Sanguine (5e Race)

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Sanguine[edit]

I see that there is blood within you, Temaleon... do not worry, I will release it.
—Luunokhoi Khan, Sanguine Emperor

Physical Description[edit]

Sanguines are a species of elementals of humanoid-level intelligence native to the grasslands of the Faakh'el Empire. Although they are often misidentified as blood elementals, as their name would suggest, sanguines are more accurately composed of a pure life essence closer to the substance called "chi" by some of the nearby cultures and races. The sanguines' subsequent control over this element gives them natural abilities over life and death, leading to their dominance of the region and position as warlords.

Sanguines are divided into two subspecies: chaos and orthodox. Chaos sanguines more closely resemble a typical elemental, a mass of the substance they are composed of, with no real "form" to speak of. Orthodox sanguines are bound into a more humanoid shape by natural magic, and are consequently closer to humanoids in sophistication and delicacy, whereas the chaos sanguines have more raw power from their unboundliness.

Like most elementals, sanguines require no food or water, but still need to replenish themselves by communing with their element. In the case of the sanguines, this involves draining the living essence out of anything. While it is said that ancient sanguines could draw upon the living force of the earth and of the air for power and health, modern sanguines draw upon other living creatures, which has led to a canon of crops and livestock similar to those found worldwide.

A depiction of an Orthodox sanguine
A depiction of a Chaos sanguine

History[edit]

As with most elemental species, the evolution of sanguines is hazy, but oral tradition and the sacred texts of the Sanguines state that anatomically modern sanguines have existed for over 350,000 years, which puts them as one of the first races to evolve, even older than humans. Sanguines place their endemic territory on the vast grasslands of southern Aletäe, and are largely nomadic in nature, traveling with their herds or wandering individually.

The sanguines are believed to have come to dominate the land of the steppe about 15,000 years ago, described in an epic known as the Red Sun Rising. Historians differ on the accuracy of this tale, and some even go as far as to discredit the notion of a violent empire-building, stating instead that the sanguine's nation began as a confederacy which slowly grew together.

Whatever the case, the sanguines soon had a massive nation known as the Faakh'el Khanate, controlling vast swaths of territory in Aletäe. Although some historians may discredit the emergence of the empire through violence, none would deny that that was the cause of its growth. The Khanate waged war against the people of Myriad, Madwyn, Pelarlat, Panrath, and the Solomani Kingdoms, then forged an alliance with Adalyea, the other major power on Aletäe, essentially making them their puppets. They destroyed their only major rival, Hamangia-Adamott, by supporting rebel groups in the Kolar desert. For a while, it seemed like Faakh'el was destined for world domination.

However, rivals remained on Aletäe- in the extreme north, a union of states known as the Seelie court decried Faakh'el's expansion, striking in the south and allying with a dangerous warlord and Yssalurian defector known as God-King Sphax to chip away at Adalyea. To strike back, Faakh'el sought out new allies. The call was answered by a small but expandng theocracy in the Northwest of Amantia, known as the Celador Empire. Celador and its allies were proponents of a religion known as Pryglyzmitivism, the dominant religion in Adalyea.

The First Malchite Crusade began in 918 WR.Í. This established a new nation, the Crusader States, as well as a new race to populate it, a hybrid of Adalyeans and Celadrans, known as the Cedalreans, or the Prytymiskins, in the area that was once the Seelie Kingdom of Lusia. A second and third crusade followed, conquering Caurel, and Oomarca. Every day, the seelie court grew weaker. Faakh'el seemed finally unstoppable.

The key to itś destruction, as it happened, would come from almost a thousand miles north of the shifting border. Master Temaleon was born in what is now the city of Téoári, though it was barely a town at her birth. She proved herself as a folk hero soon, and as the crusades began, she united the Broken North tribes above the seelie court, creating the Dominion of Master Temaleon. That was the beginning of the end for Faakhél.

The dominion soon joined the Seelie court, and along with the rebel leader Lord Cagliostro and the defector King Solomos, began to disassemble the Faakh'el Khanate. In the brutal war that followed, Faakh'el was torn apart into the Faakh'el Empire, and its consituent states were scattered, as free and independent nation began to crop up in its midst, supported by the Seelie led Anjanus alliance. Although Faakh'el is not quite at the low it was after the war, it still has not recovered to anywhere near its previous glory in the 200 years that followed.

Society[edit]

Sanguine society has always been shaped by their conquering and their empire, with a single emperor at the top, hoping he can somehow claim the title of the Khan, a title which has not existed for years. Orthodox sanguines typically make up the upper echelons of sanguine society, while the less focused and less intelligent chaos sanguines occupy the lower classes. Sanguines are still thought by other nations as a violent and despotic nomadic people, that only approach civilization to pillage, and this characterization is rarely proven false.

