Alraun

They had appeared in this world suddenly, at first thought to be some form of Vegepygmy or Dryad. The first reported appearance was a coincidental discovery in the year 18 in the Age of Might after a Catanian official ordered his servant to fetch him wine for his guests. Being new to their station, the Servant had taken a wrong turn and had Discovered what seemed to be a Cocoon. They had reported feeling a pit within their stomach, but at the same time a morbid curiosity that caused them to approach and discover the Visage of the very one who had sent for them. For reasons unknown the Imposter had doppeled his appearance and had been acting in his place for almost the entirety of a year. After this, reports began rolling in one after another. Members of every rung of society had been discovered to be not who they were.

Reportedly, when interrogated independently for their purpose, multiple of these Body Snatchers had expressed a curiosity that had driven them to commit these acts. Offering no other motive or desire. The mystery of them something that could not be discerned even under enchantment and Mind probed. There were Scholars who theorized that 'They have always been among us', others thought them to be the servants of a malevolent force wishing to undermine their kingdoms. Year 21 of the Age of Might, a group of Body Snatchers had revealed themselves before the Crown of Catania. They had Identified themselves as the Oldest of Alraun, and assured they had arrived to discuss peaceful terms. Those who had infiltrated themselves into seats of power were Renegade members of their race, their cause was not a malicious one. They only wished to learn and discover, just as those interrogated had once confessed.

They claimed that they could not disclose their origins. Only that they as a whole were not an enemy of man, so long as they do not wind down a path of self destruction. There was no promise that the Body Snatching would stop, every Alraun had their own individuality and those present claimed to have no power over them. Tensions were tight, but it was ultimately decided to allow these few who had come forward to leave. Scouts had attempted to follow them, the Court Wizard had attempted to scry them. But, they could not follow them beyond the trees. Imposters appear less frequently, but it is unknown if they had been weeded out or their methods have become more complex, so suspicions continue to run rampant to this day. Among nobility regular blood tests are administered, pricking their finger and confirming that they bleed red. The Alraun have discovered ways around this.

## Alraun

### Alignment

Any

Alraun are a new race within the Realm of Mythgate whose origins are veiled in a layer of mystery. Though, due to a higher density being discovered within the realms of the old world it is theorized that they hail from either Tolreiya and Calmara. They are highly inquisitive people, who covet wealth as much as they do coin so it is uncommon for them to lead sedentary lifestyles and often lead lives as Adventurers or adopting one identity after another to further sate their curiosity.

**Appearance:** Alraun are subtle creatures that appear to be regular humanoids (such as halflings, dwarves, elves, half-orcs, humans, and so on) when looked upon from afar, though up close the greenish cast around their eyes or their green or rose-red hair marks them as different. Most appear very much like their parent race, only appearing to be more than they seem when using their unique physical abilities, but more ‘exotic’ alraun do exist with green or patterned skin. Alraun in most cases bleed Green.

**Society:** Being of new origin, Alraun have close to no centralized culture or heritage. Opting to instead integrate themselves into a larger society and adapting themselves accordingly. Adopting persona’s and names like trinkets or clothes.

Societies of Alraun do exist, though rare and both extremely small and secluded. Often mirroring Druid Circles, they hardly leave the shadows of their groves.

**Relations:** The subversive nature of Alraun cause many other creatures to view them with fear and suspicion, and most Alraun are wise to the paranoia of others and take care to hide their origins, only imparting all of their secrets to those they completely trust, creating bonds that often last for life.

**Religion:** Alraun do not veer typically towards the worship of any deity. Especially the younger who are just starting their journey find the most such figures could offer is their knowledge. Those who have cemented themselves a place within society are more likely to adopt a deity befitting their lifestyle.

### As a Alraun:

* You have no awareness of your creation unless you are among the oldest
* You gained sentience in a forest, jungle or oasis of your choosing
* You might have a desire for a wealth of knowledge
* Family is what you make it, you've no parents before you

# Alraun Racial Traits

### Alraun

Alraun are always created in the image of another humanoid race; they are humanoids with the plant subtype and one other humanoid subtype as determined by the race the alraun was patterned after. An alraun takes no penalties to their Disguise checks when attempting to pass as a member of this race.

