Reachmen

Often mistaken for Bretons, this Nedic people are native to the region of The Reach along the mountainous border of Skyrim and High Rock. They have largely escaped assimilation after numerous attempts at subjugation. Reachmen follow cruel, unyielding spirits of nature, believed by scholars to be aspects of certain Daedric Princes. Reachmen tribes have adapted to modern life in different ways, and to different degrees, but what unites them is their commitment to a cultural identity steeped in fierce independence from any who would control them.   Nedes are humans believed to be indigenous to Tamriel. They had an ancestral presence across the human-dominated regions today, roughly in Cyrodiil, Hammerfell, Skyrim, and High Rock. However, some scholars contest this hypothesis, noting many linguistic and cultural similarities between Nedes, and the ancient Atmorans who later immigrated into Skyrim. Regardless of their true origin, the interventions of foreign powers have brought many of these cultures to extinction, or changed them into the dominant human cultures today. Reachmen proudly consider themselves one of the few, and most notable exceptions.

The Blood Horror

During the early Merethic Era, the native peoples of the Reach; humans, goblin-ken, and beastfolk alike, fell under the domain of the vampiric Clan Nighthollow. The Nighthollow ruled from the underground domain of Blackreach, silently guiding the tribes development through their Chieftains during the day, and emerging at night to systematically slaughter their subjects like livestock. Their suffering lasted centuries.   According to oral tradition, in the early First Era, a desperate father was approached by the Nighthollow. His infant daughter was to be turned over to the Clan in one year. Desperate for answers, he approached a spirit of the forest, the Hunt-Father. The Hunt-Father taught him that power is what gives the Nighthollow the right to prey on them. As Prey, the men of the Reach must make themselves strong enough, fast enough, and clever enough to survive. If they are worthy, they will starve out the hunters.   The solution he found was to carve out his own daughter's heart, and replace it with a poison-laced briar, and sewed her back shut. In a years' time, when the Clan came to feed on her, they were poisoned. Three mighty Vampire Lords howled in pain, but they would not die. When they discovered what had become of the girl's heart, they transformed themselves and promised to feed on his entire tribe for their betrayal, and called each out into the open to face their wrath. Each member of the tribe complied, and when they announced what they were about to do, they all pulled aside their hides, revealing a briar in every chest. They had sacrificed their bodies to become stronger, cleverer, and faster than any mortal the Nighthollow had ever faced, and the three Vampire Lords were slain before the sun rose.

Pact of the Hunt-Father

Before the third century of the first era, the Nighthollow clan had disappeared into the dark, and passed into legend. The Pact of the Hunt-Father had reshaped the Reach, and taught its people how to overcome adversity. This agreement shaped the religions of the various Reachmen tribes, setting a standard that each tribe follows in different ways. In general, reachfolk see mortal kind, animals, Nirn, and all of nature as the World of Flesh, born from the heart of the Great Spirit Lorkh, who sacrificed his Heart to become an Arena of suffering, where beings can improve upon themselves by overcoming tribulation. They revere their ancestors in song and legend, and call upon their guidance when required, but are taught by the Hunt-Father to always live in the present moment.   Reachfolk do not worship the Great Spirits as gods. Rather, they form pacts with them as needed, paying whatever price is necessary to get what they need. Different tribes have their own preferred patrons, some preferring Lesser Spirits who do not ask so much, and others aligning with the most powerful spirits, and spilling blood in their name. These spirits are each believed to be aspects of the Daedric Princes, which the Reachfolk do not dispute. Great Spirits reach out to the World of Flesh in order to test mortalkind in fulfillment of Lorkh's intentions. The Lesser Spirits recoiled from the harshness of this world, only showing their benevolent hand during times when things are already easy.
    Most of the Daedric Princes have a presence in the Reachmen pantheon, but the four most common and venerated are:
  • The Hunt-Father - Aspect of Hircine - Rose above the other spirits to claim the mantle of the World of Flesh. Taught the Reachfolk to live in the moment, and that it is the duty of the oppressed to overcome their oppressors, else it is right that the weak should die under heel.
  • The Spirit-Queen - Aspect of Namira - The embodiment of darkness, death, and the wellspring of rebirth. Lorkh trusted His heart to Her void, where it grew into the World of Flesh.
  • Mistress of Shadows - Aspect of Nocturnal - The overseer of night, who watches over the Reach in an eternal vigil.
  • Father of Torment - Aspect of Molag Bal - A spirit who sets traps and sends monsters to test the people of the Reach.

