Sometime after the God’s War, the Pantheon of Man, in their wisdom, sent their Valinor to walk among men, founding a race of beings touched by divine essence, the val. With powers from the Gods that perpetuate throughout the generations, the val are tasked with the leadership and protection of humanity.

Personality

At their base, val are as adaptable and diverse as humans, though their bloodline is a heavy influence. However, their unique place in society means most val tend to be aristocratic in bearing, often expecting positions of leadership or respect due to their heritage more than their merit. This is not to say val are incompetent; on the contrary, a lifetime of training to fulfill their destiny makes most val quite capable leaders, though vanity remains an issue.

Among Heroes, however, there is a growing number of val who reject the noble aspirations of their cousins, calling for a return to their original purpose – that of nurturing and protecting humanity rather than ruling it. While these val are just as likely to seek positions of leadership, it is out of a sincere desire to serve humanity rather than the belief that they deserve such titles.

Physical Description

Val look very much like normal humans, but they do not share the boundless variety of traits. Members of a given val bloodline look much alike – so much so that distantly related val (so distant that humans wouldn’t consider themselves related) look like family. Adult male val range from 5 to just over 6 feet in height. They usually weigh between 170 and 230 pounds. As with most races, females will usually be shorter and weigh less. Val hair color and other minor characteristics vary depending upon which bloodline they are from (see below for details on val family traits). The only sure way to tell a val from a human is the color of their eyes, which are steely, piercing shade of grey.

When a Val becomes psionically awakened, the color of their eyes change from their normal steel grey to a color that closely resembles silver. A val typically reaches maturity by age 16, and they have been known to live up to 100 years.

Purity of the Bloodlines: While val did breed true during the first few hundred years after the Gods’ War and the initial creation of the val, since then their numbers have dwindled. While there is a very good chance that a val who mates with another val will have a val child, this is not guaranteed. For those unhappy couples who have a normal human baby, the child is given up and fostered by one of their vassal families. When a val wishes to marry outside their own clan, they usually look to the humans within their vassal families because there is a greater chance of such a union creating a val child.

Lastly, if two val from different families marry and have a val child, the child would have the traits of one or another of their parent’s families. Whichever val heritage manifests, the child is given over to that side of the family, their surname is taken and they are trained in developing their bloodline powers as a member of that family. This is the reason why marrying outside one’s val family has a stigma – it dilutes the gene pool with one less val child of that lineage being born.

For example, if a val’Assanté and a val’Sheem have a val child, that child could be a member of either bloodline. If that child is discovered to have the val’Sheem heritage, it will be given over to the val’Sheem family for raising and training. The child will be known as val’Sheem.

Relations

Most val enjoy a certain air of nobility among the common populace and mix well with most of the other races of Arcanis. While they have no more love of dark-kin and gnomes than the rest of humanity, those who feel the need to return to their original purpose will normally go out of their way to uplift such beleaguered spirits. Elorii in general do not care for val, as they are the direct descendants of the despised human Gods. This disdain, however, is not widely returned – at least not publicly.

Religion

Val hold most prominent religious leadership positions.
Their very nature marks them as chosen by the Gods, so this isn’t too surprising. The divine power flowing in their veins means that few val ever abandon worship of the Pantheon of Man as they, above any other race, save perhaps the Ardakene elorii, are spiritually connected to their patron deities. Though val of all families can be found in each temple as they venerate all the Gods of the Pantheon, they hold the god whose Valinor founded their line in special regard. Due to this, most val’Assanté priests are found in the Church of Illiir, most val’Tensen priests in the Church of Hurrian, and so forth.

Lands

Val dwell wherever there are humans, most often as part of the ruling class. However, certain regions, such as Altheria, the Hinterlands, and the Pirate Isles, do not have an abundance of val within their leadership. Although certain families are known to inhabit traditional regions, the val have dispersed across the Known Lands over the centuries.

Val Traits


Your Valinoric heritage manifests in a variety of traits you share with other val. You also have specific traits that come from your family’s bloodline.

