Askarn

Askarn, or the “People of the Ash” are a race of enormous humanoids, standing between 6'6" and 8 feet tall on average, that have an inherent connection to their world and to Yggdrasil, the World Tree, the Tree of Life. Cut off from their ancestral home, the Askarn are now tied to the fate of a tree brought to their new home as a seedling, Sarendril. Sundered centuries ago by a traitor king, Sarendril’s power wanes with every generation and fewer Askarn are born with the power of their ancestors, born instead as humans.

Glory Seekers

Though fewer in number now, they are a proud people with a focus on one thing over all: achieving glory so that their gods might look favorably upon them. As a result, the Askarn are often a combative people seeking glory through battle with other peoples and through the hunting of great beasts.

Fate-Tied

Prophecy and fate play an important role in the lives of the Askarn who seek their answers from seers among their kind to make their decisions. Each Askarn is given a prophecy at birth, drawn from the markings on their skin, as to how they are destined to achieve their glory in life. Not all abide by these fortunes, viewing them as challenges to complete or defy, for no one’s destiny is written in stone.

Runed

While mostly human in appearance, one thing stands out about the Askarn’s appearance, each is born with markings embedded in their skin like carved symbols that cover their bodies in intricate patterns. Some Askarn embellish these markings with tattoos or body paints.

Blessing of the World Tree

Since Sarendril's cleansing, Askarn are able to reclaim a long lost connection with the power it holds. Those who travel to the isle of Sarendril to commune with the tree will find themselves imbued with its power, capable of shrugging off what would kill any normal mortal.
Lifespan
up to 150 years
Conservation Status
Declining
Average Height
6'6" to 8'
Average Physique
Hardy
Body Tint, Colouring and Marking
Askarn bear markings on their skin that look like imprints or scars that form runic designs.
Geographic Distribution
Related Ethnicities
Notable Askarn:
  • Millicent Oksedottir

Askarn

Ability Score Increase +2 Con
Size Medium
Speed 30ft.

Brave and Bold: You have advantage on Saving Throws vs being Frightened.
Askarn Glory: Askarn tell many stories around the hearth about great beasts of legend and myth. You have advantage on checks to gain information about creatures with Legendary Actions.
Powerful Build: You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
Fell-Handed: You are proficient in the handaxe, battleaxe, and greataxe.
Marked by Fate: Each Askarn is born marked by destiny, their fate branding them with purpose: Might, Cunning, or Wisdom.

Subraces

Marked by Might
Ability Score Increase. +1 Strength
Heroic Strength. You are proficient in Athletics. In addition, once per short or long rest, you can cast the Enlarge spell on yourself. Your equipment also grows to match your new size. While enlarged, you have advantage on Strength saving throws and Strength ability checks, and you deal an extra 1d4 damage with your weapon attacks. You remain enlarged for 10 minutes. Once you use this ability, you can't use it again until you complete a short or long rest.
Marked by Cunning
Ability Score Increase. +1 Dexterity
One Step Ahead. You are always one step ahead of your opponents, your mind moves quicker and reflexes are stronger. You gain a bonus to initiative equal to half your proficiency bonus rounded down.
Exploit Weakness. Naturally keen on the strengths and weaknesses of those around you, you have leaned to exploit weaknesses and nullify strengths. You can cast the Hex spell once per short or long rest. When you use this ability to cast the Hex spell, the additional damage done is weapon damage rather than necrotic.

Languages.

Nordic and one other chosen between Primordial (Jotun), Celestial (Asgardian), and Sylvan (Alfan).


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