The Longhouse Emperors

  In the year 2E516, centuries after the collapse of the Reman Empire, a coven of witchmen called Tagh Droiloch was founded in secret. Eliminating all rivals in the Reach, this coven systematically took control of the territory, ruling it from the shadows using fear. They had aligned themselves with the Lord of Ambition, believed to be an aspect of the Daedric Prince Mehrunes Dagon. Eleven years after their founding, another contender arose in the Reach: Durcorach the Black Drake. A warlord quickly amassing an army to take the Reach. Rather than opposing him, the witches of Tagh Droiloch allied with him, becoming his advisors and patrons, and arranging audience with the Lord of Ambition so that he can realize his goals.   It is here that the coven disappeared from history. In their place, a supernaturally powerful and clever warrior had conquered the Reach. His most trusted family and friends became the Black Drake Clan, who commanded the various tribes. In 533, an army of two thousand Reachmen laid waste to the vestigial country calling itself the Empire of Cyrodiil. Within a year, the Imperial City had been sacked, and Durcorach had declared himself emperor.   Three generations of Longhouse Emperors ruled over the course of 44 years, which changed Imperial and Reachmen culture alike. The Legion had been reformed into the relentless conquering force that would later command the continent under the Tiber Septim. Reachfolk had gained a taste of cosmopolitan life in the Imperial City. Durcorach's grandson, Emperor Leovic, was finally overthrown after legalizing Daedra worship, and reachfolk were expelled from Cyrodiil. These ex-nobles returned to a Reach that no longer recognized them. The "Imperialized" Reachmen, as devout to the old ways as their cousins, found life outside the Reach more comforting. They live often in the wilderness in Skyrim, High Rock, and the Colovian Highlands, coming into cities and settlements to trade.   The Black Drake Clan had been wiped out by a jealous new warlord who would go on to lead the Reach in conquest of the old dwemer city of Nchuand-Zel, which they renamed Marakarth-Side, and would later become just Markarth. This more powerful reach continued to clash with its neighbors for centuries until 2E852, when the forces of a warlord from Falkreath named Cuhlecain, led by a general who would later be known better as Tiber Septim conquered the Reach. The war culminated in the Battle of Old Hroldan where the last holdouts of the Reachmen army fell to an onslaught of Nordic Tongues and their Shout-magic.  

4E

For 433 years, the Septim Empire branded the Reachmen as lawless mongrels, and were excluded from citizenship within the Empire. The Reach was never fully conquered, but relatively safe trade roads, built and patrolled by the Legion, allowed Nords to settle into Markarth, and prevent Reachfolk from establishing any base of power. So-called "City Reachmen" bore the brunt of discrimination within the empire, continuing to survive on the outskirts, sometimes by marrying into Breton families, but more often by relying on the network of support from the diaspora, and occasional kindness from less bigoted cityfolk. But this delicate peace changed when the Mythic Dawn cult assassinated the Emperor, and allowed the forces of Mehrunes Dagon to invade Tamriel. The destruction was devastating, and in the aftermath, Daedra-worshippers were blamed for all that had been lost.   In the last decade since the Oblivion Crisis, many City Reachmen have returned to their homeland, with no where else to turn to, and to defend their ancestral home from increasingly fervent calls for their extermination.

