Difference between revisions of "Krynn"
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==About== | ==About== | ||
| − | + | Thanks to their curious and adventurous nature, the headstrong and enigmatic krynns can be found in many places, but concentrate mainly in major cities. Given their intimidating bovine features, heavy musculature, and combat prowess, most people steer clear of them, while they are sought out by warring Lords, mercenary corps, and adventuring guilds for those exact reasons. | |
| − | + | Krynn can be found living among dwarves or in krynn cities near dwarven establishment due to their deeply-entwined history. Legend has it that krynns were originally a tribe of nomadic people whose sole mission was to find a [[Magisphere]] so they could immortalize their King. Their search led them into a trap by an evil god who transformed them into Minotaurs and cursed them to navigate his labyrinth for his own amusement. When the dwarves uncovered the maze by chance, they secretly freed the these cursed Minotaurs by replacing them with statues of Minotaurs, which resulted in the [[Aurochian War]]. Thanks to a Minotaur called Krynn and the dwarves, the god was defeated and his Magisphere broken. | |
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| + | Since then, the Minotaurs broke the curse and returned to their original form, but kept the bovine features. To honor their savior, the Minotaurs renamed themselves as Krynn and have coexisted with the dwarves, teaching them the gift of metallurgy, which they had secretly learned during their captive. In return, the dwarves taught them the secret of masonry. As a result of this harmonious pairing, these two people relied on one another and prospered together. | ||
====Racial Traits==== | ====Racial Traits==== | ||
Revision as of 07:52, 12 January 2019


About
Thanks to their curious and adventurous nature, the headstrong and enigmatic krynns can be found in many places, but concentrate mainly in major cities. Given their intimidating bovine features, heavy musculature, and combat prowess, most people steer clear of them, while they are sought out by warring Lords, mercenary corps, and adventuring guilds for those exact reasons.
Krynn can be found living among dwarves or in krynn cities near dwarven establishment due to their deeply-entwined history. Legend has it that krynns were originally a tribe of nomadic people whose sole mission was to find a Magisphere so they could immortalize their King. Their search led them into a trap by an evil god who transformed them into Minotaurs and cursed them to navigate his labyrinth for his own amusement. When the dwarves uncovered the maze by chance, they secretly freed the these cursed Minotaurs by replacing them with statues of Minotaurs, which resulted in the Aurochian War. Thanks to a Minotaur called Krynn and the dwarves, the god was defeated and his Magisphere broken.
Since then, the Minotaurs broke the curse and returned to their original form, but kept the bovine features. To honor their savior, the Minotaurs renamed themselves as Krynn and have coexisted with the dwarves, teaching them the gift of metallurgy, which they had secretly learned during their captive. In return, the dwarves taught them the secret of masonry. As a result of this harmonious pairing, these two people relied on one another and prospered together.
Racial Traits
- Ability Score: Constitution +1; Strength or Charisma +1
- Size: Medium
- Speed: 30 feet
- Age: Krynns mature at the same rate as human and live a little more than a century on average.
- Languages: You can speak, read, and write Common and Krynnish. Krynnish, which uses the Dwarvish script, is full of difficult sounds that are hard on the vocal tract, featuring many compacted words that condenses too much meanings.
Racial Abilities
- Auroch Warmth. You give off a comforting heat at all times. You are resistant to fire damage.
- Goring Horns. You have a pair of powerful horns that you can use as a war pick (1d8 piercing) which you are proficient with. This weapon does not occupy your hands. If you use your horns to shove another creature, you have advantage on the Strength (Athletics) check.
- Bull Rush. If you take the Dash action on your turn, you can use a bonus action to attempt to shove a creature.
- Labyrinthine Recall. Whenever you make a Wisdom or Intelligence check that requires you to recall a passage you have traveled, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Culture of the Curious
Damn cows