exalted Ones created by both Mythyos, the Judge of Battle, and Azmorath, the Primal Fury, a dual heritage that has shaped their culture, their abilities, and their tumultuous relationship with the other races of Demayth. To understand the Orcs, one must understand the complex interplay of discipline and fury, of martial prowess and untamed emotion, that defines their existence.

  • Origin: The Orcs trace their lineage back to a unique blending of divine influences. They are descended from Exalted Ones created by both Mythyos, the Judge of Battle, and Azmorath, the Primal Fury. This dual heritage is the key to understanding their complex nature. From Mythyos, they inherit their exceptional martial skill, their innate talent for warfare, and their capacity for strategic thinking (when not consumed by rage). From Azmorath, they inherit their fiery tempers, their incredible strength, and their ability to enter a berserker state of uncontrollable fury.
  • Physical Appearance: Orcs are large, powerfully built humanoids, their size and stature far exceeding that of ordinary humans. They typically stand between seven and eight feet tall, with broad shoulders, thick muscles, and a generally imposing physique. Their skin ranges in color from various shades of green to a deep, almost black, hue. A defining feature of Orcs is their prominent tusks, which protrude from their lower jaw, giving them a fierce and intimidating appearance. Their eyes can be a variety of colors, but they often turn a fiery red when they enter their berserker rage, a reflection of the primal power that flows within them.
  • Society: Orcish society is typically tribal and nomadic, with a strong emphasis on martial prowess and a constant readiness for battle. They are led by a warchief, a powerful and experienced warrior who has proven their strength and leadership abilities in combat. The warchief's word is law, and their authority is rarely challenged, except by those seeking to claim the leadership position for themselves. Orc families often live in crude homes, temporary shelters, or even in the open wilderness, reflecting their nomadic lifestyle. They are skilled at training beasts to serve as mounts, pack animals, and even living platforms for their settlements, demonstrating a unique adaptability and a willingness to utilize all available resources. From a young age, Orcs are taught to harness their inner rage, to channel their emotions into a source of strength and power.
  • Relations: The Orcs' reputation as ruthless warriors often precedes them, shaping their interactions with other races. Many view them with fear and suspicion, seeing them as little more than savage brutes. However, their relationships are more complex than simple antagonism. They can form alliances with other warlike Demigod clans, such as the Plasmators, Slagpin, Warhandlers, and Okand, recognizing a shared respect for strength and martial skill, and would make these clans and tribes their allies. They are less tolerant of those they perceive as weak or cowardly, and their interactions with other races are often colored by this perception.
  • Homeland: The Orcs are a nomadic people, rarely staying in one place for long. They travel from realm to realm, seeking out battles, challenges, and opportunities to prove their strength. Some Orc clans, however, have established settlements in alliance with powerful nations, often serving as mercenaries or shock troops. Their adaptability allows them to thrive in a variety of environments, from rugged mountains to dense forests, and they are known for their ability to construct mobile settlements, even building temporary structures on the backs of giant, tamed Baron Beasts.

Orc Traits:

  • Orc Build: Orcs are typically Large in size. Due to their size, they have disadvantage on Stealth checks.
  • Warrior Kin: Their tough skin and resilient bodies provide natural protection. Your maximum HP increases by 10 points.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You perceive darkness in shades of green.
  • Natural Born Berserker: This is the defining characteristic of the Orcs – their ability to enter a state of intense, primal rage, fueled by their connection to Azmorath.
    • Activation: As a quick/Standard action, you can enter a berserker rage.
    • Duration: The rage lasts for 10 minutes, or until you fall unconscious or choose to end it as a free action.
    • Effects: While raging, you gain the following benefits:
      • A +3 bonus to Strength, Dexterity, and Constitution attribute scores.
      • Gain 20 temporary Health Points, which are lost when the rage ends.
      • A +3 bonus to Battle card Melee attacks.
      • Advantage on Fortitude saving throws.
    • Usage Limit: You can use this ability a number of times per day equal to 1 + (1 per 5 character levels, rounded down).
    • Consequences: When the rage ends, you suffer one level of Exhaustion.

The Arkana

The Arkana stands as a living paradox within the diverse tapestry of Demigod lineages – a testament to the boundless potential of magic, but also to its inherent costs. They are believed to be the first Demigods, their bloodline tracing back to the earliest interactions between the Exalted Ones and the mortal realms. This ancient heritage grants them an unparalleled connection to Demayth, making them some of the most powerful spellcasters in existence. Yet, this very power has also shaped their destiny, leaving them physically frail and isolating them from the more martial Demigod clans.

