Ante'cah
"Once great rulers of an ancient empire of gold, now reduced to strangers and wanderers in their own land" - Nazjar Vatesh
Un'zebu, the City of Gold
Thousands of years ago, when even elves were still young the city of Un'zebu was one of the first human settlements outside of Melrhine. Sitting on a natural deposit of gold the city's influence was far reaching to most of the Aradi isles, controlling all other tribes of humans that lived on the isles. Those who refused to bow to the ancient kings were brought down by force and served regardless, chief among them were the unruly Aradi tribe. After countless years of internal rebellions and attempted coups, the Ante'cah's great empire would eventually fall. The ancient Aradi managed to gather enough of their enemies together and sieged the city for years before they finally sacked and pillaged the great golden city. It is said that as the Aradi ran through the bloodied streets of Un'zebu the last of the ancient kings uttered a curse upon them, causing the city itself to quake and shudder, shifting beneath the sands with all inside to be buried with it for all eternity. Those who survived wandered into the wastes, forever homeless and forever cursed themselves to wander the sands that consumed their beloved city.
Wanderers and Storytellers
In modern times, Ante'cah are known as great wandering merchants, often traveling great distances on the isles between cities and oases. Their iconic camels and gold jewelry make them unique and sometimes bazaar to outsiders. Although while many are merchants, they are not easy prey to potential bandits and thieves; many Ante'cah have a keen grip on magic and make for deadly sorcerers or magical duel-wielding warriors they call "Wind Dervishes" or "Wind-Dancers".
While many Ante'cah keep within tightly formed communities of family and friends, some prefer a life of more adventure. Many Ante'cah youth dream of becoming adventurers and making their own great stories to tell one day around the campfire. Ante'cah tell their history and teach their children through stories, while they have a written language, most of their history is given orally to the young. Tradition dictates that oracles, elders that can hear their ancestors, tell these tales to the living so that their history is never forsaken.
While many Ante'cah keep within tightly formed communities of family and friends, some prefer a life of more adventure. Many Ante'cah youth dream of becoming adventurers and making their own great stories to tell one day around the campfire. Ante'cah tell their history and teach their children through stories, while they have a written language, most of their history is given orally to the young. Tradition dictates that oracles, elders that can hear their ancestors, tell these tales to the living so that their history is never forsaken.
Physical Traits
- Age - Most Ante'cah can live up to around 80 or so years of age, but many die younger due to their harsh lifestyle.
- Speed - Ante'cah base walking speed is 30 feet
- Size - Most Ante'cah men stand at around 6 feet or taller, women are usually just below 6 feet. Their size is medium.
- Complexion - Ante'cah have a dark complexion with usually larger noses, lips and wider faces. They have broad frames and adorn themselves with much body jewelry and tattoos, each representing something special to the individual's family tree or specific heroic ancestors. An Ante'cah's family history is written in the gold jewelry and tattoos they adorn themselves with, the more an individual has adorned to their body, the higher their social standing.
- Eye Colors - Most Ante'cah have brown or black eyes, although some few are born with naturally white eyes.
D&D Race Stats - Ante'cah
- +2 Intelligence, +1 Constitution
- Storyteller - Gain proficiency in the History skill.
- Ancient Technique - You know one cantrip of your choice from the sorcerer spell list. Intelligence is your spellcasting ability for it. The chosen cantrip can be casted as a bonus action. Can be used once per short rest. At level 10 Ancient Technique can be used twice per short rest.
- Voice of Ancient Kings - Starting at level 3 you call upon the ancient kings of Un'zebu; with their voice you speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The creature must be able to understand a language. The spell has no effect if the target is undead, or if your command is directly harmful to it. Can be used once per long rest (See the Spells Page for more details).
- Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Indela (Approach) - The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Yehla (Drop) - The target drops whatever it is holding and then ends its turn.
- Baleka (Flee) - The target spends its turn moving away from you by the fastest available means.
- Igwala (Grovel) - The target falls prone and then ends its turn.
- Ima (Halt) - The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
- Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Ancestral Communion - Starting at level 5, you commune with your ancestors for guidance, by casting gem-inlaid sticks, rolling knucklebones, laying out ornate cards, or employing some other divining tool, you receive an omen from your ancestral spirits about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and Woe, for both good and bad results
- Nothing, for results that aren’t especially good or bad
- The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Can be used once per long rest (See the Spells Page for more details).
- Languages - Ante'cah can speak, read and write in Common and Aradic (Ante'cah dialect and accent).