Half Blood

Mara stalked through the jungle, her movements as silent and deadly as a panther on the hunt. The dark veins beneath her pale skin throbbed with a simmering hatred, fueling her every step. Her breath was slow and controlled, her eyes sharp as they cut through the shadows. She was close now—close enough to feel the Khenari’s presence like a poison in the air. These dark elves were the embodiment of everything she loathed, twisted reflections of the corruption that stained her own blood. Her loathing was a living thing, cold and all-consuming, driving her to hunt them down without hesitation or mercy.   Ahead, she spotted her target—a Khenari, cloaked in darkness, its silver hair glinting faintly in the dim light. The sight of the elf filled her with a fierce, bitter satisfaction. They were not just her enemies; they were a plague, a blight on the world that deserved no quarter. Mara’s grip tightened on her blade as she moved closer, her body coiled and ready to strike. She had no qualms about what she was about to do—this was the only justice left for the likes of them. With a swift, precise motion, she lunged forward, her blade flashing in the gloom. As she struck, there was no remorse, no hesitation—only the grim satisfaction of erasing one more stain from the world.
— Mara's Hunt
 

Born of Cruelty

Half Bloods are born exclusively from the union of Khenari males and enslaved human mothers. The corruption of Dashiva empowers the Khenari to conceive children with humans, but these unions are products of cruelty and domination, not love. The overwhelming majority of these children are twisted monstrosities, consumed by Dashiva's corruption, but on rare occasions, a child is born that carries the darkness within without being overwhelmed by it—a Half Blood. Such children inherit the corrupted heritage of their Khenari parent, and they grow up carrying the burden of that curse, forever fighting against the darkness in their own blood.  

Not Quite Human

Half Bloods appear mostly human but possess subtle traits that hint at their tainted heritage. Their skin is often unnaturally pale, with dark veins visible beneath the surface, creating a slightly eerie appearance. Their eyes, though pale and nearly human, glow faintly red when they are suffering from strong emotions, a manifestation of Dashiva's influence. This glow is a reminder that their emotions can be dangerous, and many Half Bloods learn to keep their feelings tightly controlled. Sharp nails, nearly resembling claws, tip their fingers, adding to their unusual look. Their bodies are lean, muscular, and built for agility and speed, reflecting their enhanced physical capabilities and their need to be constantly on the move.  

A Life of Solitude and Sorrow

Half Bloods lead solitary lives, often shunned by others due to their unsettling appearance and the stigma of their origins. Seen as a disquieting presence, they are typically unwelcome in most settlements and are forced to keep to the shadows, often remaining hooded and choosing to live in quiet, backwater places. This isolation fosters a deep sense of sorrow within them, born from the memories of their suffering and the tortured experiences of their mothers.   Caught between sorrow, vengeance, and self-loathing, Half Bloods are driven by complex emotions. They harbor deep resentment against Dashiva and a burning desire for vengeance against her and her followers. However, they also carry a profound self-loathing for the parts of themselves touched by Dashiva’s corruption, an inner conflict that they struggle with daily. The name "Half Blood" itself, while originally an insult, has been adopted by them as a reminder that they are only half human and that they despise the part of them that is not.  

Loyal Hearts and Silent Resolve

Although they are typically lone wolves, when Half Bloods do form connections, they forge deep and lasting bonds. They are fiercely loyal to those who earn their trust, often developing strong ties with the bloodlines of their human companions, knowing they will often outlive them by many years. They live by actions and deeds rather than words, showing their loyalty and compassion through their unwavering support and protection of those they care about.   Despite their rough exterior, Half Bloods have a capacity for compassion that is surprising given their origins. When given the chance, they show kindness and empathy, especially towards those who have suffered or been wronged. They seldom speak, preferring to let their actions speak for them, and they value deeds over gestures or empty words.  

