Jen'mahadim
“We are the world's memory, etched in stone, whispered by the wind, and burning in the heart of every flame. Our magic is not learned; it is remembered—and sometimes, the memory burns.”
Jen’Mahadim: An Overview
The Jen’Mahadim are the living manifestations of Novendragos’s six primordial elements—fire, water, earth, air, light, and void. Born from the convergence of mortal souls and elemental nexuses, they exist where the boundaries between physical and elemental realms blur. To outsiders, the Jen’Mahadim are both revered and mistrusted: some see them as keepers of ancient wisdom, others as omens of instability and disaster. Their enclaves dot the most volatile and sacred sites of the world—crucibles of volcanic fire, tidal grottos, soaring plateaus, and shadow-shrouded sanctuaries—each tied to a unique elemental legacy. Above all, the Jen’Mahadim value harmony and vigilance, believing that balance among the elements is the only safeguard against cataclysm.
The Elemental Lineages
The Flameborn
"We are the radiant spark. The forge. The final cinder before the storm."
The Flameborn are a people forged in the world's heart-fires, their entire civilization a testament to their core value: Purification through Flame. They do not just wield fire; they see it as the ultimate force of transformation—refining metal, testing resolve, and forging identity.
- Environmental Adaptation & Habitat: The Flameborn thrive in Novendragos's most tectonically unstable regions: volcanic calderas, sun-scorched basaltic mesas, and magma-churned fault zones. They are tall and muscular, with powerful builds and strong joints. Their semi-elemental physiology includes obsidian-like skin plates and glowing magma-veins visible beneath their flesh. They possess a form of heat-vision that allows them to navigate the darkest lava tubes.
- Primary Settlement: Vulkranar, the Ember-Crowned Crucible: This fortress-city is sculpted into the sheer inner walls of the Ashspire Caldera. It is a proving ground where every Flameborn is tested in its molten depths. At its heart is the Crucible Tier, a manufacturing district and trial arena, all watched over by the Pyrestone Crown, a colossal obsidian disk suspended over the caldera that houses their most sacred relic, the Eternal Ember.
- Architecture & Aesthetics: Flameborn architecture is monumental and fire-hardened, built from carved obsidian, volcanic glass, and heat-treated dragocite alloys. Buildings glow with internal magma-flow, and venting steam is a controlled part of city design. Their attire is functional and heat-resistant, often made of hardened leather, dark metallic plates, and ash-woven fabrics. Status is displayed through Cinder Tattoos—glowing glyphs etched into their skin with heated dragocite styluses.
- Spirituality & Culture: Flameborn society is a rigid, merit-based caste structure where station is earned through trials by heat. Society is divided into the Flameforged (nobility/artisans), the Ashborn (commoners), and the Smokeblind (outcasts). They revere Ki’rmaak as the Flame Reforger and believe life follows a great cycle of Ignition, Blaze, Ember, and Ash. Their culture is rich with Sunsteel Festivals, where massive sculptures are cast from molten metal, and Ember Vigils, where tales of personal transformation are shared under the light of the three moons.
The Tideborn
"The sea does not forget. Its tides are memory, its depths are truth, and we are merely its current."
The Tideborn are perhaps the most culturally distinct of the Jen'mahadim lineages, their entire civilization shaped by the rhythmic, chaotic pull of Novendragos's three moons and the volatile coastal biomes they call home. They see the sea not as a domain to dominate, but as an eternal memory current, the physical manifestation of time itself.
- Environmental Adaptation & Habitat: The Tideborn live exclusively along the coastlines and archipelagoes, their physiology adapted to both aquatic life and the crushing force of the lunar tides. They possess gills, webbed digits, and skin that shifts in hue with the water's depth and clarity. Their bodies are resilient, built to withstand the immense pressure of the deep and the pull of the tides.
- Primary Settlement: Aqualuna, the Shifting City: Their settlements are marvels of amphibious architecture, with tiered, stilted, or floating structures built to rise and fall with the tides. At the heart of each community lies a central moon-tide chamber, a sacred space where the highwater marks of each King Tide are recorded on cascading glass walls or etched into massive, spiraling shells.