Age: Val mature as normal humans and share their lifespan; oddly, though their bodies show their age, val remain energetic and retain a large measure of their physical prowess in their later years.

Ability Score Increase: Your Charisma score increases by 2.

Size: Val possess the same range of height as common humans, ranging between 5 feet to well over 6 feet tall. Your size is Medium.

Speed: You base walking speed is 30 feet.

Languages and Literacy: You know Low Coryani and your national languages and you are literate.

Val Families: Choose one of the val families listed below as your subrace. Your family defines your bloodline and other additional features.

val’Abebi (Althares)

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Children of Althares, the God of Knowledge, the val’Abebi family are renowned for their analytical minds and vast knowledge. As such, the val’Abebi are regarded as the finest scholars in the Known Lands today. Their domain is centered around the Republic of Altheria.

Ability Score Increase: Your Intelligence score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Arcana, History, Investigation, Nature, or Religion.

Enhanced Memory: The blessed of Althares possesses the ability to commit knowledge to memory and recall it with perfect clarity. Add your Proficiency bonus to all Intelligence based skill checks made to recall information.

You also gain the ability to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information with perfect recollection. With one minute of study, you can memorize a single page of text (up to 800 words), numbers, diagrams, or sigils. This does not allow you to memorize magical writing or similarly exotic material, but you can memorize diagrams or symbols even if you don’t recognize their meaning. You always retain this information, and can reproduce it exactly. You can choose to forget a page’s worth of information and replace it with another page of information any time you use this ability.

Perfect Recollection: The blessed of Althares possess an uncanny ability to recall recent events. You gain the ability to recall and review one scene you witnessed within the past week. You may look back upon an event, a location, or any other memory to pick out details you may have previously missed. You may make Intelligence and Wisdom ability checks to obtain information as if you were reliving the moment, regardless of whether you attempted the check the first time. If you are unsuccessful, nothing new may be learned from your memories. However, you may attempt to view the same scene again with this power, if the scene is still within the past week. Once you use this power, you can’t use it again until you finish a short or long rest.

val’Assanté (Illiir)

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As the children of Illiir, the Ruler of the Gods, the val’Assanté family is traditionally viewed as the preeminent of all the vals. They are famous for their oratory and leadership skills as well as their overwhelming force of personality. Their domain is centered around the province of Illonia in the Coryani Empire.

Ability Score Increase: Your Wisdom score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Insight or Persuasion.

Light of Illiir’s Glory: You gain resistance to necrotic and radiant damage.

Illiir Lights My Way: While you are conscious, any time you stand within an area of dim light your presence increases the light in the area to bright light, out to a maximum of 30 feet. Consequently, your aura of bright light creates an equal area of dim light beyond your area of bright light. So, if you stood in the light from a torch it would shed bright light in a 10-foot radius and dim light in a 10-foot radius after that. You can activate or supress this feature at will.

The Voice of the King of the Gods: You can cast command once and regain the ability to do so after a long rest. When you use this power to cast command, you affect a number of targets equal to your proficiency bonus.

val’Borda (Cadic)

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Scions of Cadic, the Lord of Shadows, the val’Borda family is usually viewed with trepidation and suspicion. Though never linked directly to various criminal or otherwise disreputable activities, they always seem to be peripherally associated. Their domain is centered around the Coryani province of Annonica.

Ability Score Increase: Your Dexterity score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Stealth or Performance.

To Know the Gloom of Night: The darkness is a welcome sight to the children of Cadic. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike normal darkvision you may still discern color at close range (within 30 feet) and you see perfectly in magical darkness, such as that created by a darkness spell.

Between the Shadows: Cadic’s children may move from shadow to shadow with unnatural ease. You can cast shadow step once and regain the ability to do so after completing a short or long rest.

val’Dellenov (Saluwé)

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The children of Saluwé, the Green Mother, the val’Dellenov are unique among the major val families because they are strictly matriarchal. They concern themselves largely with nature and moderating the effect of civilization on the natural world. Their domain is centered around the Coryani province of Balantica, the bread basket of the empire.