Wandering Outcasts

Half Bloods are natural wanderers, moving through dense jungles, unforgiving mountains, and inhospitable wilderness where they’ve learned to survive in ways few can understand. They seldom remain in one place for long, adapting to the environment with skills honed over years of isolation. From foraging and tracking to finding hidden trails and secluded shelters, their lives are marked by a constant vigilance and deep familiarity with the land. Many take on work as bounty hunters or mercenaries, tackling dangerous tasks that others shy away from. Their reputation as efficient, if grim, specialists earns them respect from those who need their skills, though few ever get close enough to see beyond their grim exteriors.   In settlements, they are strangers in every sense—a shadowed figure who passes through, often hooded and cloaked to avoid drawing undue attention. The solitary road of a Half Blood is dictated by both necessity and preference; they travel light, burdened by little beyond the essentials for survival. Comforts of home are luxuries they rarely enjoy, replaced by the sharp reality of their existence on the fringe of society. Resilience and self-sufficiency are their constant companions, allowing them to endure the isolation and suspicion they face in a world that seldom welcomes them.  

Hunters of Nightmares

Hunting is more than a profession for Half Bloods—it’s a personal vendetta. Born with a natural talent for tracking, they have a special knack for sensing the presence of corruption, especially when it comes to the Khenari or creatures twisted by Dashiva’s influence. This ability to feel the pull of corruption, like a tingling under their skin, guides them to their quarry, leading them along hidden trails and darkened paths others might overlook. As they grow, Half Bloods sharpen this instinct into a deadly skill, learning to channel their sensitivity to corruption as a weapon in their hunt.   Half Bloods become masters of Dashiva’s lore, studying everything from the vulnerabilities of her creatures to the traits of her followers. Their in-depth knowledge allows them to anticipate the strengths and weaknesses of their enemies, and they equip themselves with specialized tools and tactics to take down even the most resilient foes. Each hunt is a chance to push back against the darkness that has tainted their lives, a drive that keeps them going despite the risks. For a Half Blood, every enemy defeated is a small victory against the corruption they carry, and each hunt brings them closer to reclaiming control over their own fate.  

Language and Naming

  Half Bloods do not have a language of their own and commonly speak Landrian, though some may also know Khenari. Their names often reflect their human heritage or their unique experiences as hunters of Dashiva’s minions. Some adopt nicknames or titles that signify their abilities or deeds, while others may use aliases to avoid drawing unwanted attention due to their outcast status.   Given Names: Ayana, Darian, Eris, Kael, Mara, Nia, Rian, Tali, Zara   Nicknames: Bloodhunter, Corruptor's Bane, Nightstalker, Shadowspawn  

Half Blood Traits

As a Half Blood you have the following traits.   Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.   Age. Half Bloods mature at the same rate as humans but can live up to 300 years. This extended lifespan often leads to a sense of isolation and detachment.   Alignment. Half Bloods tend toward neutrality, focusing on survival rather than rigid moral philosophy. Their vendettas against corruption frequently draw them toward good alignments, though each path is shaped by their personal struggle.   Size. Half Bloods are generally taller and leaner than humans, standing around 6 feet tall. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. Thanks to your Khenari heritage, you have superior vision in dark and dim 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.   Disciplined Mind. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.   Keen Senses. You have proficiency in the Perception skill.   Sense of Corruption. Half Bloods possess an innate awareness of Dashiva’s influence, able to detect the presence of corruption within 60 feet. This awareness manifests as a tingling sensation, like sharp needles beneath the skin, and an uncomfortable tug toward the source of the corruption. This sense provides only a vague indication of the location, acting as a constant, unwelcome reminder of the curse they carry.   Blood Drain. You can use an action to target one creature within 30 feet that you can see, attempting to rip the blood from its body. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes necrotic damage equal to 1d6 + your proficiency bonus + your Charisma modifier, and you regain hit points equal to half the necrotic damage dealt (rounded down). The effect is gruesome: crimson streams of blood visibly tear from the target's body and siphon into you. On a successful save, the target takes half as much damage, and you regain no hit points. Once you use this trait, you can’t use it again until you finish a long rest.   Note: This ability has no effect on constructs, undead, or creatures without blood.   Bloody Resilience. When you are reduced to 0 hit points but not killed outright, an uncontrollable surge of corrupted vitality erupts from you. Each creature within 10 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes necrotic damage equal to your proficiency bonus + your Charisma modifier, and you regain hit points equal to the total necrotic damage dealt. On a successful save, a creature takes half as much damage, and you regain hit points equal to half the total damage dealt (rounded down). This ability affects all creatures within range except you, including allies. The horrific nature of this involuntary act is a stark reminder of the corruption within you, often inspiring fear in those who witness it. Once you use this trait, you can’t use it again until you finish a long rest.   Note: This effect triggers automatically the first time you are reduced to 0 hit points per long rest.   Languages. You can speak, read, and write Landrian (Common) and Khenari.