- Architecture & Aesthetics: Tideborn structures are built from bioceramic coralcrete, moon-tempered driftwood, and resilient, woven kelpfiber. In their largest settlements, canal paths replace traditional streets. Their clothing is fluid and practical, made from sea-silk textiles or waterproofed leathers, often adorned with tidal pearls, carved shells, and glowing hydrokinetic crystals.
- Spirituality & Culture: Life is governed by a complex, triple lunar calendar. Their primary deity is an aspect of Vro'kahn, refracted through the ocean's depths and worshipped as The Mirror Tide. They believe dreams are oceanic echoes of past and future lives, and their histories are not written in books but carved into shell-runestones or drawn as intricate flow-charts on waterleaf parchment.
The Stoneborn
"Do not listen for our words. Listen for the hum of the deep stone. That is our history. That is our truth."
The Stoneborn are not merely inhabitants of the world—they are shaped by it in the truest sense. Their culture emerged from the slow tectonic rhythm of Novendragos’s crust, their forms honed by gravity stronger than on Earth and light cast by a bright F8 star. They embody permanence, resilience, and the silence of deep stone.
- Environmental Adaptation & Habitat: Stoneborn evolved in subterranean and high-altitude environments, particularly in and around the Ironspine Reaches—a massive geologic formation with uniquely high seismic and magnetic activity. Their dense, mineral-rich physiology is adapted to pressure and gravity, with internal crystal matrices reinforcing their bone structure and skin ranging from basalt-like matte to polished obsidian. They can hear subsonic tremors and navigate by vibration in complete darkness.
- Primary Settlement: Petros, the Silent Archive: Petros is not built—it is coaxed from the stone. This immense sanctuary-city lies hidden within a hollowed portion of the Ironspine Reaches, spiraling downward through hexagonal galleries and geode-cathedrals. Its halls are silent and resonant, with history recorded in layered tectonic glyphs etched directly into living stone.
- Architecture & Aesthetics: Stoneborn architecture reflects geologic persuasion, not imposition. Using a blend of geomancy and thermal resonance shaping, they draw structures from the bedrock over generations, resembling crystalline growths or lava flows. They wear clothing of simple, durable weaves, often adorned with unpolished mineral chunks and plates of raw, unworked drakemetal.
- Spirituality & Culture: The Stoneborn hold that the world itself is a slumbering intelligence and the moons are its dreaming eyes. They do not pray aloud—they commune through resonance. Elders are chosen for their ability to interpret the subsonic “songs” of the deep world. Each Stoneborn carries a heartstone, a unique crystal grown in adolescence that stores their memories, experiences, and ancestral echoes.
The Galeborn: A Deeper Look
"The highest voices hear the wind first."
The Galeborn are children of the sky's chaotic currents, a people whose entire civilization is an elegant dance with the fierce jet streams and high gravity of Novendragos. They value motion, intuition, and freedom, seeing stagnation as spiritual decay.
- Environmental Adaptation & Habitat: Galeborn favor high-altitude habitats—wind-scoured cliffs and floating spires that rise above the unstable weather of the lower atmosphere. Their bodies have evolved low-density structures, like hollow bones or air sacs, to resist gravitational fatigue. Their skin and hair tendrils contain electrostatic sensory organs that allow them to feel shifts in wind pressure and storm fronts, a form of weather intuition.
- Primary Settlement: Aerie-Valtris, the Windward Sanctum: The heart of Galeborn civilization is a tiered city built along a colossal floating landform known as The Whorlspire. Kept aloft by a natural convergence of dragocite geomagnetism and cyclonic updrafts, the city wraps around the Whorlspire’s axis like a nautilus shell. Its upper tiers are home to wind-priests and skywatchers, while the lower tiers house marketplaces and aether-wind harbors for their skybeasts.
- Architecture & Aesthetics: Galeborn architecture appears impossibly fragile, engineered to sway and flex with the air currents rather than resist them. Buildings are formed of tensile boneglass and hardened silken composites, with arches and spirals dominating the skyline. Instead of doors, they use woven curtains of charged mist or sound-reactive membranes that seal rooms without impeding airflow.
