Daemrians

Bridging the gap between ancient and enlightened races, the river valley of Daemr has spawned and kept strong one of the most powerful civilizations in Erta. Noble warriors and enlightened wizards with a proud heritage and strong tradition, Daemrians value patriotism, tradition, heritage, and culture. Many Daemrian scientists claim that Daemr is the oldest race on Erta, having evolved from aquatic lifeforms themselves, but even older races know this not to be true. The Daemrian empire, once a shining beacon of civilization in the savage world of Erta, has been subject to political and racial unrest after the political coup in Daemr’s capital, Adlatia, and now the empire is truly jeopardized with a second revolution underway in the Shattered Isles. To be a Daemr is to walk with a badge of privilege and wealth upon your chest, despite your true upbringing – these days, the political oppression and blatant racism of the reigning house has led many to see all Daemr the same way…

Daemr Traits

* **Ability Score Increase**: Your Dexterity score increases by 2. Your Charisma score increases by 1.
* **Age**: Daemrians live a similar length to enlightened, and other humanoid races.
* **Alignment**: Daemr can have any alignment, but favor the lawful side rather than chaotic.
* **Size**: Daemr range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed**: Your base walking speed is 30 feet.
* **Languages**: You speak Daemrian and Common
* **Daemr Weapon Training**: You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Keen Senses**: You have proficiency in the Perception skill.
* **House Allegiance**. Choose from the list of Daemrian houses – you will receive any bonuses that are outlined within that house.

The below subrace is optional

**Mrth’Ri**

As a Mrth’Ri, your survival skills have been hardened by the extreme cold and life accustomed to violence. You may not choose a house allegiance. You do not gain the charisma score bonus normal to Daemr.

* **Ability Score Increase**: Your constitution score increases by 1.
* **Mountain Born.** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
* **Relentless Endurance.** When you are reduced to O hit points but not killed outright. you can drop to I hit point instead. You can't use this feature again until you finish a long rest.

## The Houses of Daemr

Akran Houses:

**House Ema’Lan** - champions of justice and equality, House Emalan has opposed Kema’Lan rule ever since they took power. You gain proficiency in Insight.

**House Beyu’Lan** – You are a Beyu’Lan, masters of horse-rearing and livestock farming. You gain proficiency in Animal Handling.

**House Alim’An** - the very best farmers, botanists, and herbalists. You gain proficiency in Medicine.

Daemrian Houses:

**House Isil’Dan** - Natural spies and masters of espionage. You gain proficiency in Stealth.

**House Kema’Lan** – The current reigning house, they took control from the impartial council and instituted a bureaucratic system as opposed to the archaic pharaoh system. You gain proficiency in Deception.

**House Phara’Kan** – the descendants of the Pharaoh, house Phara’Kan believes in their personal duty to piety and seek to better themselves, waiting for their chance to become the next Pharaoh. You gain proficiency in Religion.

**House Deme’Ran** - this house conscripts all girls and boys from the age of 8 into their military training program, preparing them for the Daemrian military. Many defect or are excommunicated for refusing to follow this path. You have proficiency in Athletics.

**House Midr’Kan** - Hidden away in the mountains of Daemr, the Midr’Kan are mysterious masters of combat and practice an ancient form of swordfighting, and hand to hand. You gain proficiency in Acrobatics.

**House Damr’Lan** - masters of jewelry, artifacts, and arcane items, they spend their time fine-tuning their possessions and are always on the hunt for new antique finds. You have proficiency in Investigation.

**House Larca’Nan** - House Larca’Nan is comprised of scholars, poets, and writers - they chart the history of Daemr and celebrate its culture through scribe. You gain proficiency in History.

**House Kina’Van** - House Kina”Van deals in all things political, they are diplomats, chancellors, senators, even courtesans. You gain proficiency in Persuasion.

**House Vara’Lan** - Accomplished arcanists, mages, sorcerers, and wizards, house Vara’Lan is seldom understood by the rest of Daemr due to the nation's sparse knowledge of magic. You gain proficiency in Arcana.

**House Akker’An** – Kings of the gambling table, the Akker’an can also be found running Daemr’s banks, selling wares, and trading stocks. You gain proficiency in Intimidation.

**House Aka’Lai** – The Aka’Lai are expert mountaineers, rangers, hunters, and pioneers. Sometimes known to stay out in the wilderness for months, or even years, the Aka’Lai pride themselves on being hard to reach. You gain proficiency in your choice of Nature or Perception.

**House Gera’Lan** - Master metalworkers, blacksmiths, and industrialists, Gera’Lan stays in business by outfitting the Daemrian army and supplying city guards. You gain proficiency in Sleight of Hand.

**House Sarga’Sal** - Voted most likely to survive waterworld, the Sarga’Sal are a family of sailors, navigators, fishers, and naval combatants. You gain proficiency in Survival.

