The Valridian-Redilyan STRANGERS TO ZYCORE: The Valridian-Redilyan, or the Va-Re 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 10,000 years ago. The Age of the Damned had ended along with the war, and The Va-Re 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 Va-Re. 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 Light to ensure a new era of peace and prosperity. However, the war played its role on the people of the Va-Re, and their race was sent to the edges of extinction. Over the next 10,000 years to the present day, all throughout the Ancient Eon, the Va-Re 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 Va-Re. So, unfortunately they have had to adjust and move to new areas. Over the course of 5,000 years, many other individuals and other kingdoms actively wished to exploit them for their knowledge and, 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 5,000 years go by, and the Va-Re have gone “extinct”, or so the world thinks. CHARACTERISTICS: The Va-Re 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 issuing it into their skin in intricate patterns all across their body. This process, known as the Way of Troskelis, is gone through by every Va-Re that reaches adulthood. Once the Val-krin and the Va-Re are one, they are nearly unstoppable. 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 Va-Re, when they came from their dimension, believed in their Guardian known as The Drakonis who, at the time, had gifted the Val-Krin and allowed them to survive. This powerful being was once a powerful Fey being known as Gwilteriel who is now the current ruler of Glentropis in the Feywild. Gwilteriel has, over the course of the 10,000 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 Va-Re, and will occasionally lead others to them, if the fates decreed it. In the common era, even though the Va-Ra 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 and had laid waste to lands of the Ragalla Dynasty and the Continent of Acazor. However, The dwarves of Azazor 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 Demogoron to ensure her Va-Re 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 once again (Partially by 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 Va-Re to power once again. CITES AND SOCIETIES: The societies of the Va-Re 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 Va-Re had turned a high mountain valley of snow and ice into one of life and prosperity. RACIAL FEATURES: Ability Score Increase: The Va'Re 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 Va'Ra 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 Va'Re have naturally evolved iron-like skin that protects them from harm. The individual counts their AC as a base of 13 + dexterity. This bonus is not granted if the individual is wearing armor and does not stack with other added class abilities, such as unarmored defense The Val-Krin Ritual: Upon reaching adulthood, the Va'Re 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: Dramalkin (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 Va-Re is under the effects 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. Skravillkin (Perfection of the Warrior): This pattern is granted to those who will become the protectors of any Va'Ra 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 the pattern 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. Fynellkin (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 Va'Re gifted with this pattern is generally going to change the course of history, for better or for worse. The individual gains a surge of intelligence, allowing them to gain advantage on intelligence skills and saves for 1 hour, and they are given knowledge of spells that they may or may not have had growing up: Bonus Spells: 1st Level Dimensional Window 3rd Level Dimensional Reach 5th Level Dimensional Window 7th level Dimension Door 9th level Fleeting Journey   The Pattern counts as the individual's spellcasting focus. Saves are decided by 8 + Proficiency bonus + Intelligence Modifier   Spell Descriptions:   Dimensional Window 1st-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a miniature magnifying glass) Duration: 10 minutes You create a dimensional window 4 feet high and 4 feet wide, on any surface, allowing you to see through the surface material to a depth of 2 feet. If there is an open area beyond the solid material, you can view it as if looking through a window. Creatures on the other side of this surface are unaffected by this spell as the surface remains unchanged to them. Only you can see through the window. To all other creatures this appears to be a translucent illusion over the otherwise solid surface. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature you touch when you can see through the window for each slot level above 1st   Dimensional Reach 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a miniature pair of tongs) Duration: Concentration, up to 1 minute You create a small dimensional opening next to you ,with a second one at any point you can see within 60 feet. Each portal is a single flat disk, up to 6 inches in diameter. You cannot move or change the facing (or size) of the disks once established. Any creature (or part of a creature), or object that enters either portal, passes through and exits through the other portal as if the two were adjacent to each other; and can then interact normally with anything within range of the other disk. Any creature (or part of a creature), or object that is still within either portal when the spell ends, takes 6d6 force damage and is immediately shunted to the nearest unoccupied space to the entry disk.     Dimensional Doorway 3rd-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a miniature doorknocker) Duration: 10 minutes You create a dimensional doorway 7 feet high and 4 feet wide, on any surface. Upon opening the door, it creates a space up to 5 feet deep through the surface material. If there is an open space beyond the surface, the doorway acts as a means of egress. Only you can pass through the doorway. To all other creatures this appears to be a translucent illusion over the otherwise solid surface. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional creature you touch can use the door for each slot level above 3rd.   Fleeting Journey 5th-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a miniature metal spring) Duration: Concentration, up to 1 minute You touch a creature and teleport it to a safe and unoccupied space that you can see within 100 feet. The target creature maintains an astral tether to its original location. When the spell ends, the target creature returns to its original location, or the nearest safe, unoccupied space if the original space is occupied. You must succeed on a melee spell attack to affect an unwilling target. The target creature must succeed on a Wisdom saving throw or else be teleported. The target creature can repeat the saving throw at the end of each of its turns, ending the effect of the spell on a success. The target creature is then immediately returned to its original location, or the nearest safe, unoccupied space if the original space is occupied. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one additional creature you touch can be teleported in this way for each slot level above 5th.