- Spirituality & Culture: The sky is a sacred space for the Galeborn. They believe the soul rises after death to join the Great Jetstream that encircles the planet. They commune with the sky through windchants—vocal resonances that can shape the air—and many revere Tzarael the Winged Breath, an ancient sky-being said to have first lifted the Whorlspire into the heavens.
The Lightborn
"Truth is not a belief; it is a wavelength. We are the prism through which it is revealed."
The Lightborn are beings attuned to radiant energy—refractions of the F8 sun’s intensity and the divine principle of cosmic order. They are not creatures of simple brightness, but of clarity, pattern, and radiant structure. To them, light is not symbolic—it is the medium of truth, logic, and creation.
- Environmental Adaptation & Habitat: Evolved in regions of extreme solar exposure, Lightborn thrive where others wilt: the exposed crystal flats of equatorial mesas, the glacier-mirrored brightness of polar summers, and high-altitude plateaus. Their physiology includes photoreceptive skin that processes light as sustenance, ocular lenses that filter intense UV radiation, and glowing dermal channels that dissipate excess energy in fractal-like patterns.
- Primary Settlement: Heliostrax, the Sunken Lens: The Lightborn capital is carved into a ringed impact basin made of naturally occurring, semi-transparent crystal. Rather than building atop the terrain, they etched the land itself into vast refractive structures. The city functions as a solar condenser, focusing beams of sunlight into crystalline towers used for energy generation, arcane signaling, and even light-based computation.
- Architecture & Aesthetics: Lightborn cities shimmer with faceted crystal walls, polished alloys forged in geometric patterns, and integrated lenswork that constantly adjusts to celestial alignments. Their clothing consists of light-reactive, fiber-optic weaves that shimmer with colors tied to emotion or lunar proximity. These long, flowing garments are designed to efficiently disperse light and heat.
- Spirituality & Culture: Lightborn do not worship in the traditional sense; they believe in cosmic alignment. To them, Vro'kahn is not a being to be pleaded with but a principle to be understood. Their rituals resemble scientific experiments, their psalms are harmonics calibrated through crystalline instruments, and their sacred texts are optical matrices read by passing light through them. They value precision, transparency, and structure, and view the Voidborn with solemn caution as the living embodiment of entropy.
The Voidborn
"In silence and shadow, we take what others dare only glimpse."
The Voidborn are watchers on the threshold between planes, their perspective shaped by the silence and infinite potential of the Void. Their entire civilization is a testament to their core philosophy: Power is not inherited—it is claimed.
- Environmental Adaptation & Habitat: Voidborn make their homes in places where the veil between worlds is thin: deep chasms, shadow-blighted ruins, and places where the light of the Ah Star does not reach. Their bodies have adapted to darkness and entropy, with skin that absorbs light and eyes that perceive the absence of energy.
- Primary Settlement: The One City (Xarkharaan): The capital of the Voidborn is built into a vast, naturally occurring abyssal maw. It is an inverted city, a spiral of massive descending stone rings where power increases with depth. New aspirants begin on the upper tiers and must descend The Proving Coil—a perilous central ramp—to gain status.
- Architecture & Aesthetics: Voidborn architecture is unsettling and monumental, featuring negative space, inverted silhouettes, and non-Euclidean glyphs. They build with blackstone, void-glass, and darksteel. Light comes from cold bioluminescence and faint violet arc-sigils. Their clothing is stark, functional, and often layered, made of dark, sound-dampening fabrics. Rank is denoted by the quality of the material and the complexity of hidden, glyphic patterns.
- Spirituality & Culture: Voidborn society is a ruthless meritocracy enforced by binding Azhra Contracts. They openly make pacts with void-wrought entities to gain power. Their technology is based on entropy and absorption, creating Siphoning Spires that leech ambient energy and Null Artifice that suppresses the magic of others.
Creating a Jen'Mahadim Player Character
Your Jen’Mahadim character possesses elemental abilities and a deep sense of balance, the result of a soul shaped by the world’s primordial forces and the memory of ancient cycles.
Ability Score Increase.
Choose one of: Your Constitution score increases by 1.
Age. Jen’Mahadim mature at a similar rate to Humans but live longer due to their elemental resonance. They are considered adults at 25 and can live up to 300 years.
Size. Jen'mahadim are built similarly to humans. Your size is Medium.
