Table of Contents

Revenant

Revenants are the half-living offspring of the occult and unnatural. They are considered a tragedy of an uncaring and corrupted world at best, and an unholy blight at worst - one which must be sundered from this plane akin to any “true” undead. Revenants come to be through a number of methods, and no two origins are typically the same. A Revenant might be the offspring of a vampire and a human, the result of an occult ritual gone awry, or even a “natural” birth from a graveyard, battlefield, or other place of death and decay.

Physical Description

Regardless of how a Revenant came to be, their “heritage” is often clear to see. Revenants typically adopt a form suitable to their circumstances of origin, and due to this Revenants resembling Skeletons, Zombies, and Vampires are the most well-known of these creatures. However, variants of these common forms are not unheard of. Lichlings may resemble burned or bloody skeletons, or compose themselves out of a disturbing array of non-human bones. Dhampirs possess a wide variety in skin tones and facial structure, causing them to resemble Humans and Elf-kin most often. Walkers are typically zombie-like in appearance, though resembling ghouls, mummies, and other such reprehensible undead is not unheard of for them.

A Lichling is in many ways destined to become magically skilled. It is little wonder where they got their name from.

Society

A description of Revenant society might be better described by how established societies treat them. It is common to bar Revenants from entry into a settlement, or even to attack them on sight, whether they are mistaken for a true undead or not. In more lawless or otherwise backwater settlements, a Revenant may occasionally blend in without the need to disguise themselves. However, this is a somewhat rare situation that few Revenants find themselves fortunate enough to experience.

Relations

As mentioned, Revenants are commonly shunned from other settlements held by the living. Certain races with more of a disposition towards the unsavory aspects of magic, such as Drow, will commonly work with a Revenant without batting an eye. However, this is very much the exception, rather than the rule.

Revenant Height, Weight, and Age

Revenants are vague in their appearance, with little influence of what their parentage may have been. A Revenant is typically between 5 and 7 feet tall, and may weigh between 45 and 250 pounds. Revenants do not age, and are effectively immortal. However, a destroyed Revenant is quite difficult to bring back - the last thing a soul wants is to reconnect itself to the decayed, wretched body of a Revenant.

Standard Racial Traits

Revenant Heritage

At character creation, select your Revenant character's Heritage from the list below. Your Heritage determines your Ability Score modifiers, as well as certain unique qualities.

Dhampir

The Dhampir are the children of Vampires. Amongst the variations of Revenants, they blend into societal settings with far greater ease. While many Dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All Dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights.

Dhampir are known for being the most amicable of all the Revenant variants, but due to this are also highly distrusted. A settlement that hears of a Dhampir in the area may consume itself from sheer paranoia.

Lichling

Lichlings are, as their name implies, skeletal “pseudo-liches” - they are composed entirely of a collection of bones into a skeletal humanoid shape, typically animated through some sort of unholy or necrotic magic. In turn, they are capable of speech akin to other Revenants, and are the most likely to be capable of speaking something more than Necril. Lichlings often become spellcasters due to their inherent Intelligence, and they possess somewhat of a disposition for nefarious acts. Whereas Dhampir are somewhat social, Lichlings are typically antisocial, choosing to isolate themselves in total dedication to their personal pursuits.

Walker

Few things are more terrifying than a Walker. Most often, they rise from forgotten battlefield graves to take revenge on their wartime enemies, their former allies and leaders, or both. Walkers are the subject of stories told around a campfire at night - an unstoppable, lumbering symbol of death. You could, theoretically, run from one, but you'll get tired eventually.

We cannot get away. The vengeful spirit of battles past comes for us all. It is coming. We cannot get away.