Lovakin

The Lovakin are a kind of human mutration brought on by a special potion known as lovabrew. This potion was created by Krajin, one of the seven human kingdoms that eventually formed Eridu.   The lovabrew has a dramatic effect on any human who drinks it, and survives. They become a monstrous version of a human. Skin may stay the same color, or turn blue, green, grey or even purple. Hair may do the same. Their mouths widen and they grow sharp teeth. Most also grow claws on their finger and toes. Some may even sport horns and/or tusks, and their ears often elongage and become pointed. Along with these visual changes, the lovabrew also has other effects. Lovakin are notoriously hard to kill. They seem to be able to shrug off amazing amounts of damage and walk away. They also seem to live for a significantly long time. Some have been recorded as living 600 or 700 years. No one is sure how old a lovakin can get, as to date none have died of old age.   Before taking the lovabrew, which is always a voluntary act as the survival rate is low, the human candidate must offer up the Troth, a pledge of loyalty to the Krajin. The Troth also dictates some of how the lovakin behaves. In general lovakin are quite human like, though they are aware of their monstrous appearance and reputation and often make use of that to get things they desire. They tend to be quite confident in themselves, though they respect the chain of command, which is mostly dictated by age and strength. In general, lovakin do have some kind of honor, though the extent of this code is something only they understand. Last, lovakin have a fascination with hats. For some reason, hats are a marker of status for a lovakin.   Krajin created the lovakin to help fight in The Nightmare War. They were powerful combatants loyal to Krajin. After the war ended, the Krajin continued to make lovakin to bolster their military. This made them a dangerous foe for the nations of Anor after things settled. About a century before The Long Night, Krajin attempted to conquer Terbunia, a country that had broken off of Krajin centuries before the Nightmare War. The lovakin were so devastating in the war that without the intervention of Irelia, Terbonia would have fallen.   When the negotiations for Eridu began, Krajin was denied entrance due to the lovakin. Eventually, they were admitted, but only after exiling the remaining lovakin and destroying the brew. Since then, the lovakin are a dying race. They cannot breed. Any child of a lovakin is simply a human. With no more lovakin being created, and lovakin are always interested in a big fight, it seems that the race will eventually dwindle and die.   Lovakin after the exile tend to find someone or something they can follow. This seems to be a side effect of the Troth. These lovakin feel the need to follow a powerful person or to adopt the code of a disciplined organization. Some scholars theorize this is to combat their rather chaotic ways.  

Lovakin Names

Lovakin tend to keep the names they had in before taking the brew, so names common to the Krajin.  

Lovakin Traits

Your lovakin character has certain characteristics in common with all other lovakin.
Ability Score Increase. Your Constitution score increases by 2, and your strength by 1.
Age. Lovakin age as humans do, until they take the lovabrew. Most take this potion in their early 20s. After taking the brew, thier aging slows. The oldest known lovakin was over 700 when she died in battle, so no one knows how old a lovakin can get.
Size. Lovakin stand over 6 feet tall and are more solidly built than humans, weighing around 200 pounds. Your size is Medium.
Alignment. Lovakin tend toward chaos just based on the nature of their creation.
Speed. Lovakin have a base speed of 30 feet.
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 can’t discern color in darkness, only shades of gray.
Thick Hide. Your skin is knobby, thick, and tough, granting you a +1 bonus to Armor Class.
Natural Weapons. You have large fangs and sharp claws instead of fingernails and toenails. You can use your claws or fangs to make unarmed strikes. If you hit with them, claws deal 1d4 + Strength modifier slashing damage, and fangs deal 1d4 + Strength modifier piercing damage.
Inhuman Vigor. You concentrate regenerative power in your blood to swiftly recover from wounds. As a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a long rest before using this ability again. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest.
Legacy of Fear. You have proficiency in the Intimidation skill.
Languages. You can speak, read, and write common.

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