**House Tama’Kan** – Playing songs as old as time itself, the Tama’Kan are a family of bards, minstrels, composers, and performers. You gain proficiency in Performance.

## Physiology and Appearance

Daemrians typically have green skin, but some variation occurs specifically depending on region. Daemrians descended from the Mrth'ri settlers typically have darker skin, oftentimes dark gray or green. Daemrians naturally have fast-growing hair, thus making it a common style to have long hair that is usually tied back. Hair color is usually black, though its shade can vary slightly. Daemrians have long ears, which vary in size and shape, especially with Mrth'ri. Mrth'ri generally have smaller ears, which are set closer to their head. Daemrian's eye color can vary between black, blue, red, and brown. Green eyes are incredibly uncommon and usually only seen in rare cases of Mrth'ri. Daemrians are naturally tall, ranging from 6-8 feet in adulthood, and also have naturally long limbs. Daemrians wear very little clothing in their homeland, but in mixed areas they will wear more clothing. In winter seasons fur coats are often worn.

## History

The Daemrian race is said to have arisen naturally from early mammals in the first age, and slowly evolved to suit the environment of Daemr. Many believe, however, that The Great Benefactor assisted them and guided them towards survival. Daemrians began as hunter-gatherers, but quickly discovered the techniques of agriculturalism and pastoralism allowing them to settle down on the Dae river. The surplus of food allowed them to build cities, invent new technologies, and explore. Daemrians were the first race to build watercraft, and the first to make contact with another race. In the second age, the first trade route was established when Daemrian exploratory ships landed on Drachenheim and made peace with the Ryhexhians. This time of peace continued for many years, before the colonization of the Precipice of Heaven. The Daemrians had explored much of the coastline of Kezara, but they knew there were new lands to the south. Daemrian tribal leaders gathered together and agreed to send a fleet past Kezara to explore the cold south, and to settle whatever they found. These fleets reached the Precipice of Heaven after many moons, without contact from their homeland and cut off from any supplies. They struggled to make a home in the harsh environment, so they sent back the weakest of their population to get help from the homeland. Before they would return however, the wars with the Abyssals raged on the deserts of Karas, using up the Daemrian's resources and soldiers. They could not provide the weary travelers with any supplies aside from what they needed to return to the Precipice of Heaven, so the tribal leaders told them to return to the colony and tell them of the war. The colony had been under constant attacks from Colossi, making it even harder to survive. However, the colony had discovered a rich mineral vein near their colony which they had mined out The Elkler, who had heard of the plight of the colony, offered to trade for their minerals and help them survive. The colonists eagerly agreed, forging an unlikely alliance that was removed from Daemr. The city of El-Kan was constructed during this time which assisted in trade, and the colonists declared independence from Daemr under the name Mrth'ra. Once the Daemrians heard of this, they immediately declared war under their new pharaoh, not wanting the Mrth'ri to be the only ones in charge of the trade routes.

## Society

Daemrian society is structured on religion and government, as well as distinct social classes. A member of Daemrian society can belong to the royal class (Adarshi and their family), upper class, and lower class. The Adarshi is the supreme ruler of Daemr, who claims supernatural abilities bestowed upon them by the great benefactor. This spiritual power is believed to be passed down, thus making the title of Adarshi hereditary. The current Adarshi is Adarshi Kan, of the Lkn dynasty.

## Culture

The Daemrians have developed the worlds secondmost calendar, called the Daemrian Calendar. It tracks years since the first Pharaoh proclaimed his rule, making the year 701 according to the Daemrian Calendar. Daemrians know there were many more years before this point, but as it was not recorded it is not written on the Daemrian Calendar.

## Religion

While Daemrian religion began as a monotheistic worship of the great benefactor, during the people's revolution the system of Adarshi worship was established and slowly became more popular. Most hunters and farmers in Akra and the outskirts of Daemr had no reason to believe in the Great Benefactor, and they followed their local leaders instead. Several townsmen and women became hostile, and in the People's Revolution overthrew the Benefactor's council and instated the first Adarshi, Lkn. The Lkn dynasty continued in his name, and they have since ruled all of Daemr.

## Trivia

* Daemrian women develop muscle mass more easily than Daemrian men, due to Daemrian men historically going out to explore and work on vessels, while Daemrian women were left to tend the fields and animals. Returning men would lead to couples having children, but as the woman was typically more experienced and stronger they would continue to work while the man took care of the child. This led to the minor biological differences between the sexes, but the traditional gender roles have changed during the Abyssal War and now Colonial War as men and women are forced into war.
* The Adarshi will typically decry other religions and worship of deities (as opposed to pharaohs), but individual Daemrians, although loyal to the Adarshi, will be more tolerant than their leadership. This comes from the Daemrian philosophy of utilitarianism, which is taken personally to mean only take an action if it can better yourself.