  • Origin: The Arkana are considered the first generation of demigods. Their origins are the workings of the Exalted among all races, and even hold claim to the creation of the Demigod race.
  • Physical Appearance: The constant flow of raw Demayth energy through their bodies has taken a toll on the Arkana's physical forms. They often appear weak, feeble, and even prematurely aged, their bodies strained by the immense magical power they wield. However, this appearance is often deceptive, for the Arkana are masters of illusion and alteration magic, and they frequently change their appearance to suit their needs or whims. One day, an Arkana might appear as a frail old crone, the next as a vibrant youth, and the next as an entirely different being altogether. This constant flux makes it difficult to identify any consistent physical traits among them, beyond their generally frail constitutions.
  • Society: The Arkana have largely withdrawn from the conflicts and power struggles that define much of Demigod society. They live in peace, often in secluded enclaves or hidden retreats, far from the bustle of cities and the clash of armies. Their society is hierarchical, but based not on physical strength or lineage, but on magical knowledge and mastery. The eldest and wisest among them, those who have delved deepest into the arcane arts, hold positions of authority and respect. Their culture is focused on the pursuit of knowledge, the exploration of magical mysteries, and the preservation of ancient lore. They take little interest in traditional family structures, marriage, or procreation, their energies focused instead on their magical studies.
  • Relations: Due to their isolationist tendencies and their focus on magical pursuits, the Arkana have limited relationships with other Demigod clans and races. They are not inherently hostile, but they are often wary of outsiders, particularly those who might seek to exploit their knowledge or steal their secrets. They form friendships and alliances selectively, valuing intelligence, magical aptitude, and a shared respect for the arcane arts above all else. They may have closer bonds with Rhordarians and Slagpins.
  • Homeland: The Arkana prefer to establish their homes in locations with strong magical energies, close to natural deposits of Demayth shards or stones, or in areas rich in rare alchemical ingredients. These locations might be hidden valleys, secluded mountaintops, ancient ruins, or even pocket dimensions created through their own powerful magic.

Arkana Traits:

  • Arkana Build: Arkana are Medium size, but their connection to magic leaves their physical forms frail.
  • Bloodline Magic (Baron Magus): The Arkana are living conduits for Demayth energy, granting them unparalleled magical abilities, but also significant physical drawbacks. You gain all the following benefits and disadvantages:
    • Benefits:
      • Enhanced Magical Aptitude: You possess a natural talent for all forms of magic. Your base Focus (used for calculating the DC of your spells) is 10 instead of the standard 8.
      • Increased Magical Power: Your connection to Demayth grants you a greater reservoir of magical energy. You start with 30 Demayth Points.
      • Innate Magical Knowledge: You begin your life with a deeper understanding of magic than other Demigods. You gain proficiency in the Demayth Sense and Demayth Knowledge skills.
      • Natural Flight: Your body, infused with Demayth energy, is capable of natural flight. You have a flying speed of 1D6 spaces.
      • Spell Suppression (Exceptional): You have an innate talent for disrupting the magic of others. Three times per long rest, as a reaction when a creature you can see within 65 feet casts a spell, you can attempt to suppress it. The caster must make a Will saving throw against your spell save DC. On a failed save, the spell fails and has no effect.
    • Disadvantages:
      • Physical Frailty: This immense magical power comes at a cost. The Arkana are physically weak, their bodies strained by the constant flow of Demayth energy. You suffer a -6 penalty to your starting Strength, Dexterity, and Constitution scores.
      • Reduced Health: Your connection to magic leaves you with less physical vitality. Your base HP is 15, regardless of size. You only gain +1 HP each time you would normally gain HP from Endurance Milestone.
      • Vulnerability: You have disadvantage on Fortitude and Reflex saving throws. You automatically fail saving throws against Disease and Poison.
      • Limited Proficiencies: Your focus on magic leaves little room for martial training. You are only proficient with Magical Weapons and Magical Armor.
      • Reduced Movement: Your physical form is less robust. Your base Movement speed is 1D4 Spaces (unless your flying speed is used).
      • Weakened Attacks: You are not suited for physical combat. You suffer a -3 penalty to your base Attack Bonus, but no lower than 1 point.

Devil Kin

The Devil Kin are a tragic and often misunderstood Demigod race, their very existence a testament to the ambition of the Elder Divine, the unpredictable nature of creation, and the enduring consequences of failure. They are not true demons, but rather demonic humanoids, possessing a mixed heritage that grants them unique powers and a distinct place within the tapestry of Demayth. Their history is one of betrayal, prejudice, and a constant struggle for survival, making them both feared and pitied throughout the realms.

