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Xyrth'rak

Description

The Xyrth'rak, as they now call themselves, are a species of humanoids that are actually descended from humans. A group of high-ranking membesr of the Ryvallen Confederacy have started experimenting with investing organisms with traits of other organisms, otherwise known as bio-thaumaturgy. Their goal was to engineer stronger and more versatile creatures to use as slave workers and soldiers. The Xyrth'rak were one of his most successful attempts at this. They are still generally humanoid in shape, but their skin is covered in a thick carapace. Their facial structure has also shifted to something in between that of a human and that of a mantis, and they have strong mandibles. They have a second pair of eyes that provides limited supplementary heat vision and just below their arms they have an extra pair of scythe-shaped claws.   Though they were well-guarded, a failed experiment caused an emergency situation and evacuation in the lab where they were kept and recognizing this as a once-in-a-lifetime chance, a small group of them made their escape during the chaos. By grabbing some cloaks to cover themselves and hijacking a flying carpet, they managed to make their way out of the city before any realized they had escaped. The Ryvallites pursued them and managed to recapture several of them, but once the survivors made it to the Burnished Hills, their pursuers were forced to back off due to a storm of glass shards. The Xyrth'rak managed to survive due to their thick carapace, but they were now forced to stay within this hostile environment or risk being captured by the Ryvallites if they left, or possibly be enslaved or killed by other races who had never seen them before. Thus they made their home within the caverns of the glassy desert. Meanwhile the researcher who lead the experiments was demoted for his failures and the project was temporarily shelved to avoid suspicion. Years later these projects were restarted and by now none of the other nations really know the origins of the Xyrth'rak either, and Ryvallen deflects any hints towards their involvement.   While they lived here, they tried, as all living creatures do, to continue their bloodline and procreate. This was not a decision taken lightly, as they were unsure of how their offspring would be affected by the mutations that had changed them. They learned two very important things; First they learned that not all of them could have children anymore, many had become sterile as a result of their mutations. Secondly, they found out that the offspring they did have was also affected by the same mutations that affected them. Unlike most bio-thaumaturgy, the magic had likely not just changed their form, but also their genetic make-up. Not that they, or currently anyone in Levantis, possesses knowledge of genetics or DNA. As shocking as this revelation was, it did mean that they could continue their existence.

Culture

Due to their perilous history, family and community is more important than anything to the Xyrth'rak. They owe their devotion to their community, more so than even the Gods or one's own life. Every individual knows its role and duties within the community and they try to fulfill those to the best of their capabilities. Those who do not properly cooperate within the community or endanger the community due to reckless behavior will oftentimes be exiled. Their devotion to the community means they often have a strong drive for self-improvement to not only further advance the community, but also to earn recognition within the community. Mastery of a particular skill is often a lifetime goal for them and they respect others who display a similar commitment. To the Xyrth'rak hard work and truth are synonymous and he who endures is naturally the one in the right. They do however recognize that sometimes help is required in difficult situations, where they will then turn to the rest of the community for assistance.   The Xyrth'rak make their home in the naturally occurring caverns that are found in the Burnished Hills and they have created expansive tunnel systems between these. In the bedrock found in these caverns they cultivate heat-resistant crops like Mammoth Rye or Fulcane. They have formed an expanded self-sufficient community over time, although their low fertility rates mean that their population is still relatively small. Due to their location and their history, they have avoided most contact with the outside world, even though they are accepted as just another race by most places not called Ryvallen. It is relatively rare for a Xyrth'rak to leave their community and as such, some southern nations of Levantis such as the Khuagawa Tetrarchy know little of the Xyrth'rak. They do trade at the edges of the Hills with others such as the Khalag(species:f237bb04-f570-42f9-be4e-59c51a80babf) or @[Gnoll tribes whose territory borders on the Hills, or the occasional trader from the eastern duchies of Middenland. They still avoid the Ryvallen Confederacy, who would indubitably capture and enslave them.

Religion

The Xyrth'rak care relatively little for the Gods and their religions, their devotion is more centered on their own community. Their isolationist nature also means they have rarely come into contact with worshipers from other countries. What they do know about the Gods is often limited to the stories passed on from the original survivors who were once normal citizens of the Ryvallen Confederacy and had knowledge from their previous lives there. The God they most align with based on these stories is Argor, who they also call Gri'Tax, for his aspect of survival rings true with them, although they ignore his aspect of passion as that does not suit them. They also appreciate Sicere's (or Ce'Rac) values of family and stability to a large degree as well. The Gods of trickery and treachery are reviled as that goes directly against their values of hard work and dedication. Gods such as Larum (also known as Ru'Lan) for example, often play the role of villain in their legends and myths, and he is often blamed as the one who originally caused the entrapment of their ancestors and the grueling experiments they had to endure.  

Statistics

A Xyrth'rak leaving its community is unusual. Before playing one, think of a good reason as to why one left to start a life of adventure and how it managed to survive so far and avoid the Ryvallites.   Ability Score Increase
Your Constitution Score increases by 2, and your Dexterity Score increases by 1.   Age
Due to their mutations the Xyr'thrak have slightly shortened lifespans compared to regular humans, on average they live up to about 50 years.   Size
Your size is Medium, as Xyr'thrak are descended from humans, they are of approximately the same height.   Speed
Your movement speed is 30 ft.   Heat Vision
You are able to discern warm creatures and objects within 60 feet, even in the dark. They appear in shades of orange, or red for particularly hot objects.   Thick Carapace
You are covered in a thick carapace that protects your vulnerable spots. When not wearing armor, your Armor Class (AC) equals 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Grappling Claws
You have two scythed claws which can be used for grappling, but not for precisely manipulating items or weapons. As an action you can use one of these claws to strike at a foe. Make an unarmed strike and if you hit, you deal 1d6 + your Strength modifier slashing damage, instead of the damage normal for an unarmed strike. Immediately after hitting with this attack, you can try to grapple the target as a bonus action.   Languages
You can read, speak, and write Common. Being descended from humans, the Xyrth'rak speak regular common, but their mutations have caused some differences in how they speak it. Due to their changed facial structure, they have a pronounced accent with a lot of clacking and chattering sounds.

Basic Information

Genetics and Reproduction

Their reproduction is still similar to that of humans, although the gestation period is slightly shorter at 7 months. However, many of them are infertile as a result of their mutations, strongly limiting the Xyrth'rak's ability to expand their population.

Civilization and Culture

Naming Traditions

Due to the clacking of their accent, many of their names are split into two or three parts which is notated by an apostrophe. Examples of names include, but are not limited to: Xir'an, Ru'kar, Qa'zar, Pu'ran.
Lifespan
50 years on average.
Average Height
Approximately 1.7-2.1 meters on average.
Average Weight
On average the Xyrth'rak weigh between 70 and 100 kg.
Body Tint, Colouring and Marking
Their regular skin is slightly more bronzed than that of most humans, but their carapace is a deep traditional chartreuse.

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