Ability Score Increase: Your Wisdom score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Survival or Nature.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that affect plants, animals, or create a healing effect.

Hands of Our Mother: Saluwé’s hunters stalk their prey as their animal brethren would, forgoing weaponry in favor of claws.
As a bonus action, you can shift your hands into wickedly sharp claws. You can also revert your claws as a bonus action.
You gain the following benefits when your claws are extended:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage for your unarmed strikes. This damage increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
  • Your unarmed strikes deal slashing damage. At 6th level, your unarmed strikes are considered magical for the purposes of bypassing damage resistance.
  • When you use the Attack action with your unarmed strikes on your turn, you can make one unarmed strike with your off hand as a bonus action. This requires both hands to be free.

Nature’s Voice: All natural animals are the children of Saluwé, and this bond allows the val to communicate freely with them. You can cast speak with animals at will.

val’Emman (Nier)

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A minor family today, the val’Emman are one of a pair of val families descended from the Valinor of Nier. During the time of the Imperium of Man, they conquered and enslaved the val’Virdan to demonstrate their supremacy.

Eventually, the val’Virdan overthrew them and began a merciless genocide of the val’Emman line. Those that survived did so by hiding amongst the val’Virdan, relying upon their similar appearance and bloodline powers to disguise themselves. It has only been in the past century that members of this line have begun to openly proclaim their heritage. They still suffer from great prejudice, and there are those among the val’Virdan that will kill them given the opportunity.

Val’Emman are very passionate, and much of the rash reputation of the val’Virdan is due to the actions of val’Emman. Their ancient ancestral home lies somewhere within the forbidden territory known as Dar Zhan Vor, but can be found anywhere within the Known Lands.

Ability Score Increase: Your Strength score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Acrobatics or Intimidation.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate fire or deal fire damage.

The Dancing Flame: Raw strength and unyielding conviction are not the only weapons of Nier. The val’Emman enter battle with an inner fire that is as swift and deadly as a brush fire sweeping the dry plains.

When you take the Dash action you can make a melee attack at any point during your movement as a bonus action. If you hit with this attack you deal an additional 1d6 fire damage. You may use this ability a number of times equal to your proficiency bonus, recovering all uses after completing a long rest.

The Sword of Judgment: The Lord of Flaming Destruction blesses His children with the spark that ignites the purest of flames.

As a bonus action, you can sheathe one of your weapons in flames for 1 minute. While covered in flames, your weapon is considered a magical weapon and deals an additional 1d6 fire damage. Once used, you cannot use this power again until you complete a short or long rest.

val’Inares (Anshar)

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As the children of Anshar, the Suffering Goddess, pain and woe tends to follow the val’Inares throughout their lives. Parents lose infants to crib death, fortunes are gained and lost with regularity, bright sons and daughters disappear without a trace or some of the elderly contract a horrible, disfiguring disease. Yet, through it all, the val’Inares family perseveres and amazingly, grows stronger. They do not have a set domain, emulating their patron as the Far Traveler.

Ability Score Increase: Your Constitution score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Athletics or Survival.

She Takes Our Burden: The favored of the Suffering Goddess gain a small measure of Her boundless endurance. While you still feel the adverse effects of harsh climates, you are no longer burdened by them and can withstand temperatures from zero to 110 degrees Fahrenheit with no ill effects. You are immune to exhaustion from temperature based environmental conditions and hazards.

The Path of Stars: The Portals of Anshar predate even the elder races of Arcanis and her children hold a special affinity for their use.

As an action, you may activate a Portal of Anshar. The portal will remain open for up to 1 hour, allowing creatures to pass through it and arrive at another Portal of Anshar to which you are attuned. Once you pass through the portal it closes behind you.

Endure the Pain of Others: As Anshar shoulders the suffering of others, so too shall Her children take these burdens upon themselves. You have a unique version of healing practiced by the faithful of Anshar.

