The Val'ridians
STRANGERS TO ZYCORE:
The Val'ridians, or the Val for short, are beings from another dimension. They arrived on the world of Zycore during the beginning stages of the War of the Damned around 2,100 years ago. The Age of the Damned had ended along with the war, and The Val were the ones who shifted the tides of battle. Due to the War of the Damned that spanned the Multiverse, the fabric of reality was weakened, and a rift between dimensions appeared. Along with the rift came the Val. The first to step through had no idea what they had gotten themselves into, but they soon expected that they were needed to keep the multiverse from plummeting into one of Damnation. Thus, their incredible abilities and wondrous intellect helped the allies of the Valiant to ensure in a new era of peace and prosperity. However, the war took it's tole on the people of the Val, and their race was sent to the edges of extinction. Over the next 1,500 years to the present day, starting at the beginnings of the Age of Woe, the Val spent most of their time across Zycore learning and understanding it’s lore. They forged their new homeland, making communities all across Uulek’Dorr. However, over time, many other empires and kingdoms did not wish to house or parley with the strange Val. So, unfortunately they have had to adjust and move to new areas. Over the course of 500 years, many other individuals and other kingdoms actively wished to exploit them for their knowledge and, more specifically, their blood. Thus, other conflicts arose and forced them to go into hiding, disappearing from the common knowledge of the rest of the world. Another 500 years go by, and the Val have gone “extinct”, or so the world thinks.
CHARACTERISTICS:
The Val are humanoids that stand about 5-6 feet tall. They have Deep forest green to golden skin, their hair ranges from Deep Ocean blue to ruby red. They have hardened skin due to their original homeland, and they have adapted themselves perfectly to understand and evolve with Val-krin (Magic-technology). They have adapted this Val-krin by carvingit into their skin in intricate patterns all across their body. This process, known as the Way of Troskelis, is gone through by every Val that reach adulthood. Once the Val-krin and the Val are one, they become a whole new being entirely. Their relationship between this “ritual” has allowed them to survive, and even thrive, in their hostile environment. Their knowledge and understanding of their homeworld also allowed them the usage of psychic capabilities that allow them to perform unimaginable feats of wonder.
FAITH:
The Val, when they came from their dimension, believed in their Guardian known as The Witch Queen who, at the time, had gifted the Val-Krin and allowed them to survive. This powerful being was once a powerful Fey known as Gwilteriel who is now the current ruler of Glentropis in the Feywild. Gwilteriel has, over the course of the several thousand years of crossing dimensions, made herself the queen of Glentropis and other major regions in the Feywild. Her relatively new appearance in the Pantheon of Zycore has made others fairly interested in her power. However, she now watches over her worshipers, the Val, and will occasionally lead others to them, if the fates decree it. In the common era, even though the Val are few in number, she continues to act on important events all across Zycore, if they require her attention. For example, The Demogorgon had, in the past, emerged from the Crevasse of Arcanus (Or the Rift of Incarum, depending on your preference) and had laid waste to lands of the Ragalla Dynasty and the Continent of Acazor. However, The dwarves of Acazor had developed and created the Spellbound Stone, and used it to seal him away under the Crevasse, encasing him forever. What the dwarves did not know is that the Spellbound stone was created by Gwilteriel as a means of destroying the Demogorgon to ensure her Valridia would be safe. However, the dwarves had not realized the power of the Stone, and thus used it only to banish the Demogorgon. Unfortunately, the Demogorgon rose again, and the powerful Archfey was forced to intervene (Partially on accident). It was Gwilteriel that brought many different armies to the front lines of the war against the Demogorgon, and transported the heroes great distances across the land. Though they were never informed of the agenda of the Archfey, Gwilteriel has now set a plan in motion that will bring her beloved Val to power once again.
CITES AND SOCIETIES:
The societies of the Val are strange and unique. Their cities are not based on “Districts” or any common patterns. They are instead almost maze-like, with roads forming snake-like allies and byways. The buildings are all made of a rare material which is composed of both granite and Obsidian, giving them profound sturdiness and resistance to the elements. Their understanding of Zycore’s Natural world has allowed them to create “lifespots” in harsh environments, allowing them to grow and harvest plants that normally do not belong in such places. An example of such a place is within the Fractured Highlands in the Nation of Doredian in the Southern portion of Uulek’Dorr. This city was built about 15,000 ft above sea level, and thus is way above the treeline. However, amongst the perilous mountain passes and glaciered valleys, there lies a lush, beautiful city that is a combination of building and flora. The Val had turned a high mountain valley of snow and ice into one of life and prosperity.