### Medium/Small Sized

Depending on their base race, an alraun can be Medium sized or Small sized. Medium-sized alraun have no bonuses or penalties due to their size. Small-sized alraun gain a +1 size bonus to their AC, a +1 size bonus to attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Alraun have a space of 5 feet by 5 feet and a reach of 5 feet.

### Low-Light Vision

Alraun can see twice as far as normal in conditions of dim light.

### Blood Sense

Alraun have the natural ability to sniff out blood; this functions like the scent ability, but only for creatures taking bleed damage or badly wounded creatures (creatures with 25% or fewer hit points).

### Sense Poison (Sp)

Alraun gain the use of detect poison as an at-will spell-like ability, using their class level as their caster level. (If using the Spheres of Power system, they may divine the presence and type of any poison as the Divination sphere ability, even if they do not possess the Divination sphere.)

### Prehensile Vine

Alraun can extend woven vines from any place on their body to form a tentacle or tail-like extension, which may be used to hold objects or retrieve small, stowed objects carried on their persons as a swift action. Prehensile vines cannot be used to wield weapons.

### Silver Tongued

Alraun gain a +2 bonus on Diplomacy and Bluff checks. In addition, when an alraun uses Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

### Languages

Alraun begin play speaking Common. Alraun with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

# Racial Subtypes

All Alraun bear similarities to one another, but like the diverse fauna of the endless forests, there are many different varieties.

## Draide Alraun

Draide alraun possess the ability to extend multiple vines from their person, giving them a sure grip and enhanced abilities. The following racial traits replace blood sense, sense poison, and silver tongued.

Additional Vine: A draide alraun possesses two prehensile vines instead of only one.

Climber: Draide alraun have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Viney Grip: A Draide’s vines can extend from any part of their body, wrapping objects and equipment with ease. A draide gains a +2 racial bonus to combat maneuver checks to disarm or grapple, and to their CMD against disarm and grapple attempts.

## Fermon Alraun

Fermon alrun secrete pheromones that make them remarkably amiable. The following racial traits replace blood sense, sense poison, and prehensile vine.

Emissary: Once per day, fermon alraun can roll twice when making a Bluff or Diplomacy check and take the better roll.

Odor of Susceptibility: Any non-ally creatures within a 10-ft-radius of a fermon alraun suffer a -1 penalty to Will saving throws and Sense Motive checks. Creatures that do not breathe are immune to this ability, but creatures with scent are affected when within 20 ft. of a fermon alraun. Creatures can only be effected by one fermon alraun’s odor of susceptibility at a time (the penalty incurred by the ability does not stack with itself).

## Merral Alraun

Merral alraun are never birthed very far from a pond, stream, or lake, and their abilities make them particularly well suited to aquatic environments. The following racial traits replace blood sense, sense poison, and silver tongued.

Amphibious: Merral alraun can breathe both air and water.

Sensitive Hairs: While underwater, a merral alraun’s hairs extend several feet away from its body, granting it blindsense 15 feet.

Swim: Merral alraun have a swim speed of 30 feet, gaining the +8 racial bonus on Swim checks that a swim speed normally grants.

## Poison Eater Alraun

Poison eater alraun are filled with vicious toxins and use their poisoned blood to deadly effect in combat. The following racial traits replace blood sense, prehensile vine, and silver tongued.

Poison Eater: Poison eater alraun are immune to poison and a number of times per day equal to its Constitution modifier (minimum 1/day), can envenom a weapon that it wields with its toxic blood (a poison eater alraun must be injured when it uses this ability). Applying venom in this way is a swift action.

* Alraun Poison: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Poison Taster: For every dose of poison that an alraun consumes, they gain one additional use of their own poison. If not used within 24 hours of ingestion, any additional doses of poison eater poison are lost.

## Sanguine Alraun

Sanguine alraun find that the taste for blood never leaves them. The following racial traits replace sense poison, prehensile vine, and silver tongued.

Sanguine Magnet: When a sanguine alraun deals a critical hit, the target of the attack takes bleed damage equal to the weapons critical multiplier. This bleed damage stacks with other spells and effects that deal bleed damage, but not with itself.

Sanguine Target: A sanguine alraun can use a target’s blood as a component to heighten its magic. If the sanguine alraun possesses some of a target’s creature’s blood (for instance, when holding a weapon that has inflicted bleed damage or a critical hit on the target) the creature suffers a -1 penalty to all saving throws against the alraun’s supernatural abilities and magic.