Sanguines have a single native language, Faakh'elshint, which, despite the wild differences in biology, is actually fairly comprehensible to other races. The sanguine alphabet, called the Nrrazhoyine script is used by many of their neighbors, which is often used to demonstrate the silent power of the sanguines, even when their empire has fallen from its glory days.

Sanguine society has always been theistic, believing themselves to be the most naturally evolved form of life, closely related to both life and nature itself. Despite this, Faakh'el is unusual for its embrace of religious freedom, containing every different variety of faith from Pryglyzmitivism to Scheki. Even the Sanguines themselves have given in to this wild diversity.

Most of Sanguine culture is sharply defined by their yearning for their lost empire, and their devotion to war to regain. Presently, Faakh'ell is not strong enough to destroy its many enemies, and not commanding enough to rally the dominant Celador to fight with them. The only hope is to pray and believe in the future Faakh'el Khan, a leader who could rebuild the nation. No such leader has arrived yet.

Sanguine Names[edit]

Sanguine culture and names are defined by the particular phonotactics and phonology of their language, Faakh'elshint. Information on this language's phonology can be found in the appendix, but it mostly focuses on ejectives, denoted by an apostrephe. By closing the throat, as in the hyphen of "uh-oh," obstructants can be produced by squeezing air within the mouth, what's called an ejective sound. Faakh'elshint makes plentiful use of these.

Due to the general lack of expressiveness of Sanguine faces, their language is dependent on wild paralanguage, from dramatic pauses, wild gesticulation, and gasps of surprise.

Male: Aaltan, Chagat'aw, Ch'aansa, Ddheeq'uud, Dhat'oyar, Digjunal, Gjirriy, Huwnthee, Junk'en, Jamshiid, K'iyshi, Khajir, Kh'oshuy, Kuma, Nyutan, Otonkho

Female: Aaltansharnaw, Boyarmaa, Bolormaa, Engjargal, Eerdenech'inyet, Iwnathjul, Jamttharii, Kh'ajiil, Khar Nyuukhan, Kuultuurkh'aa, Luykhont, Nejida, , Ulash-K'on, Zhakh'arun, Zheygesh

Sanguine Traits[edit]

Nomadic blood elementals forged out the energy of life itself.
Ability Score Increase. Your Constitution score increases by 2.
Age. Sanguines reach maturity around the age of 30, and they can live up to 300 years before their life essence beings to wane and they begin to fall apart.
Alignment. Sanguines are a fluid elemental, and even orthodox sanguines struggle to maintain a lawful alignment, tending more towards chaotic or neutral alignments.. Their disregard for other creatures and their superiority complex generally feeds into a evil alignment.
Size. Orthodox sanguines tend to hunch down, and Chaos sanguines tend to pool at the bottom, reaching nearly 5 feet high, but at their full height, they can reach well over 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Life Sight. You know the positions of all living creatures within 10 feet of you, even if it is invisible or behind cover. This feature does not work on undead or constructs.
Elemental. Your body is forged from a pure element, but the element is human enough in nature. Your creature type is both elemental and humanoid.
Unquenchable by Death. You have resistance against necrotic damage.
Blessing of Life. You have proficiency in the Medicine skill. Additionally, you can touch a willing creature as an action and restore a number of hit points equal to your proficiency bonus.
Lifesteal. When you damage a creature with an attack or spell, you regain a number of hit points equal to the damage dealt. One you use this feature, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Faakh'elshint.
Subrace. Sanguines are divided into two subspecies, which you must choose to be one of: orthodox, and chaos. Chaos are more common in the population, but orthodox are more popular as adventurers.

Chaos Sanguine[edit]

Ability Score Increase. Your Strength score increases by 1.
Blood Warrior. You have proficiency with longbows, shortbows, and longswords.
Need for Bleed. When you damage a creature with an attack or spell that still has all of its hit points, you can roll one of the damage dice twice and use either number.
Death Bringer. As an action, you can take necrotic damage equal to your level that can't be reduced in any way. If you do so, you target a creature within 30 feet of you to immediately take necrotic damage equal to twice the damage you took. Once you do so, you can't use this feature again until you finish a long rest.