  • Origin: The Devil Kin were created by Ran'Dyus, the god of demons and devils, in a bold attempt to forge a superior race of beings. Unlike his demonic creations, who sprang from the depths of the Abyss, Ran'Dyus chose to transform an entire tribe of humans, infusing them with demonic power but retaining their mortal essence. He envisioned them as a powerful force, capable of conquering and dominating in his name. However, his experiment did not go as planned. The Devil Kin, while possessing formidable strength and unique magical abilities, failed to achieve the absolute dominance Ran'Dyus desired. They were defeated in their attempts to subjugate other Mal Kye clans, who saw them as traitors and rivals. Disappointed with his creation, Ran'Dyus abandoned them, leaving them to fend for themselves in a world that often viewed them with fear and hostility.
  • Physical Appearance: The Devil Kin bear the unmistakable marks of their demonic heritage, their appearance often causing them to be mistaken for true demons. Their skin tones range from deep reds and blues to vibrant purples, a stark contrast to the more natural hues of humans. They possess horns that vary greatly in size and shape, from small, curved protrusions to large, elaborate structures. Their eyes are entirely black, lacking any visible pupils or irises, and they have sharp fangs and clawed fingernails and toenails. However, unlike true demons, they lack wings and tails, a physical reminder of their mortal origins and their separation from Ran'Dyus's other creations.
  • Society: The Devil Kin, abandoned by their creator and often ostracized by other races, have been forced to forge their own path in the world. They typically live as outcasts, forming nomadic groups that wander from place to place, seeking resources and opportunities wherever they can find them. They are often seen as troublemakers and instigators, their quick tempers and their history of conflict leading to frequent clashes with other communities. Many settlements actively hunt them. Due to this, many villages are often destroyed.
  • Relations: Their relationships with other races are fraught with tension and prejudice. They are often met with fear, suspicion, and outright hostility, their demonic appearance and Ran'Dyus's reputation making it difficult for them to integrate into other societies. Humans, in particular, often view them with fear, and the churches of the Three Sisters actively hunt them, seeking to eradicate what they see as an abomination. However, not all interactions are negative. Some Devil Kin have found acceptance among other Mal Kye clans, particularly those who share their resentment towards the established order. They are also known to form bonds with those who show them kindness and respect, proving that even a race born from demonic influence can be swayed by compassion.
  • Homeland: The Devil Kin are a nomadic people, with no fixed homeland to call their own. They roam the realms, seeking out places where they can find sustenance, shelter, and perhaps a temporary respite from the prejudice they face. They are adaptable, able to survive in a variety of environments, but their lack of a permanent home contributes to their outcast status and their ongoing struggle for survival.

Devil Kin Traits:

  • Devil Kin Build: Male Devil Kin are typically Large size, while females are typically Medium size.
  • Demonic Endurance: Your demonic heritage grants exceptional resilience. Your maximum HP increases by 10 points. Additionally, you gain a +1 bonus to Fortitude saving throws.
  • Devil's Blood: You have immunity to Fire damage. However, you have vulnerability to Radiant damage (meaning you take double damage from that source).
  • Superior Darkvision: 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 cannot discern color in darkness. You can also see in magical darkness.
  • Demonic Magic: You possess an innate connection to the dark arts. You gain proficiency in the Witchcraft skill. You can choose to pay the Demayth Point cost of Witchcraft spells by sacrificing your own Health Points instead. For every 1 Demayth Point required by the spell, you can choose to lose 5 HP. This lost HP cannot be healed by normal means until you complete a long rest.
  • Devil Claws: Your claws are natural weapons. Your unarmed strikes deal Slashing damage. Your claw attacks deal an additional 1d6 Fire damage.
  • Bloodline Magic (Devil's Rite): Choose one of the following traits at character creation:
    • Abyssal Tattoos: You have intricate tattoos covering parts of your body. As an action, you can touch a non-magical object that you can carry and store it within your tattoos. The object becomes inaccessible until you use another action to retrieve it. You can store a number of objects equal to your Spellcrafting Modifier within this space. When you die, all stored objects appear in unoccupied spaces around you.
    • Fury of Azmorath: When you hit with an attack, you can choose to channel your inner fury. You gain a +1 bonus to your next Battle card melee attack made before the end of your next turn. This bonus can stack up to a maximum bonus equal to your Spellcrafting Modifier. Each time you use this ability, it costs 1 Demayth Point.
    • Eternal Abyssal Magic: Your innate connection to demonic magic is stronger than most. You gain a +2 bonus to your Focus for Witchcraft spells. Additionally, your base Demayth Spell damage Bonus increases by 2 points.
    • Telepathy: You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Communicating telepathically is a free action. An unwilling creature can make a Will saving throw to resist the communication attempt.
    • Demonic Magical Contract: You have the power to forge magical contracts sealed with blood and soul. You can propose a contract with another willing creature, outlining specific terms and obligations for both parties. If either party willingly breaks the terms of the contract after it is magically sealed (a ritual requiring 10 minutes and the willing participation of both parties), the oathbreaker instantly dies, their soul forfeited (potentially to you or to Ran'Dyus, at the Battle Master's discretion). This is a powerful and dangerous ability, and its use should be discussed carefully with your Battle Master.