Personality:
The Val'ridia tend to be a bit more on the logical side, despite their heritage and homeland. While they are from an extremely wild and vibrant land (Similar to that of the Feywild), one that is extremely uncaring for those that live there, they adapted to be very literal and straight to the point. For if they hesitated in a land rife with danger, there wouldn't be any of them left alive today. This is also including the fact that, after the War of the Damned, many of the peoples of Zycore (specifically those that lived in the Zebetian Empire) hunted them to near extiction, even after the contributions they made to the Valiant durint the War of the Damned. Thus, after going into hiding, they have held quite a grudge for a variety of heritages. Several generations after The Dark Purge of their people, they have begun to settle down in comfort in their protected lands, and thus the younger Val are starting to break from the stoic and logical perspectives of their ancestors. However, the elders remember what happened, and continue to be filled with hatred.
Racial Features:
Ability Score Increase: The Val receive 3 ability score points that can be distributed any way that seems fit. They're ritual of the Val-Krin has given them the ability to master any specific trait.
Age: The Val once lived in a separate dimension, one that was filled with dangers of all kinds. So, before the War of the Damned, they only lived to be about 150 years old. Now, Zycore's calmer climate has allowed them to expand their lives over the course of thousands of years. So, they now live to be around 500-700 years.
Size: The Va'Ra are considered Medium creatures. They are tall and slender, but their body types can vary, given the wide variety of lives they live and the tasks that have been laid out for them
Speed: Their base speed is 30ft
Languages: The Va'Re have learned how to speak the Common tongue, but mainly speak Valinian, a language that is derived from a long-lost dialect of the Fey.
Hardened Skin: Thanks to their previous home dimension, the Val have naturally evolved iron-like skin that protects them from harm. The individual counts their AC as a base of 12 + dexterity. This bonus is not granted if the individual is wearing armor.
The Val-Krin Ritual: upon reaching adulthood, the Val complete a ritual known as the Val-Krin, which infuses a specific "dye-like" material into their skin in the form of patterns (similar to tattoos). These patterns are generally derived from old practices, and each pattern design grants the Va'Re specific enhanced abilities determined by the ritual:
Dramal'kin (Wisdom of the Phoenix): This pattern is granted to those who seek to fully understand the nature and mysteries of "enlightenment". When this pattern is given, the individual is gifted with the ability to use message at will, and gain telepathy at a range of 120ft. Also, they can activate the pattern to give them advantage on any wisdom-based skill or saving throw for 1 hour. They can also push their minds beyond the limit to resist outside influence, as they have trained their willpower beyond the norm. As an action, when a Val is under the affects of a mind-altering spell, they can expend their use of this ability to end the condition. The number of uses is equal to half of their their wisdom modifier (rounded down), and regain these uses at the end of a full rest.
Skravill'kin (Perfection of the Warrior): This pattern is granted to those who will become the protectors of any Val society, and will generally join into some aspect of said society that revolves around physical perfection. When this pattern is given, the individual can call upon it's power to increase their strength, durability, or endurance to force the body beyond the capabilities of any normal being. The individual gains advantage on any strength or constitution based skill or saving throw for an hour, and can double their proficiency bonus on 1 specific check made within that hour. The individual can use this skill a number of times equal to their Strength or Constitution (whichever is higher). They also gain proficiency in 4 weapons of any type of their choice.
Venor'kin (Knowledge of the Moon): This pattern is fairly rare, yet it is gifted to those who strive to perfect the mind when it comes to knowledge. Any Val gifted with this pattern is generally going to change the coarse of history, for better or for worse. The individual gains a surge of intelligence, giving them a +2 to their intelligence modifier (which can go beyond 20), and is given knowledge of spells that they may or may not have had growing up:
Level: | Bonus Spell: |
---|---|
1st | Dimensional Window |
3rd | Dimensional Reach |
5th | Dimensional Doorway |
7th | Dimension Door |
9th | Fleeting Journey |
The Pattern counts as the individual's spellcasting focus. Saves are decided by 8 + Proficiency bonus + Intelligence Modifier
Current Regions they inhabit:
- The Azrath Peaks
- The Fractured Highlands
- The Jagged Teeth of Jibarah
- The Arborthona Jungle
- The Windswept Heights
- The Kingsiege Forest
- The Dor'Khan Mountains
- The Isle of Mogakuru
Genetic Ancestor(s)
Genetic Descendants
Nice Job! Between the written description and the excellent artwork, I am able to 'see' what this new species looks like. You have also provided additional detail to help bring them to life and the concept of their adding the material to their skin to gain additional abilities is really cool!
Thanks! That means a lot!