Orthodox Sanguine[edit]

Ability Score Increase. Your Charisma score increases by 1.
Blood Ruler. You have proficiency in the Persuasion skill.
Lifethirst. When you reduce a creature to 0 hit points with an attack or spell, you regain the use of your Lifesteal feature.
Blood Roar. As an action, you can take necrotic damage equal to your level that can't be reduced in any way. If you do so, you target a creature within 30 feet of you to immediately regain a number of hit points equal to twice the damage you took. Once you do so, you can't use this feature again until you finish a long rest.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 1'' +2d4 165 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a sanguine character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I despise creatures with skin. Blood wasn't meant to be constrained in veins.
2 I can't think very well on my own, so I should give my strength to someone who can (Chaos)
3 People around me are future objects of my manipulation. (Orthodox)
4 I will have vengeance for our destroyed empire. If I have to pay for my people's perceived sins, so should they.
5 I'm fiercely devoted to my religion and god. If we are ever going to return, it will be by his power.
6 I can't stand living in the city. My homeland is on the plains, and I hate the press of too much life about me.
7 I despise other creatures. They are nothing compared to me, and they only succeed through brute force.
8 I can tell everything about someone just by looking at their outside, and I will be quick to act.
d6 Ideal
1 Responsibility. I control the powers of life and death. I will not use it to bully others. (Good)
2 Respect. I care not for hierarchy. I only follow those more powerful than I. (Chaotic)
3 Vengeance. My people have suffered when we should have ruled. I don't allow myself to be denied again. (Evil)
4 Conquest. It is the empire's right to exist. Only the wicked try to stop it. (Evil)
5 Avoidance. I am merely a spirit of life and death. I do not profess to control them. (Neutral)
6 Leadership. The empire fell because of weak leaders. Things would be different if I were in charge. (Lawful)
d6 Bond
1 My only companion is my God, and he has never abandoned me when I needed him.
2 I used to live in lands that the empire lost. I've spent my life trying to reclaim them.
3 I was once a traitor, but the empire showed me mercy. I have fought with them ever since.
4 My rival was once an orthodox sanguine, who only won because of his birth. (Chaos)
5 I was once saved by a chaos sanguine, which changed my perspective of them forever. (Orthodox)
6 A foreigner introduced me to the concept of love, which has dominated my mind ever since.
d6 Flaw
1 I saw firsthand the price of having mercy. I've been overly cruel ever since.
2 I've never had the same convictions as my brethren, and I'm not sure what I believe.
3 Our real enemies are the orthodox sanguines. They're the one who made us into slaves. (Chaos)
4 Our real enemies are the chaos sanguines. Every time we've been at our weakest, it's because they have failed to perform. (Orthodox)
5 Although most sanguines drain their energy from plants and animals, I've always thought other humanoids were more delicious.
6 I've felt more in touch with life/death than death/life, and this imbalance has caused me nothing but difficulty.

Appendix: Phonology and Transliteration[edit]

Manner of Articulation Dental Palatal Velar
Nasal n (n) ɲ (ny)
Voiced Plosive d̪ (d) ɟ (gj) g (g)
Voiceless Plosive t̪ (t) c (q) k (k)
Ejective Plosive t̪' (t') c' (q') k' (k')
Voiced Affricate d̪͡ð (ddh) d̪͡ʑ (j)
Voiceless Affricate t̪͡θ (tth) t̪͡ɕ (ch) k͡x (kkh)
Ejective Affricate t̪͡θ' (th') t̪͡ɕ' (ch') k͡x' (kh')
Voiced Fricative ð (dh) ʑ (zh)
Voiceless Fricative θ (th) ɕ (sh) x (kh)
Approximant l̪ (l) j (y) ʎ (ly)
Tap or Flap ɾ̪ (r)
Trill r̪ (rr)

Notes on Pronunciation[edit]

On the off-chance you don't know every sound in the IPA, here are some tips on how to pronounce each of the symbols. A dental sound is one articulated in the same place as the th sounds in english. And yes, sounds- the voiced th in "there" is different from the voiceless one in "thick." Most of these use familiar alveolar sounds supplement by a note shifting them down towards the teeth. Similar sounds are noted for the t and d in spanish and french. Palatal sounds are more difficult- they're articulated in the place as the "y" sound in english. ʑ and ɕ are strictly alveolo-palatal, meaning they're articulated both on the palate and the alveolar ridge, (the teeth in this case), but they can just be approximated by saying "th" and "y" simultaneously. The velum, or soft palate, is the same place used to articulate the k and g sounds. Plosives are essentially a manner of articulation like t or k, by stopping airflow then releasing it. A fricative are a manner of articulation like s and f, where sound is pushed through a constricted airway, causing turbulence. An affricate starts as a plosive, then releases slowly, transitioning smoothly into a fricative. The only examples of these in english are ch and j. Approximants are caused by moving the points of articulation close, without affecting the airflow. l and ʎ are lateral, meaning the airflow is around the sides of the tongue, rather than through the center of the mouth. The dental tap or flap is the sound seen in North American pronunciation of the tt in "better," and the trill only appears in foreign languages, as the rolled r in spanish.

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