Devil Tormentor Kin

The Devil Tormentor Kin, often simply called Tormentor Kin, are a Demigod race that embodies the chilling darkness and the haunting influence of the Realm of Shadows. They are the descendants of humans who, through choice or coercion, formed unions with Tormentor demons, those denizens of the Shadow Realm associated with the deities Synthera, Buta, and Un Du'Walc Shu'Way. Their lineage is a blend of mortal and demonic, granting them unique abilities and a place among the feared and often misunderstood inhabitants of Demayth.

  • Origin: Unlike the Devil Kin, who were created directly by Ran'Dyus through the transformation of humans, the Tormentor Kin are the result of unions between humans and Tormentor demons. These unions, whether born of desperate pacts, twisted desires, or even, in rare cases, a strange form of love, resulted in offspring who inherited traits from both their mortal and demonic parents. This mixed heritage is what sets them apart, making them distinct from both true demons and other Demigod races.
  • Physical Appearance: The Tormentor Kin bear the unmistakable marks of their demonic ancestry. Their skin is often black, alabaster, or gray, a stark contrast to the vibrant hues of some other Demigod races. They possess horns that vary in size and shape, and their eyes are universally black, lacking any visible pupils or irises, giving them a haunting, unsettling gaze. They also have sharp fangs, clawed fingernails and toenails, and pointed ears, further emphasizing their demonic heritage. However, like the Devil Kin, they lack wings and tails, a testament to their mortal ancestry and their separation from true demons.
  • Society: The Tormentor Kin, like the Devil Kin, are often outcasts in most societies, facing prejudice and hostility due to their demonic appearance and the dark reputation of their ancestors. They are frequently seen as troublemakers or instigators, and their quick tempers do little to dispel this image. They often live in nomadic groups, wandering from place to place, seeking out resources and opportunities wherever they can find them. They may trade with other Devil Kin tribes or with communities that are willing to overlook their heritage, but they are constantly aware of the danger they face from those who would hunt them down.
  • Relations: Their relationships with other races are strained, to say the least. They are quick to anger, and their association with the Realm of Shadows and its deities makes them objects of fear and suspicion. They may find common ground with other Mal Kye groups, particularly the Devil Kin and the Furyins, but even these alliances are often fraught with tension and mistrust.
  • Homeland: The Tormentor Kin, like their Devil Kin cousins, are nomadic, possessing no true homeland. They roam the realms, seeking out places where they can find sustenance, shelter, and perhaps a temporary respite from the prejudice they face.

Tormentor Kin Traits:

  • Tormentor Kin Build: Choose either Medium or Large size, reflecting your human ancestry.
  • Blackened Blood: Your connection to the Realm of Shadows grants you immunity to Necrotic damage. However, you are vulnerable to Radiant damage (meaning you take double damage from that source).
  • Demonic Shadow Skin: You have immunity to Shadow damage.
  • Dark Sense: Your senses are perfectly attuned to darkness. You possess True Sight while in dim light or darkness, allowing you to see through illusions and perceive invisible creatures within 120 feet. Additionally, you automatically sense the presence and location of any creature trying to hide within darkness within 120 feet of you.
  • Words of Cursing: You can speak curses drawn from the Realm of Shadows. As a standard action, you can target one creature you can see within 60 feet and begin chanting. If the target can hear you, they must make a Will saving throw at the end of their next turn. On a failed save, they receive 1 curse of your choice, and suffer the effects of said curse. This ability costs 5 Demayth Points per use.
  • Devil Claws: Your claws are natural weapons. Your unarmed strikes deal Slashing damage. Against humans, Celestials, beasts, and giants, your claw attacks deal an additional 1d6 Necrotic damage.
  • Bloodline Magic (Tormentor's Veil): Choose one of the following traits at character creation:
    • Magical Aura of Death: A chilling aura of Necrotic energy surrounds you in a 10-foot radius. Any creature that enters the aura for the first time on a turn or starts its turn there takes 1 point of Necrotic damage. You can choose any number of creatures you can see to be unaffected by this aura. You can suppress or reactivate this aura as a free action.
    • Aura of Darkness: You can manipulate the shadows around you. You have advantage on Dexterity (Stealth) checks made while you are in dim light or darkness. As an action, you can attempt to hide within the shadow of a creature that is at least your size category or larger and within 5 feet of you. While hidden in a shadow, you are invisible and cannot be detected even by True Sight. However, if an area of bright magical light overlaps your position while hidden, you are immediately revealed and take 2d6 Radiant damage.
    • The Eye of Night: During the night, you can use your action to magically scry on any creature you have met before, regardless of distance (as long as they are on the same plane/realm of existence). You perceive their surroundings as if you were hovering 50 feet above them, and you can hear anything said within 50 feet of them. This effect lasts for 1 minute. Performing this magic costs 5 Demayth Points.
    • Synthera's Blessing: You have been blessed by the Weaver of Endings. Once in your lifetime, if you die for any reason (even those that would normally inflict True Death), you are automatically resurrected at the start of your next turn with full HP and Demayth Points. To gain this blessing a second time requires completing a significant quest or making a sacrifice determined by the Battle Master.