You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to 5 x your level. As an action, you can touch a creature and draw power from this pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. But this healing comes at a cost; you suffer half the number of hit points you restore in damage. This power has no effect on undead and constructs.

val’Ishi (Beltine)

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Children of Beltine, the Gray Lady, the val’Ishi are viewed with reverence due to their association with the afterlife, the val’Ishi are treated as holy men by the populace at large. Their domain is centered around the Coryani province of Valentia.

Ability Score Increase: Your Wisdom score increases by 1.

Ancestral Education: You gain proficiency in Medicine

The Loving Caress of Our Goddess: The souls of mortal men require a lifetime of experience to learn and grow towards perfection, and a soul passing on too soon is often one that could have redeemed itself with more time.

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 x your level. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Speak with the Voice of Ancestors: The blessed children of Beltine have a powerful connection to the spirits of others.

You can cast speak with dead once and regain the ability to do so after completing a short or long rest.

val’Mehan (Sarish)

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Children of Sarish, the God of Magic, the val’Mehan are a glib tongued people, known for their great skill in diplomacy. They have a reputation as master manipulators throughout the lands of Arcanis. The general populace treats the val’Mehan with fearful respect, as one never knows if there is an invisible demonic bodyguard close by. Their domain is centered in Canceri, but val’Mehan are widely traveled so branches of the family are found almost everywhere.

Ability Score Increase: Your Intelligence score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Deception or Persuasion.

Fiendish Summons: You learn how to cast find familiar but only as a ritual.
Whenever you cast find familiar, any familiar you summon is a fiendish familiar.

Sarish is Known to His Chosen: As the Master of the Arcanum, Sarish’s children have an instinctual ability to cast spells, and are trained in ritual magic.
You learn how to cast a small number of spells as rituals. You learn three 1st-level wizard spells with the ritual tag and always have them prepared as rituals.
In addition You gain Sarishan Oath as an additional known spell, or as a spell you can prepare. If you have no spell slots, you can only cast Sarishan Oath as a ritual.

val’Mordane (Neroth)

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Children of Neroth, the Lord of Tombs, the val’Mordane are surrounded by an air of death. Some worship the aspect of Neroth associated with undead and the extension of life beyond death. However, val’Mordane adhering to the tenets of the Mother Church of Coryan and the Milandric Orthodox Church venerate Neroth’s aspect as the Guardian of the Dead. Their domain is centered about the city of Ventaka in Canceri.

Ability Score Increase: Your Constitution score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Medicine or Religion.

I Know Thee Brother: As the children of He Who Extends Life Beyond Death, the val’Mordane have an instinctual ability to sense the walking dead within their environment.

While you are conscious, you know if there is an undead within 30 feet of you, as well as where the creature is located. This power can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Neroth’s Embrace: The greatest blessing of Neroth does not come lightly, and few receive them with such open arms as the val’Mordane. The journey into unlife carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting. Though only those closest to Neroth’s teachings truly comprehend this.
When a val’Mordane dies they do no stay dead instead one minute after their death they raise again as Undead Heroes. You gain all the racial traits listed in the Undead Heroes side bar as well as the following traits:

Forever Bound To Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious but are still required to make death saving throws, although you do so with advantage. If you fail three death saving throws, you are destroyed. The energy that animated your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.

If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 day of your destruction. To restore you to undeath with a spell requires an additional material component, a black onyx worth 300gp, which is consumed.

If you are not restored within 1 day of your destruction, your intellect disperses completely and you cease to exist.

This duration may be extended with spells such as gentle repose which anchors your intellect to your body for the spells duration.

Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by your level, each additonal level reduces your hit point maximum again. This reduction cannot be removed by any means except completing a long rest.

Neroth’s Chosen: The Lord of the Tombs has done more than bless you, he has chosen you for some unknown, divine purpose. Although you are not alive, you are affected by any spell, potion, or magical effect that restores hit points, lost limbs, or otherwise mitigates injuries as if you were a living creature. Such effects that normally wouldn't affect undead only heal half the usual number of hit points unless they are cast by an undead (including yourself ) or a worshiper of Neroth.

val’Ossan (Yarris)

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Children of Yarris, the Lord of Waves, the val’Ossan are a noble, if aloof, family. They enjoy being near the ocean and often become introverted if away from a body of water for too long. It is rumored that the val’Ossan are amphibious and spend as much time below the waves as above it. The val’Ossan scoff at such fables. Their domain is centered both in the duchy of Naeraanth, in the Kingdom of Milandir, as well as in the Coryani province of Salantis.

