Newardin for 5E

The race of enigmatic intellectuals known as the newardin operated the arcane gates that brought the Atlan Alliance to Aetaltis. They value reason and knowledge above all else and dislike anything that invokes chaos. The newardin never accepted Aetaltis as their home, and this underlying discomfort shapes their society, behavior, and personalities.

A newardine wizard readies a spell. (Art by Mitchell Malloy)

NEWARDIN RACIAL CHARACTERISTICS

  • male/female newardin (pl.)
  • species newardin (pl.)
  • adjective newardine
  • native newardin (pl.)

PHYSICAL CHARACTERISTICS

  • Height 6’ (183 cm)
  • Weight 150 lbs (68 kg)
  • Hair Color None
  • Eye Color Solid black
  • Skin Color White to blue-gray
  • Physical Maturity 15 years
  • Lifespan 200 years

SOCIAL CHARACTERISTICS

  • Patron Gods none
  • Secondary Gods none
  • Favored Primary Cultures Newardine
  • Favored Secondary Cultures Any
  • Restricted Primary Cultures All except newardine
  • Favored Classes Fighter, wizard
  • Restricted Classes Mountebank1
  • Favored Occupations Explorer, scholar
  • Restricited Occupations Liberator

 

History

The first newardine settlers were the Gate Weavers. They activated and operated the World Gates that allowed the Atlan Alliance to travel to and from their home worlds. As the Atlan Alliance rose in power, the number of newardin in the region increased as well. Along with the Gate Weavers came newardine colonists who helped to build the Alliance colonies. Shortly after the Cataclysm, most of the newardin retreated from the lands surrounding the Amethyst Sea, journeying south and east to a distant land on the far side of the Blade Sea.

Personality

Balance is at the core of newardine life, and this extends to their personalities. While they are not without emotion, they're cautious with their reactions and feelings, and they seldom act without carefully contemplating their actions. As a result, newardin remain calm in the face of fear or crisis since they seldom react based on emotions or instincts. Unfortunately, this seemingly unemotional, measured response makes them seem cold to many Aetaltans, as they are moved slowly to joy, sorrow, anger, or pity. Newardin are meticulous in their work. They may take longer to complete a task than another race, but the result of their efforts is precise and without error.

Appearance

Newardin are tall and thin, and compared to a human their limbs are overly long in proportion to their torso. They have three fingers and an opposable thumb on each hand, and four toes on each foot. Their faces look vaguely human, but their features are subtle, almost to the point of non-existence for some newardin. The exceptions are their eyes. These are overly large, solid black, and slightly almond-shaped. Newardin of the noble rank sometimes have gold or silver flecks in their eyes. Newardin skin is smooth and pale. They have no hair on their bodies.

Relations

Newardin get along best with humans due in part to the historically friendly relationship between the two races. They are indifferent towards halflings, dwarves, cheebats, and scythaas. They find the fey fascinating and are intrigued by the fey’s close connection with essence. Newardin are distrustful of orogs and avoid contact with them if possible. They also avoid the drothmals, who they perceive as barbaric and uncivilized.

Homeland

Little is known about the newardine home world. Any knowledge of the place held by anyone other than the newardin themselves was lost after the Cataclysm. Today, most newardin reside in the Newardine Empires, a land far to the southeast of the Amethyst Sea. Residents of the empires are isolationists and are strict about preventing outsiders from passing their border. Newardine merchants, explorers, and scholars, however, are free to come and go as they please.

Newardin living in the Amethyst Sea basin for long periods of time prefer to establish homes in human communities. Typically, they will build walled compounds called newasrdine cels that are a micro-version of life in the Newardine Empires (and presumably, according to some scholars, of life on the newardine homeworld.) Non-newardin are not allowed inside the cels except under special circumstances, a practice that keeps the newardin physically and socially separate from the rest of the community.

Religion

Newardin are respectful toward the gods and acknowledge their existence, but they do not worship them. Neither do they partake in ancestor worship. Almost all newardin are strict adherents of Atlan Centering.

    Newardine Names

    A newardin’s name is a single word with multiple meanings. In its entirety, a newardine name is quite long, almost to the point of being nearly unpronounceable. They generally accept a shortened version of their names for the ease of other races. Newardin make no distinction between male and female names.

    • Male/Female Names Nichmen’aedos, Geesfanishmy, Deeyormenkay, Sessmanodesvin, Pehyormanesfa, Omneesvenisshay, Belinormavenoosmay, Kitwhygeshmina, Essnomendeewal and Behyormekveeyasmenwal.

    Adventurers

    Most newardin find their way into the adventuring life as a by-product of scholarly studies. Often they reach an impasse in their research that can only be overcome by hands-on fieldwork. Newardine adventurers favor spellcaster classes, usually wizard. Newardin tend to be scholars by occupation, although sometimes they will be driven by the motivations of the explorer.

    Newardin Racial Traits for 5E


    • Ability Score Increase Your Intelligence score increases by 3.
    • Speed Your base walking speed is 30 feet.
    • Size Medium
    • Analysis You gain advantage on and are proficient in Intelligence (Investigation).
    • Complex Minds Newardine minds are highly complex and difficult to decipher. Newardin gain an advantage on saving throws against mind-affecting effects.
    • Extra Language You can speak, read, and write one extra language of your choice.
    • Strange Physiology You have advantage on saving throws against poison, and you have resistance against poison damage.
    • Visualization Newardin may meditate on a specific task for one minute to gain a bonus 1d4 on any skill check taken immediately after.
    • Languages You can speak, read, and write Atlan (Common) and Newardine. 

    FOOTNOTES

    Particularly as we get started posting new material, there will be topics we haven't covered yet. In most cases you an easily read between the lines to understand the meaning, but we wanted to note some areas where we have expanded material that we'll be sharing.

    (1) The Mountebank is a new class for 5E that we'll introduce in a future post.

    ART & ILLUSTRATION

    • Newardin art by Mitchell Malloy

    Discover Aetaltis...

    To learn more about the World of Aetaltis, check out a full index of our past content posts here!

    All game rules published under Open Game License v 1.0a.

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