Titans

The Titans stand as a living testament to the raw power of concentrated divine essence, a Demigod race born from a lineage unlike any other. They are the descendants of Exalted Ones who, in a rare and often controversial practice, chose to form unions exclusively with other Exalted Ones. This resulted in offspring of immense size and power, beings who, for a time, threatened the very stability of the realms before a divine curse altered their destiny. Their story is a cautionary tale about the dangers of unchecked power and the importance of balance within the Demayth universe.

  • Origin: The Titans are unique among Demigod races in that they do not trace their lineage back to a single Exalted One, nor to a union between an Exalted One and a mortal. They are the product of generations of Exalted Ones choosing to partner only with others of their kind. This concentrated the divine spark within their bloodline, resulting in beings of unparalleled size and inherent power.
  • Original Size and Power: In the early days of their existence, the Titans were truly colossal, their size dwarfing even the largest dragons or Baron Beasts. They could stride across realms, using floating islands as stepping stones, their very presence a threat to the delicate balance of Romana's creations. It is said that they could even swim through the Void itself, a testament to their immense resilience and their connection to the raw energies of Demayth. They consumed entire worlds.
  • Romana's Curse: Romana, the World-Mother, witnessing the destruction caused by the Titans' unrestrained growth, intervened. Unable to destroy these beings who, despite their destructive potential, were still part of the divine tapestry, she laid upon them a powerful curse. This curse dramatically reduced their size, though they remained giants by any mortal standard. This act was not one of malice, but of necessity, a desperate attempt to preserve the balance of the realms and to prevent the Titans from consuming all of creation.
  • Current Size: While no longer the colossal beings of legend, the Titans still tower over most other Demigod races. They are considered giants, their size varying depending on their specific lineage and the lingering effects of Romana's curse.
  • Physical Appearance: Beyond their imposing size, Titans often exhibit features that reflect their diverse Exalted ancestry. This might manifest as unusually vibrant eye colors, hair that shimmers with an inner light, or skin that bears subtle patterns reminiscent of the elements or forces associated with their ancestors.
  • Society: The curse of Romana shattered the original Titan society, forcing them to adapt to a new, diminished existence. Today, Titans are relatively rare, and their social structures vary greatly. Some live solitary lives, wandering the realms, their immense size and power making them self-sufficient. Others form small, close-knit communities, often in remote and inaccessible locations, seeking to preserve their heritage and to avoid the conflicts of the outside world.
  • Relations: The relationship between Titans and other races is complex and often fraught with tension. Many view them with fear and awe, remembering the tales of their destructive potential. Some might seek to exploit their strength, attempting to use them as weapons or tools. Others, particularly those who value ancient lineages and the power of the Exalted, might view them with a degree of respect, recognizing their unique heritage. It is also known that Titans will occasionally take human or Demigod partners, resulting in offspring who possess a diluted, but still potent, measure of Titan strength (such as the Okand).
  • Homeland: After Romana's curse, the Titans could no longer roam freely across the realms as they once did. They now seek out environments that can accommodate their still-considerable size – vast plains, towering mountain ranges, or even the depths of the ocean. They are often solitary creatures, their presence a reminder of a bygone era of immense power.

Titan Traits:

  • Titan Build: Titans are Large size.
  • Exalted Lineage: The concentrated divine spark of your Exalted ancestors grants you immense physical power. You gain a +6 bonus to your starting Strength and Constitution scores.
  • Immense Resilience: Your massive frame and inherent vitality make you incredibly tough. Your maximum HP increases by 15 points.
  • Romana's Curse (Lingering Effects): While Romana's curse reduced your size, some limitations remain. You have disadvantage on Dexterity (Stealth) checks. Additionally, finding armor and equipment suitable for your size can be challenging and more expensive (Battle Master's discretion).

The Warhandlers

The Warhandlers stand as a unique and formidable presence among the Demigod clans of Demayth, a testament to the power of relentless training, selective breeding, and the unwavering pursuit of martial perfection. They are not defined by a connection to a specific deity or a particular magical lineage, but rather by their own dedication to physical prowess and their unparalleled mastery of all forms of combat. Their history is one forged in the crucible of countless battles, their skills honed through generations of relentless training, and their very bodies sculpted into instruments of war.

