Satarre, Unbound (TP)
Book of Ebon Tides p. 38 (Homebrew)
- Tamaño
- Mediano
- Velocidad
- 30
- Puntuaciones
- Con +2, Wis +1
- Competencias
- Arcana
- Linaje
- Satarre
Rasgos
The satarre call themselves the "devourers" or "those who end the world" due to their association with Nidhogg, the World-Eater. Others call them "Children of Nidhogg" to avoid drawing their direct attention and, frankly, out of fear for the attention. The satarre are rarely kind or compassionate; they are, at best, devoted, zealous servants of the gods of death and oblivion. More often they function directly as servants of Nidhogg, the dragon gnawing at the roots of the World Tree. Some believe the satarre have a distant connection to the dragonborn, though both sides deny any such affiliation.
You are a satarre with a tendency for plane-hopping that sets you apart from most other satarre.
Satarre are renowned planar travelers, and visits to the Shadow Realm are no exception. As the populations of races grow in the various kingdoms of shadow, so the network of gateways feeding into their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity even among their own kind since they have an instinctual sensitivity to places of transition. An unbound satarre is compelled to find such gateways and widen their influence through mundane or magical means.
The satarre are powerful and wise creatures often found serving dark cults or (less often) warning other races of the plans of such cults and seeking to prevent some disaster by prophecy, guidance, and cunning. Most of them strive to destroy the worlds of mortals and bring about the end of all things. They are relentless in the pursuit of knowledge, of the veneration of dark gods, and in their swift action to pursue any goal that might topple the World Tree and end a corrupt age. They are often advisors to cultists and evil priests. However, some of the satarre are simply in no such hurry to bring on the end of all things. Other satarre call these renegade satarre the latje, "the slothful ones. "Though not outwardly different from other satarre, the latje often see little purpose in destruction for its own sake, or they see their role as warning others of the dangers of the dark gods and the widening grasp of the cold, uncaring Void. Most latje are exiled from their communities or seek the company of other races, rather than remaining close to the world-ending ambitions of most of their kind. Their numbers have always been small.
The satarre know the many worlds and their connections, and they are familiar with shadow, planar doorways, and similar arcana. They are comfortable speaking with demons, devils, and heralds of darkness, for their people have long been those who turn grand and maleficent visions into plans suitable for action. All satarre have a deep hatred of the volmar (also called the Children of Yggdrasil [see Creature Codex]) and the ravenfolk (see Midgard Heroes Handbook), for these two have long opposed the satarre's efforts on behalf of darkness and destruction.
The satarre are speakers of Void Speech, the language of the Great Old Ones and of creatures that live in the darkness between stars, and the whispers and invocations of dark gods that drive others mad seem not to trouble the satarre. The satarre are a friend to the darakhul, tieflings, and vampires, and satarre and derro always seem to understand one another.
Like other satarre, unbound satarre names often resemble names of the cultures where they are raised, though satarre raised on the planes or in cults of darkness or death tend toward names common to those planes or that invoke the cult's tenets. Names in Void Speech are also common and are presented below. All satarre are given cult names, indicating which dark god their lives were dedicated to at their naming day. Such names preface the name of the cult or god with ai- and sometimes shorten the cult or god's name to two or three syllables. Most continue to serve or at least pray to these gods as adults, with varying degrees of piety.
Example Male Names: Aggorret (eater), Denahrek (servant), Medloss (binder), Mörkothr (darkness), Narkot (gnawer), Pälsore (slaver), Vessar (blooddrinker), Rabefress (slayer).
Example Female Names: Atlessa (jewel), Binulett (scout), Frizel (scribe), Ixa (blade), Miskra (maggot), Respy (builder), Unskappa (wisdom), Unterra (doom).
Ability Score Increase
Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age
Satarre grow quickly, walking soon after hatching and reaching the development of a 15-year-old human by age 6. They maintain the same appearance until about 50 and then begin a rapid decline. Satarre often die violently, but those who live longer survive to no more than 65 years of age.
Alignment
Satarre are born with a tendency toward evil akin to that of rapacious dragons, and when raised among other satarre or darakhul, they are usually evil. Those raised among other cultures tend toward the norm for those cultures.
Size
Satarre are tall and thin, from 6 to 7 feet tall with peculiar, segmented limbs. Your size is Medium.
Darkvision
Thanks to your dark planar parentage, you have superior vision in darkness. 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.
Keeper of Secrets
You have proficiency in the Arcana skill, and you have advantage on Intelligence (Arcana) checks related to the planes and planar travel. In addition, you have proficiency in one of the following skills of your choice. History, Insight, or Religion
Portal Sense
While in a confined space, you instinctively know the direction and distance to the closest nonmagical entrance or exit to the area you are currently in. You also have advantage on any Intelligence (Investigation) or Wisdom (Perception) ability checks made to find secret or invisible doors and magical portals.
Unraveling Touch
You can use your action to attempt to tear at the reality that keeps a being together. Choose a creature that you can see within 30 feet. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature that fails the saving throw must use its action each turn to repeat the saving throw as it attempts to keep itself in one piece. On a successful save, the effect ends on the target. Once you use this feature, you cannot do so again until you complete a long rest.
Languages
You can speak, read, and write Umbral and either Abyssal, Infernal, or Void Speech.