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Changelings

Changelings are said to originally hail from the lands of Kentogen, the Living Lands, to the north of the Eternal Empire of Koth. Part beast, part kin, the Kentogeni vary widely in appearance and clade. There are three main forms of changelings:  
  • Ferine- These changelings are the most bestial. Their shape is basically humanoid, but they possess significant traits of their beast such as elongated limbs, snouts, horns, trunks, tails and even wings. The Ferine can never be mistaken for another Ancestry at a distance.
  • Twined- These changelings have a predominantly humanoid body type with noticeable bestial traits such as claws, whiskers, eye, nose, or mouth shape. The face shape remains predominantly humanoid with some sign of the beast. The Twined’s skin takes on the appearance of the beast, furred, rough, or textured as the beast. Twined can sometimes be mistaken for another Ancestry in silhouette. Most changelings fall in this category.
  • Kine- The least populous of changeling forms appear as Kin with subtle bestial characteristics that are hard to mistake face to face. Kine rarely have the fur or skin changes of other changelings.
A changeling can undergo a transformation known as either the waxing or the waning at any point in life. If a changeling waxes, then they become more feral, more like their beast in form. If a changeling wanes, then they become more kin, but this has another effect, making the changeling more like their beast in spirit. The process is most common in Kentogen and occurs rarely in Koth. It is not entirely uncommon in Haelos, Mindor, and Pan Orda.   Although there are many changelings that call other lands home, the greatest number are found in Kentogen and when one first encounters a changeling, it is hard for many to see past the image of Dominion warriors. For millennia, the Dominions of Kentogen have warred with the Empire of Koth, the Qualia of Mindor, Realms of Pan Orda, even the Benthorals of the merr. Contrary to what many believe, the Dominion is not one, but many lands and peoples, each ruled by a Primal. The Dominions of Kentogen are: Taigaro, Pantera, Sithis, Volkia, Ursand, Zengir, Saraal, Phan, and Alago. There is a Dominion within Haelos known as Rhahael. There is a Dominion in Pan Orda known as Duamon and another under the waves known as Zethar. Despite their distance, they all live by the Words of the Fierce:
  • Live free
  • Keep what you kill
  • Blood before all
  • The strong survive
  • Reap what you sow
Within the Dominion and throughout the changeling people is an instinctual knowledge of the Hunt. The Hunt is led by the apex predators when the call sounds. One’s place in the Hunt is traditional source of status within the Dominion and even those that have not lived by this creed still sense when they are in the presence of predator or prey. The feelings become more intense as the relationship of the animal within grows closer. While prey are always aware of a predator and predators are always aware of prey, the feeling is intensified the closer they are in the Hunt. For example, a stag is aware that a hawk is a predator but is keenly aware of a wolf. In the eyes of changelings, age is a mark of prowess but not a guarantee of position. Position must be earned and won. When one is no longer able to hold their position, then they no longer deserve it. Often, older changelings teach the young, manage the resources and advise others when their time in the wind is over.   Territory and blood are powerful concepts to a changeling. Your territory is your home, and your blood is your family. Both are part of your inheritance. Both are part of your legacy. A changeling does not lightly relinquish either territory or blood. The Path of Blood tells a changeling his lineage and notable ancestors which modern changelings trace blood bonds to are known as Merrowi. All Kentogeni know their Dominion, Clade, Breed, Tribe, Clan, Band and Ménage.   The typical changeling will live around the lifespan of a kin; however, changelings reach the age of majority a bit more quickly.
Clade Traditional Approaches Benefits
Avarien (Avian) AGILE AND WIT TRAVEL- FLY
Volku/Wolffen (Canine) GUILE AND MIGHT DEVOTION OF RAGE
Rakasha (Feline) AGILE AND GUILE DEVOTION OF RAGE
Horta (Plant) TOUGH AND MIGHT NATURAL STYLE allows Natural Armor Horta do not have KEEN SENSE they instead have WARDED TO PUSH\PULL while conscious.
Ikevaru (Weasel) and Vallepu (Rodent) and Moabi (Hare) AGILE AND GUILE TRAVEL- BURROW
Raumta (Mammoths) TOUGH AND MIGHT NATURAL STYLE allows Natural Armor DISCIPLINE OF PUSHING
Enieku (Horse) MIGHT AND AGILE TRAVEL- LAND
Najae (Reptiles) AGILE AND GUILE NATURAL STYLE allows Natural Armor Choose either TRAVEL or TRAVEL
Tauru (Bovine) TOUGH AND MIGHT NATURAL STYLE allows for Natural Armor DISCIPLINE OF PUSHING
Gillgori (Fish) FLAIR AND AGILE TRAVEL- SWIM These changelings can spend a Standard Milestone to gain the Native Skill: DISCIPLINE OF SURVIVAL at a Skilled level with Breath Water.
Chicheni (Insects) TOUGH AND MIGHT NATURAL STYLE allows Natural Armor Choose either TRAVEL or TRAVEL
Sapari (Primates) MIGHT AND WIT TRAVEL- LAND
Ursu (Bears) TOUGH AND MIGHT DEVOTION OF RAGE
Batracha (Amphibians) TOUGH AND AGILE TRAVEL- SWIM These changelings can spend a Standard Milestone to gain the Native Skill: DISCIPLINE OF SURVIVAL at a Skilled level with Breath Water.

Natural Style

  You possess a variety of natural weaponry and armor based on your Clade. See the list below for details.  

Keen Sense [Sense]

  The animal within you grants a single keen sense. Choose one: Sight, Scent, Taste or Hearing.  

Communicate with Kin

Changelings have an innate connection to their inner beast allowing them to communicate with them.   Gain DISCIPLINE OF COMMUNICATION [CLADE] at a SKILLED level as an Ancestral Skill.  

Devotion of Resistance [Poison]

  The animal within you allows you great resistance to POISON effects.

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