  • Origin: Unlike most Demigod clans, who trace their origins back to a specific divine being or Exalted One, the Warhandlers have a different story. Their extraordinary abilities are not the result of a divine blessing or a magical inheritance, but rather the culmination of centuries of deliberate effort. Their ancestors, recognizing the constant threat of conflict in the Demayth universe, embarked on a path of rigorous physical and mental conditioning, pushing their bodies and minds to the absolute limit. Through countless battles, strategic breeding programs (selecting only the strongest and most skilled warriors as partners), and an unwavering commitment to martial excellence, they forged a lineage of warriors unmatched by any other Demigod clan.
  • Physical Appearance: Most Warhandlers could often be mistaken for tall dwarves, bulky and stocky, but their height would average at six to seven feet tall. Their physique is one of mountains of muscle, lean and hardy, or they appear to be carved from stolid stone like a statue.
  • Society: Warhandler society is structured around a meritocracy, with leadership determined by proven skill and experience, both in combat and in strategic thinking. Unlike clans that rely on hereditary rule or divine favor, the Warhandlers choose their leaders from among their most accomplished warriors, those who have demonstrated both tactical acumen and unmatched martial prowess. This emphasis on meritocracy extends to all aspects of their culture. While they value peace and strive to avoid unnecessary conflict, they also engage in constant training, war games, and sparring matches, both to hone their skills and to identify the most capable individuals within their ranks. Those who excel in these trials are highly respected and often sought after as partners, ensuring that each generation inherits the strongest and most intelligent traits of the clan.
  • Relations: The Warhandlers' rowdy and competitive nature can make it challenging for them to integrate into more peaceful societies. They often find themselves engaging in friendly (and sometimes not-so-friendly) sparring matches with other Demigods, testing their skills and proving their might. However, they are also eager to learn from others, to understand different perspectives, and to adapt their own fighting styles based on new experiences. They get along well with other races that share their interests in sports, sparring, fighting, or combat. They are not inherently hostile, but they are always prepared for a challenge, and they will not hesitate to defend themselves or their allies.
  • Homeland: The Warhandlers prefer harsh, cold environments that test their physical endurance and provide ample opportunities for training. They often establish their settlements in mountainous regions, on rugged cliff sides, in deep valleys, or within dense forests. These challenging landscapes serve as a constant reminder of the need for strength, resilience, and adaptability.

Warhandler Traits:

  • Warhandler Build: Choose either Medium or Large size. Your build is bulky and powerful.
  • Warhandler Bloodline (Ultimate Warriors): Your lineage is defined by generations of intense martial focus, granting you exceptional combat abilities but hindering your magical development. You gain the following benefits and disadvantages:
    • Benefits:
      • Enhanced Physique: You gain a +3 bonus to your starting Strength and Constitution scores.
      • Increased Vitality: Your maximum HP increases by 10 points.
      • Improved Reflexes & Fortitude: You gain a +1 bonus to both Reflex and Fortitude saving throws.
      • Swift Reactions: You gain one additional Standard Reaction per round of combat.
      • Weapon and Armor Mastery: You are proficient with all simple and martial weapons, and all types of armor (Light, Medium, Heavy) and shields.
      • Combat Prowess: You gain a +2 bonus on Strength and Dexterity ability checks made as part of a contested action (like grappling or shoving).
      • Devastating Strikes: You deal double damage with melee weapon attacks.
      • Physical Resistance: You have resistance to Impact, Piercing, and Slashing damage from non-magical attacks.
    • Disadvantages:
      • Magical Vulnerability: Your focus on the physical leaves you susceptible to magic. You have Weakness to all magical damage types (meaning you take double damage from spells and magical effects).
      • Limited Magical Aptitude: Your connection to Demayth's magical energies is weaker than other Demigods. You start with only 10 Demayth Points, and you only gain 1 Demayth Point per level.
      • Struggling Will: You have disadvantage on Will saving throws.
      • Magical Ignorance: You cannot gain proficiency or mastery in the Demayth Sense or Demayth Knowledge skills until you achieve Intent God status (if ever). Your base Focus for determining the DC of any magical abilities you might possess is 6 instead of the standard 8.
      • Pride: Your clan's focus on martial superiority often manifests as significant pride, which can sometimes be a social hindrance (a roleplaying consideration).

The Lionhearts

The Lionhearts are a Demigod clan renowned throughout Demayth for their exceptional courage, their physical might, and their unwavering commitment to what they perceive as justice. Their history is intertwined with the legend of a powerful spirit beast, the Great Lion, and the legacy of this encounter has shaped their culture, their abilities, and their destiny. They are a proud and charismatic people, often found leading communities, fighting for noble causes, or venturing into the wilds to test their strength against formidable foes.