Speed. Your walking speed is 30 feet.
Primordial Echo. Your elemental blood grants you innate magical power. You know one cantrip appropriate to your elemental lineage. Constitution is your spellcasting ability for this spell. Choose from the following:
- Flameborn: Control Flames
- Tideborn: Shape Water
- Galeborn: Gust
- Stoneborn: Mold Earth
- Lightborn: Light
- Voidborn: Thaumaturgy
Languages. You can speak, read, and write Common and Primordial.
Elemental Lineage. Choose one of the following: Flameborn, Tideborn, Galeborn, Stoneborn, Lightborn, or Voidborn. This choice grants additional features.
- Flameborn: Children of heat and forge, Flameborn dwell in volcanic mountain ranges and smoldering calderas.
- Appearance: Smoldering eyes, ember-flecked skin, and hair that subtly flickers like flame or appears as solidified ash.
- Ability Score Increase. Your Dexterity score increases by 2.
- Fire Resistance. You have resistance to fire damage.
- Heat Sight. You can see normally in nonmagical and magical darkness within 60 feet. Instead of color, you perceive heat signatures.
- Forge-Born. You gain proficiency with smith's tools.
- Tideborn: Born to coastlines, estuaries, and moon-kissed shores, Tideborn live in harmony with the pull of the sea.
- Appearance: Translucent skin that shimmers with the colors of deep water, kelp-like hair, and eyes like tidepools.
- Ability Score Increase. Your Wisdom score increases by 2.
- Cold Resistance. You have resistance to cold damage.
- Amphibious. You can breathe underwater and have a swimming speed equal to your walking speed.
- Lunar Intuition. When you make a Wisdom (Insight) or Wisdom (Survival) check, you may roll a d4 and add the result. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Stoneborn: Enduring and solemn, Stoneborn dwell in the deepest caverns and atop the most ancient peaks, attuned to the sleeping voice of the world.
- Appearance: Skin like polished granite or rough-hewn stone, gem-like eyes, and hair that appears braided with mineral strands.
- Ability Score Increase. Your Strength score increases by 2.
- Earthen Resilience. You have resistance to poison damage. Your maximum hit points increase by 1, and increase by 1 again each time you gain a level.
- Tremorsense. You have tremorsense out to a range of 10 feet while you and the source of vibrations are both touching the ground.
- Galeborn: Swift and elusive, Galeborn dwell among the windswept plateaus, cliffs, and sky-hung citadels of the world.
- Appearance: Hair that seems to float as if in a perpetual breeze, eyes like stormclouds, and voices that carry an echoing quality.
- Ability Score Increase. Your Dexterity score increases by 2.
- Storm Sense: You have resistance to lightning damage, and can accurately predict weather in your current region for the next 24 hours.
- Child of the Air. Your base walking speed increases to 35 feet.
- Feather-Light. When you fall, you can use your reaction to slow your descent, as if under the effect of the feather fall spell.
- Lightborn: Children of the Star, Lightborn are precision incarnate—prisms of cosmic law, logic, and radiant insight.
- Appearance: Skin that subtly glows with inner radiance, golden or silver eyes, and hair that forms a faint halo of light.
- Ability Score Increase. Your Intelligence score increases by 2.
- Radiant Resistance. You have resistance to radiant damage.
- Logical Mind. You have advantage on saving throws against being charmed or frightened.
- Radiant Glimmer. Once per long rest, when you cast your light cantrip, you may cause it to pulse brightly, imposing disadvantage on the next attack made by one creature within the light's area.
- Voidborn: Touched by the silence between the stars, Voidborn are enigmatic and unshaken, shaped by entropy and unseen forces.
- Appearance: Skin that appears as starlit void or deep shadow, pupil-less eyes that seem to absorb light, and hair that clings like wisps of darkness.
- Void-Touched Resilience: You have resistance to necrotic damage and advantage on saving throws against effects that would reduce your hit point maximum or cause exhaustion.
- Superior Darkvision: You can see in magical and nonmagical darkness up to 120 feet.
- Void Glare: Once per long rest, as a reaction to being targeted by an attack or spell, you may cause the attacker to roll with disadvantage. They must be within 30 feet and able to see you.
Comments