Ability Score Increases: Your Constitution score increases by 1.

Ancestral Education: You gain proficiency in one of the following: Athletics or both Vehicles (water) and Navigator’s Tool s .

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate water or deal cold damage.

Yarris’ Breath: The children of the Sea King cannot drown in His watery domain.

  • You have gills and can breathe either water or air.
  • You have a swim speed of 30 feet.

Yarris’ Gifts: As Ruler of the Waves, Yarris grants His children some control over water. You gain the ability to cast Elemental Bolt(Water) and Shape water cantrips.

val’Sheem (Larissa)

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The children of Larissa, the Divine Harlot, are a hedonistic and passionate people. The val’Sheem are famous for their quick wits, their winning smile, and their unsurpassed capacity for wine. Their domain centers around the Coryani province of Cafela.

Ability Score Increase: Your Dexterity score increases by 1.

Ancestral Education: You gain proficiency in the following skill: Persuasion

Fortune Favors the Bold: Luck is a fickle mistress, but She favors those who make their own fortune. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and you must use the new roll. Once this is used it can not be used again until you re-roll a 20 in the same way or after a long rest.

The Temptations of the Flesh: The Divine Harlot blesses Her children with beauty and charisma, making them capable of wooing even the most modest knights of Milandir.
You have advantage on any charisma(persuasion) or charisma(deception) vs. a target that is attracted to you (or can be attracted to you).

val’Tensen (Hurrian)

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Children of Hurrian, the somber val’Tensen have a reputation for not suffering fools lightly. It is a rare sight indeed to see one of them laugh heartily as they value stoicism. The val’Tensen once tended to be very slow to anger, but since the advent of “The Storm” where the Rage of Hurrian was released, they are more like a living tempest, ready to release vengeance. Their domain is centered in the Free City-States of Almeric.

Ability Score Increase: Your Constitution score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Athletics or Perception.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate air or deal lightning or thunder damage.

The Reluctant Warrior: The true strength of Hurrian lies in His ability to protect others.

If you are acting in the defense of one or more innocent or helpless beings, at the beginning of each of your turns you gain temporary hit points equal to your proficiency bonus. Some examples of this sort of protection include defending a farmstead from raiders, holding the walls of a city under siege, shielding a child from harm, or standing over a fallen comrade.

The activation of this power does not take any action and you may not choose when this power activates. Activation of this power is at the GM’s discretion with and emphasis on defense of innocent or helpless (for this game try to remind me in case I forget)

The Thunder’s Gift: The voice of Hurrian is so intense that only the most stalwart warriors may withstand its staggering conviction. You learn the Booming Blade cantrip and can cast Thunderwave once; regain the ability to do so after completing a long rest.

val’Virdan (Nier)

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Children of Nier, the val’Virdan strive to live up to their reputation as fierce and incomparable warriors. Contrary to popular opinion, they are adept at complex strategies and know the value of patience. The val’Virdan domain is split between the newly revived province of Novo Cormata in the Coryani Empire and the northern portion of Canceri near Nier’s Spine.

Ability Score Increase: Your Strength score increases by 1.

Ancestral Education: You gain proficiency in one of the following skills: Athletics or Intimidation.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate fire or deal fire damage.

None Shall Stand Who Oppose the Gods: The Judgment of Nier is uncompromising, and His children often share His unsympathetic views when dealing with their enemies.
You can cast Searing Smite once and regain the ability to do so after completing a long rest.

The Sword of Judgment: The Lord of Flaming Destruction blesses His children with the spark that ignites the purest of flames.

As a bonus action, you can sheathe one of your weapons in flames for 1 minute. While covered in flames, your weapon is considered a magical weapon and deals an additional 1d6 fire damage. Once used, you cannot use this power again until you complete a short or long rest.


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