Welcome back, adventurers! As mentioned in The Druk: A Playable Race, one of the core assumptions of our history is the existence of inter-racial offspring aside from the basic half-elves and half-orcs found in the Player’s Handbook.
Thus far, Kenneth has provided three playable races, which we’ll be sharing in this space over a few separate posts. Please feel free to use or modify these profiles for your own campaigns. Next up, the Qiron.
Residing in the Nillin Lowlands, the Qiron arose from generations of intermingling amongst human gate travelers and the native Halflings of Orus. Historically, these Qiron of the Eastern Wetlands have been a reclusive and ill-trusted group. Atavistic, superstitious, and deadly, these people were largely viewed with caution, if not outright fear.
Upon the discovery of ancient ruins in the Lowlands, rich with arcane relics and artifacts, the role of the Qiron in politics of Bastion began to change. Within a generation, a new Qiron society resettled atop the ruins, embracing their awesome propensity for the magical arts. Soon, they began seeking new relationships with their neighbors, ever seeking to expand their knowledge of all things immaterial.
While still viewed (rightfully) as atavistic, superstitious, and deadly; the Qiron have now been a powerful force for good across Nillin for generations. Amongst their greatest contributions to Nillish society are their renowned houses of healing, and their bravery in fighting back against the rage of Chaos, which sometimes strikes out at Bastion. It is no coincidence that many of the foremost Qiron shaman and sorcerers trace their lineage back to those original pilgrims who crossed the plains alongside with their Halfling allies.
After generations spent in the overcast of South Nillin, the Qiron mostly have a sickly, pale skin tone, and stand almost an entire head shorter than their human counterparts. With raven black hair, ritual tattoos, and the bones of deceased relatives adorning their bodies, the Qiron are often the recipient of curses muttered under breath and warding gestures.
Ability Score Increase
Your Intelligence increases by 2, and your Constitution increases by 1.
Qiron age slower than humans and reach peak maturity around the age of 40. Many have been known to live into their late 300s.
The Qiron are varied in their disposition to help others, and while many do, many more so find themselves looking selfishly to their own interests.
Normally between 4 and 5 feet, the Qiron have a squat frame that reflects their Halfing nature. Your size is medium.
Your base walking speed is 30 feet.
You have advantage on saving throws against poison, and you have resistance against poison damage.
Calling on the spirits of your family, you invoke their teachings to cast spells handed down through the family lines. You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Inflict Wounds spell once per day. When you reach 5th level, you can also cast the Blindness/Deafness spell once per day. Intelligence is your spellcasting ability for these spells.
Once per day, you empower any spell as if it were one spell level higher than the slot expended. This ability cannot be used again until after a long rest.