  • Origin: The Lionheart clan's origins are steeped in a tale of bravery and conquest. Long ago, in a time when spirit beasts roamed the realms with untamed power, the leader of a then-unnamed clan ventured into the spirit realm itself. There, he confronted the Great Lion, a creature of immense magical power, a king among beasts. The details of this encounter are shrouded in myth, but the outcome is clear: the clan leader slew the Great Lion and claimed its heart, a potent source of magical energy. This act, whether driven by necessity, ambition, or a desire to protect his people, forever changed the destiny of his clan. They became known as the Lionhearts, and the power of the Great Lion flowed through their bloodline.
  • Physical Appearance: Lionheart Demigods often possess features that reflect their namesake. Those who manifest the true power of the Lion's Heart – the bloodline magic passed down from their ancestor – are typically distinguished by their golden hair, golden eyes, and pale skin. However, not all Lionhearts exhibit these outward signs, and many appear as ordinary humans, albeit often larger and stronger than average Demigods.
  • Society: Lionheart society is structured as a kingdom, ruled by a king whose authority is absolute. However, this power is tempered by a unique tradition: those within the royal bloodline, those eligible to inherit the throne, must undergo rigorous tests of humility. This is intended to ensure that their rulers remain grounded, compassionate, and just, preventing the arrogance and tyranny that can so easily corrupt those in positions of power. Only those of noble blood can become king.
  • Relations: The Lionhearts are known for their charisma and their ability to forge strong relationships with other races. They are generally open and welcoming, quick to offer friendship and support to those who share their values. They are not inherently warlike, but they will not hesitate to defend themselves or those they deem to be under their protection. They believe in fighting for peace and for the people, but only if they believe they are on the right side of justice, as they define it.
  • Homeland: The Lionhearts are adaptable and can be found in a variety of environments, but they often show a preference for locations that reflect their connection to the natural world: forests, jungles, or even deserts. They are also drawn to places of strength and power, establishing settlements on mountaintops or within hills, carving out homes and fortresses from the living rock.

Lionheart Traits:

  • Lionheart Build: Lionhearts are typically Large size, possessing powerful, sometimes stocky physiques.
  • Super Strength and Endurance: Your connection to the Great Lion grants you exceptional physical power. You gain a +6 bonus to your starting Strength score and a +3 bonus to your starting Constitution score. Additionally, your maximum HP increases by 5 points each time you gain a Power Milestone.
  • Bloodline Magic (Lion's Heart): The legacy of the Great Lion grants you a unique magical defense.
    • Consume Magic: As a reaction when you are targeted by a single-target spell, you can spend 1 Demayth Point to attempt to consume its magic. If you do, the spell has no effect on you.
    • Lion's Roar: Immediately after successfully consuming a spell with your Consume Magic ability, you can unleash a terrifying roar as a free action. All enemies within 30 feet of you who can hear the roar must make a Will saving throw. On a failed save, they are Frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Hunted Legacy: Your bloodline carries the power of the Great Lion's heart, making you a target for powerful spirit beasts who seek to reclaim this energy or avenge their fallen ancestor. This is primarily a roleplaying element, but the Battle Master may incorporate encounters with vengeful spirit beasts into the campaign.

The Caelics

The Caelics are a rare and often misunderstood Demigod race, their very existence a testament to the infrequent but profound unions that can occur between Celestials – the winged guardians of the Divine Realm – and mortals. They are living proof that the boundaries between the celestial and the terrestrial, while carefully guarded, are not entirely impassable. Their lineage grants them unique gifts and challenges, setting them apart from both their human and their divine ancestors.

  • Origin: The Caelics are the direct offspring of Celestials (often referred to as Angels by mortals) and humans. These unions are incredibly rare, occurring only under exceptional circumstances, and often with the tacit, if not explicit, consent of the Elder Divine. It is not a casual mixing of bloodlines, but rather a significant event, often laden with purpose or prophecy. The precise reasons for such unions vary – sometimes it is a matter of genuine love, sometimes a strategic alliance, and sometimes the result of a divine mandate. Regardless of the circumstances, the offspring of such a union is always a Caelic, a Demigod who embodies both mortal limitations and celestial grace.
  • Physical Appearance: Caelics generally resemble humans, but they often possess subtle features that hint at their celestial heritage. They might have unusually striking eyes, hair that shimmers with an inner light, or a certain ethereal beauty that sets them apart from ordinary mortals. A defining characteristic of the Caelics is their possession of wings. Unlike the luminous, often elaborate wings of their Celestial ancestors, Caelic wings are more natural in appearance, resembling those of birds – hawks, eagles, falcons, or other birds of prey. These wings are fully functional, granting them the power of flight.
  • Society: Due to the rarity of their births, Caelics do not possess a unified society or culture of their own. They are often raised within human communities, their unique heritage either hidden or openly acknowledged, depending on the specific circumstances of their birth and the attitudes of those around them. Some Caelics might embrace their celestial heritage, seeking to understand the powers they have inherited and to connect with their divine parent's domain. Others might try to blend in with human society, downplaying their differences and focusing on their mortal lives.
  • Relations: The Caelics' reception by other races varies greatly depending on local customs, beliefs, and prejudices. Some cultures might revere them as blessed beings, seeing them as a sign of divine favor. Others might fear them, viewing them as unnatural or as potential threats. Their relationship with Celestials is also complex. While they are technically kin, the Caelics are still Demigods, bound to the mortal realm, and they may not be fully accepted within the celestial hierarchy. The followers of the deity who created their Celestial parent might view them with curiosity, suspicion, or even hostility, depending on the circumstances of their birth and the nature of their Celestial parent.
  • Homeland: Caelics have no specific homeland, their scattered births occurring wherever unions between Celestials and humans have taken place. They are found throughout the realms of Demayth, integrated into various human societies or living solitary lives, their destinies as diverse as the circumstances of their origins.