Naming Traditions

Feminine names

Aislin, Bruca, Cairine, Callacha, Cayleigh, Devera, Drascua, Edana, Eoinellgen, Eoinola, Esana, Evandene, Glynnetal, Glynolde, Gwyna, Isolen, Kelinoch, Laine, Mairrna, Malvina, Methira, Muriel, Orana, Riane, Sorcha, Tancia, Ulecia, Voanche

Masculine names

Aiocnuall, Allaghach, Aodhsil, Baarselg, Baldach, Brigwoal, Carinar, Cointthach, Cortoran, Conul, Darragh, Duinal, Faolan, Faoshor, Fiasof, Glynin, Kelgan, Maddorfa, Markor, Meroch, Moricar, Noldan, Raddolf, Rowolan, Tiranach, Tosmorn, Uchuiran, Uraccanach, Vartorn, Wunagh

Family names

Reachfolk do not have family names. A tribe as a whole is considered the same as a Clan. Reachmen are often given titles by the community based on events in their lives, or their reputations. These titles are passed on through direct lineage, but are subject to change or revocation between generations.   Beast of the Reach, Blackthroat, Blightheart, Bloodcaller, Bullblood, Clan-Slayer, Eagleseer, Frostfang, Gnarltree, Ice-Heart, Levys, Nerva, Rotvine, Six-Ford, Shade-Witch of Mournoth, Skullcarver, Snowpelt, Stoneheart, Stoneshaper, the Abomination, the Bloody, the Boaster, the Cunning, the Graveborn, the Gravesinger, the Hearteater, the Old, the Undying, the Wise, Thorncastle, Thorntongue, Witchclaw, Zurric

Reachmen Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Reach-Magic

Select one Cantrip from the Warlock Spell List, excluding Eldritch Blast. You may cast this spell as an action without consuming a spell slot, or counting toward the spells known limitations of any class.

Ability Score Increase

Choose two of your Ability Scores to increase by 2.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

Contrary to Imperial propaganda, Reachmen are not inherently evil. They do, however, have a typically violent reaction toward authority, and rarely have Lawful alignments.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Cyrodiilic and Reach Tongue - a language which evolved from an old Nedic language family, borrowing grammar structures common in the realms of Oblivion. It bares some resemblance to old Atmoran speech, and modern Dunmeri. It has no recognized written form, but educated Reachmen will sometimes transcribe old tales in either Cyrodiilic or Daedric lettering.

Briarheart

Reachfolk, in times of conflict, often turn to ancient rituals developed during the war against the Nighthollow clan. These allow mortals to permanently alter their forms to become incredibly powerful, but at the cost of their humanity. A willing sacrifice has their heart carved out and replaced by a poison-soaked briar, and crudely sewn back shut. The replacement heart becomes a focus for the soul to continue to inhabit their former body, transforming them into creatures caught between life and undeath. These Briarhearts are nearly indestructible except for their single, exposed weak point, for which it is shameful to conceal. They also live in constant agony, and will inevitably become violently insane, eventually.

Unkillable

Upon becoming a Briarheart, add your entire Hit Dice to your Max HP. At each level, you always roll your Hit Dice with Advantage.

Enhancement

You gain +1 to your Intelligence, Constitution, Strength, and Dexterity scores, but -2 to your Wisdom and Charisma scores

Heartstopper

Your replacement heart is magically protected from rot, and the elements, and any magical or physical damage. But it is not invulnerable. It can be ripped out by hand, or stabbed by a weapon with the Aetherial or Daedric property. Weapons made from Silver, Adamantium, or Mithril always have the Aeitherial property. Weapons made from Obsidian always have both. If the heart is removed or damaged, you die instantly, and can only be revived if a properly-treated briar, or filled black soul gem replaces it within one hour

Inhuman

For the ritual to work, you had to willingly have your heart removed and replaced while remaining alive and conscious through hedge-magic. As a result, you are in near constant agony, and any connection you felt toward mortal kind now feels like a hollow memory. When knocked out, you do not roll Death Saving Throws when you hit 0 HP. Instead, you remain unconscious until an external force comes to heal you, or enough time for a Long Rest has passed. Upon revival, you must roll a DC 10 Wisdom Saving Throw, and mark down permanently if you fail. At level up, you also roll this saving throw with Advantage. If your character fails three of these saving throws, they have succumbed to their inhuman nature and will attack any living thing in their path. Roll a new character sheet.
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