Silvet (5e Race)
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|“||Magic flows through Silvets as a force of will and imagination. This force grows, evolves, and develops personality throughout each Silvet's long life, forming a brilliant masterpiece of emotion and conviction that reflects the complex nature of the individual.||”|
|—Excerpt from Luthan Rijakovec's Notes on Ashvetian Societies|
Silvets appear outwardly human, with bronze or reddish-tan skin and dark hair. They generally have a balanced build and soft features, lacking pointed noses or chins for example. They commonly have a spray of orangish freckles across their face. Their eyes are commonly electric blue or stunning auburn. Their molars are notably more pointed than normal humans, having a crown with three peaks. Their tongue is more pointed as well.
Silvetenland is a small nation on the eastern coast of the Ashvetian continent, founded approximately 300 years after the mortal humanoid races first appeared. It was a desert that spanned far and wide. But Silvetenland was an oasis, like a paradise in the desert. The city was an absolute gem thanks to the silvet peoples connection to magic and their ability to wield it. Their unique magic potential has made them a target for both invasion and trade, as they are the only reliable source of enchanted products on the mainland. The country never has been successfully conquered, despite their lack of a large organized military. 500 years after their inception, the silveten people were blessed by their goddess Silveta with immortality and were given the responsibility of using their extended lifespans to bring peace to the world. The silvet have remained loyal to this mission for the most part, though there are differing opinions among their number as to how true peace should be brought about. These debates over the method of peace have ironically caused many violent wars within the silvet and weakened their race as a whole. Today they live in fragments, each devoted to their own way of thinking.
Silveten society is generally tolerant and accepting of alternative viewpoints, but this does not stop individuals from passionately pursuing their own principles at the expense of others. They are, however, intolerant when it comes to differing interpretations of their goddess' mission of bearing olive branches. Different sects or schools of silvets adhere only to one way of peace, fiercely abhorrent of others.
Silvets propagate a cultural ambiance of vibrant creativity and individualism. The individualism sometimes becomes self-defeating when the super individualists impress their views on others and end up with groupthink, which has been a critique of silvet society. Those seeking direction are encouraged to invest their time in self-development and reflection. The servants of Silveta believe that Her message of peace will be found within the hearts of all those who carry silveten blood in their veins. Therefore, discovering your true self means discovering the means by which you spread peace to the world around you. There are five factions in Silvetenland which represent the five most widely held beliefs on how true peace can be achieved. This is the end result of many bloody battles, leaving five groups that are the most civil about their different views.
Orders of Peace
There are five mainstream factions, called orders, which interpret the mission of their goddess Silveta to bring about peace. Each faction has a unique mindset and approach which alters their mindsets and gives each silvet within their ranks special qualities. Each faction has often interpreted their different qualities to be endowments from their goddess, affirming their ways. In the fringe cultures, there exists an extra faction of the underground, known as the Dark Enlightenment.
- Silveta's Peace
This sect considers themselves the fountainhead of the Silveta following, hence their name. Their idea of peace is that conflicts may arise, but action can be taken to pacify it. They are thus reactionary peacekeepers.
- Silveta's Wisdom
Like the sect of Silveta's Peace, Wisdom also takes on the name of their goddess. Knowledge is what they believe the goddess had them bestowed to use to find the way of ending violence. They are often known to be sitting in ivory towers, talking about peace in theory.
- The Ultimate Authority
A peaceful world requires a strong rule which punishes and thereby deters violent behavior. This means strict, proactive policing of freedoms and action by a select authoritative body. Peace is not freedom after all. It is the price one pays to live in quiet.
- The Immortal Sentinels
Members of the Immortal Sentinels are easily recognized by judicial officials and political leaders as having a 'rebellious' attitude. They believe people can police themselves to be at peace and so are often at odds with those who advocate for a separate overseeing entity to the public.
- Free Spirit
Free Spirits believe the first step to peace is guaranteed freedom for all. The pursuit of happiness and empathy will guide action and make it less and less likely people will harm one another until violence is snuffed out.
- The Dark Enlightenment
There were many bloody successions of sects in the following of Silveta. It is believed this underground sect is an amalgam of all those past sects that were discarded or fell out of the mainstream. This shadowy sect operates in secrets and is known to harbor radical ideas of Silveta's given mission.
Silvet do not have a large number of surnames to choose from. Their tongue is uniquely simple to the tongue, yet complex in writing.
Male: Mugai, Vurkasu, Yukhos, Heikut, Neshgir
Female: Liyara, Orkova, Siteka, Kaitsa, Lunya
Surnames: Darmutai, Hirivor, Hyogarr, Davogirni, Byochiri
The Silvets are a creative, energetic race of humanoids who share a special bond with peace.
Ability Score Increase. Your Wisdom score increases by 1.
Age. Silvets can live indefinitely from birth, never dying of age, provided that their physical needs are met. They age however and become very old and brittle.
Alignment. Silvets have no natural alignment, though their subrace/faction will likely have an impact on their moral values.
Size. Your size is like that of a humans in height and build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Creativity. You may change the damage type of a spell you cast to any type but necrotic, psychic and force damage with no action on your part. You must complete a long rest before using this feature again.
Desert-Bred. Silvets originate from the desert and carry their ancestors affinity among the dunes. You have advantage on Wisdom (Nature) and Wisdom (Survival) checks in desert terrain.
Languages. You can speak, read and write Common and another language of your choice.
Subrace. Choose one of the six subraces detailed below.
Ability Score Increase. Your Charisma score increases by 2.
Divine Peacemaker. As the faction considered closest to Silveta's original vision, members of Silveta's Peace have an uncanny ability to pacify conflicting parties. You have advantage on any Charisma (Persuasion) check made to resolving conflict.
Pacifist Ideals. Members of Silveta's Peace abhor warfare and any form of violence. You can cast the sanctuary spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Ability Score Increase. Your Wisdom and Intelligence scores each increase by 1.
Magical Genius. You are well read and able to look through magic and books. You are proficient in both the Arcana and History skills.
Bibliotheca Maxima. You know two additional languages of your choice.
The Ultimate Authority
Ability Score Increase. Your Wisdom and Charisma scores each increase by 1.
Peace from Order. You must make others obey you. Your ability to rouse fear gives them reason to. You are proficient in the Intimidation skill.
Unshakable Confidence. You cannot waver as the ultimate authority which manages and reigns over peace. You have advantage on saving throws against being frightened
The Immortal Sentinels
Ability Score Increase. Your Constitution score increases by 2.
The Iron-Willed Sentinels. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
An Eye for an Eye. You may choose to roll an attack roll with advantage against a creature which dealt you damage in the last minute. You cannot use this trait again until you finish a long rest.
The Dark Enlightenment
Ability Score Increase. Your Intelligence and Wisdom scores each increase by 1.
Watchers in the Dark. The world's truth cannot hide amid lies from you. You are proficient in the Perception and Insight skills.
Truth Beyond Truth. You can speak, read and write Deep Speech.
Ability Score Increase. One ability score of your choice other than Wisdom increases by 2.
Free of Bias. You are immune to being charmed.
Open Minded. You are proficient in two gaming sets, artisan tools or instruments of your choice.
Random Height and Weight
|5′ 0″||+1d6||155 lb.||× (1d4) lb.|
*Height = base height + height modifier