Caelic Traits:

  • Caelic Build: Caelics are typically Medium size.
  • Wings: You possess a pair of natural, bird-like wings. You have a flying speed of 1D8 spaces. To use this speed, you can't be wearing heavy armor.
  • Celestial Resistance: Your divine blood grants you a measure of protection against radiant energy. You have resistance to Radiant damage. Additionally, you are immune to the Blinded condition caused by bright light.
  • Celestial Legacy: You inherit a touch of the divine magic associated with your Celestial parentage. You gain proficiency in either the Diplomat or Sense Motive skill.

The Dragonwrath

The Dragonwrath clan stands as a testament to the power of intellect, the transformative potential of technology, and the enduring impact that even a seemingly unassuming group can have on the course of history. They are a Demigod lineage known for their sharp minds, their groundbreaking inventions, and their somewhat aloof and detached perspective on the world. While they may lack the imposing physical presence of some other Demigod clans, their contributions to the advancement of both magic and technology have shaped the destiny of Demayth in profound ways.

  • Origin: The Dragonwrath's history is intertwined with the Great War, that cataclysmic conflict that pitted the Rye Ku alliance against the Mal Kye. While not frontline warriors in the same way as the Okand or the Warhandlers, the Dragonwrath played a crucial role in the war effort, using their exceptional intelligence and their understanding of Demayth to develop advanced weaponry and magical items that aided the Rye Ku forces. They collaborated closely with the Petit, whose innate skills in artifice complemented their own theoretical knowledge, creating tools that allowed even humans to fight alongside Demigods. However, witnessing human greed for power after the war led them to discontinue some aspects of their magical craft, focusing instead on creating items for adventurers and defenders of the realms.
  • Physical Appearance: Unlike many Demigod clans who pride themselves on physical strength and imposing stature, the Dragonwrath often appear surprisingly unassuming. They are typically shorter than most Demigods, rarely exceeding six feet in height, and they possess lean, well-defined muscles, more suited for dexterity and precision than brute force. This seemingly fragile appearance, however, belies their inherent Demigod strength and their formidable intellect.
  • Society: Dragonwrath society is a meritocracy, with status and influence determined solely by intellect and competence. Those who demonstrate exceptional intelligence, innovative ability, and a mastery of their chosen field are elevated to positions of leadership, regardless of their lineage or physical prowess. Their internal interactions are characterized by mutual respect and a shared passion for knowledge. However, this intellectual focus can sometimes lead to a condescending attitude towards those they deem less intelligent, a flaw that has strained their relationships with other groups. They also value teaching and educating others.
  • Relations: The Dragonwrath are highly valued by human societies for their technological contributions and their willingness to share their knowledge (to a degree). They are often seen as valuable trading partners and allies, providing access to advanced weaponry, tools, and magical items. However, their haughty demeanor and their tendency to view others as intellectually inferior can create friction with other Demigod clans, particularly those who prioritize physical strength or traditional ways of life. They share a mutual respect with the Plasmators, recognizing their shared interest in the natural sciences, although their differing applications of this knowledge (warfare vs. technological advancement) often lead to philosophical disagreements.
  • Homeland: The Dragonwrath prefer to keep their settlements hidden from prying eyes, often establishing them in remote locations that are difficult to access or in technologically advanced enclaves that are concealed from the outside world. These locations might be underwater cities, hidden valleys within mountain ranges, or even settlements built within the crust of a world, reflecting their advanced understanding of engineering and their desire for privacy.

Dragonwrath Traits:

  • Dragonwrath Build: You are Medium size, but typically stand under 6 feet tall, with a lean build.
  • Genius: You are brought up with the idea that knowledge is power. You gain proficiency in two Intelligence-based skills of your choice (Craft, Demayth Knowledge, History, Linguistics, Medical, Nature, or Religion).
  • Bloodline Magic (Prodigy of Magic): You possess an innate talent for mastering magical techniques. Each time you would normally gain Mastery Points to spend on increasing your Skill Ranks in schools of magic, you gain two additional Mastery Points.