Kind of on Fire
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  • About
  • Home
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      • Alquatl
      • Arneas
      • Athgani
      • Azar
      • Birala
      • Cayto
      • Chiabali
      • Chriuk
      • Damini
      • Delnach
      • Dijabo
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      • Elric
      • Evicianna
      • Frumhovin
      • Haygi
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      • Jun Almaya
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      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
  • Read
  • About
Kind of on Fire

Daldrum

Once, not long after Yatsuo painted the world, two sisters sat upon a lonely shelf of stone overlooking the Amiraz Floe. The elder of the two looked out over the massive glacial plateau and exclaimed “Sister! There is so much life here, trapped in the frozen silence of Ice and Snow. Let us weave that life into the landscape.” And the two sisters rose, calling upon the powers of life and creation. They wove that power into the landscape, but it remained still. “What has gone wrong?” asked the younger sister, “Why have we failed in our endeavors?” As the two contemplated their failed working, the cry of a newborn echoed through the still tundra. With care and grace, the older sister moved through the snow and saw 5 babies lying in the snow.

One made of sunstone regarded her with a steady gaze. One made of carnelian reached up for her with kindness and care. One made of sapphire regarded her with contemplative serenity. One made of jade rolled in the snow, narrowly missing the petals of a poisonous flower and steep crack in the ice. One made of moonstone stared into the distance, gazing longingly at the cold, clear horizon.

With tender care, the sisters bore the newly formed daldrum to the lonesome shelf of stone. “Here we will raise you, children of snow and stone. Here you will be safe, nurtured from the rest of your days.” And thus the daldrum race was born. Many daldrum still make pilgrimages to the Lonesome Stone, to pray in quiet peace and give thanks to the unnamed sisters who breathed life into them.

Appearance: Daldrum appear to be humanoids made from flexible, flowing gemstone. Different races of daldrum are made from different gemstones, and the children of multiple stone types often exhibit beautiful combinations of colors.

Location: Daldrum live in small communities in the northern Volorin Mountains and on the ice of the Amiraz Floe.

Names: Asgr, Bjorn, Kaldr, Dagfinn, Einnjr, Fiske, Garthe, Astrid, Brenna, Eira, Freja, Gerda, Iona, Ranghild

Relations: The daldrum get along well with most races, especially the nattinuq who live in the icy tunnels beneath the Amiraz Floe. Different types of daldrum get along better with certain other races. Moonstone-born daldrum get along well with Vaellu, their shared wanderlust often leading them on long and winding adventures. Carnelian-born daldrum are well-regarded by most humans, and are sometimes invited to attend court functions in Xiao Xi and Kappa.

Lifespan: Adulthood 15 years | Intuitive +1d4 years (16 – 19 years) | Self-Taught​ +1d6 years (16 – 21 years) | Trained +2d6 years (17 – 27 years)

Height: 6 ft. 0 in. +2d4 in. (6 ft. 2 in. – 6 ft. 8 in.)

Weight: 200 lbs. +(2d4×5 lbs.) (210 – 220 lbs.)

Standard Racial Traits
Ability Scores: Daldrum are strong and beautiful, they gain a +2 racial bonus to their Strength and Charisma scores.

Size: Daldrum are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:  Daldrum are humanoids with the Earth subtype.

Base Speed: Daldrum have a base speed of 30 feet.

Languages: Daldrum begin play speaking Common and Terran. Daldrum with high Intelligence scores can choose from the following: Aquan, Ignan, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.

Other Racial Traits
Darkvision: Daldrum can see in the dark up to 60 feet.

Gemstone’s Hardness: A daldrum’s gemstone composition give them a hardness of 1, reducing the damage they take from all sources by 1.

Crystal Skin: Arrows and bullets glance off a daldrum’s polished crystal skin. Daldrum gain a +2 deflection bonus to their AC against ranged attacks. This does not function against spells or unusually massive weapons (such as siege weapons).

Born of Stone: A daldrum gains one of the following abilities based on the predominant gemstone that they are composed of.
  • Sunstone - Sunstone-born daldrum are steady and quick to heal. Whenever a sunstone-born daldrum receives magical healing, it heals an additional 1 point per die rolled. Sunstone-born daldrum gain a +2 racial bonus on Constitution checks made to stabilize and heal checks made to stabilize others.
 
  • Carnelian - Carnelian-born daldrum are friendly, well-mannered, and driven. They can cast charm creature as a standard action once per day as a spell-like ability, using their character level in place of their caster level (DC 10 + 1/2 level + Cha modifier). Carnelian-born daldrum gains a +1 racial bonus on Diplomacy check and treat Diplomacy as a class skill.
 
  • Sapphire - Sapphire-born daldrum are emotionally balanced, self-motivated, and self-disciplined. They gain Meditation Master as a bonus feat, and can use their Charisma in place of their Wisdom when qualifying for feats with Meditation Master as a prerequisite. The insight bonus provided by Meditation Master is increased by +1.
 
  • Jade - Jade-born daldrum are protective, wise, and inherently lucky. Once per day, usually when the jade-born prepares spells, the jade-born can roll a single d20 and record the result. The daldrum may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll. This ability cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll.
​
  • Moonstone - Moonstone-born daldrum are inquisitive explorers the physical world. Moonstone-born daldrum add their Charisma modifier in place of their Wisdom or Intelligence modifier on Survival, Knowledge (nature) and Knowledge (geography) skill checks and treat these skills as class skills.