Playing a Half Blood

To play a Half Blood is to embody the struggle of someone caught between two worlds—one of darkness and corruption, and one of light and resilience. Every action is a defiance of Dashiva’s influence, and every choice is a chance to prove that you are more than the darkness that lurks within you. Your existence is driven by a hatred for the Khenari and a relentless pursuit of Dashiva's minions. You are a survivor of both external persecution and inner torment, shaped by the harsh realities of your origins.  
Personality
Half Bloods are often stoic and cautious, carrying the weight of their traumatic origins. They strive to keep their emotions in check, knowing that strong feelings can awaken the lingering influence of Dashiva’s corruption within them. Despite this, they have a fierce loyalty to those who manage to gain their trust. They value deeds over empty words and are driven by an unyielding desire to protect the innocent from the kind of suffering they endured.  
Roleplaying a Half Blood:
  • Struggle with Corruption: The influence of Dashiva is ever-present. You must fight against the darkness within yourself, keeping your emotions restrained and finding ways to channel your rage constructively.
  • Lone Wolf: Trust is a luxury. You often prefer to work alone, avoiding deep connections out of fear of losing those you care about, knowing you will likely outlive them or become a danger to them.
  • Hunting the Darkness: You are not just an adventurer; you are a hunter of corruption. Whether it’s the Khenari themselves or creatures tainted by Dashiva, your purpose is to rid the world of their influence and find meaning in the fight against darkness.
 
Why Venture Out?:
  • Vengeance and Redemption: Your quest might be driven by a need for vengeance against the Khenari, the ones who corrupted your lineage, or an effort to redeem yourself and prove you are more than the darkness within you.
  • Protecting Others: Having known suffering firsthand, you venture out to ensure others do not face the same fate. You hunt those who prey on the vulnerable and see every victory as a step toward redemption.
  • Discovery and Acceptance: Some Half Bloods venture into the world in hopes of understanding who they truly are. They may seek knowledge of their human heritage or a way to overcome the influence of Dashiva permanently.
 
Half Bloods in a Party:
In a party, you bring a mix of resilience, adaptability, and potent magic. You may be slow to trust your companions, but once a bond is formed, your loyalty is unbreakable. Your knowledge of dark lore and your ability to sense corruption make you invaluable in detecting threats. Your stoic demeanor might clash with more light-hearted party members, but your steadfast dedication is a stabilizing force when things grow dire.  

ExaExample Heroes

The following are some example character ideas for player heroes.   Mara, the Ranger
Mara is a relentless hunter, her every movement filled with lethal precision honed in the shadows of Tavomia's darkest jungles. Born from the cruelty of the Khenari, she harbors an intense hatred for her corrupted lineage, channeling it into her skills as a tracker and slayer of dark creatures. With dark veins and pale skin that hint at her tainted heritage, Mara’s stoic silence and sharp gaze make her an unsettling presence. She moves with deadly efficiency, showing no mercy to her quarry. For Mara, every Khenari slain is a step toward erasing the curse that stains her blood.   Zar, the Fighter
Towering and resolute, Zar wields his massive battleaxe with a ferocity that shakes his enemies to the core. His commanding presence and unyielding stare mark him as a figure of vengeance, driven by the need to confront the darkness that runs through his veins. While he struggles with the bitter reminder of his heritage, Zar channels this self-loathing into a righteous fury against the corrupted. Each battle brings him closer to redemption, a constant battle to prove that he is more than the evil that created him. Fierce yet steadfast, he stands as both shield and sword for those who earn his loyalty.   Riana, the Blood Witch
Riana is a dark caster who has embraced the forbidden arts, wielding her very life force as both weapon and ward. Her corrupted blood fuels hexes and powerful curses, allowing her to manipulate the battlefield with twisted magic that comes at a great personal cost. Haunted by the darkness within, she treads a thin line between control and madness. Her spells can harm foes or heal allies, each cast a testament to the power and danger of her inner corruption. Riana’s struggle to master her own tainted essence adds a grim complexity to her mission, as she fights to conquer the very darkness that defines her.

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