Svanir

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Svenir display their achievements proudly by decorating their horns with engraved sigils and designs. If one is versed in Svenir custom, one can tell at a glance the achievements and prowess of a Svenir by examining the decoration on her horns. A Svenir who loses part or all of a horn suffers considerable stigma and must strive to prove his worth. Sometimes a “brokehorn” (a fighting insult to any Svenir) who manages to achieve great deeds earns the gift of having the missing horn magically restored by a temple (sometimes by unique materials). Beware any Svenir that willingly gives up or chooses not to restore a lost horn, for this is one of Al Dravin’s most driven and dangerous creatures.

TERROR ON THE HIGH SEAS

The Svenir are a force to be reckoned with in a stand-up fight. Perhaps somewhat against type for their bulk, they are an absolute terror on the sea. The corsairs of Kyprion have carved a tale of bloody blades and shattered hulls on the water, and even the mighty Yin Empire has learned to respect them.

The Svenir’s natural sense of direction makes them ideal navigators on sea as well as land. Cover of night, fog thick enough to carve, and unfamiliar coastlines don’t phase the giant horned folk

Svenir Traits
Your Svenir character has certain characteristics in common with all other Svenir
.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Svenir age at roughly the same rate as humans but mature 3 years earlier. Childhood ends around the age of 10 and adulthood is celebrated at 15.

Alignment. Svenir possess a wide range of alignments, just as humans do. Mixing a love for personal freedom and respect for history and tradition, the majority of Svenir fall into
neutral alignments.

Size. Adult males can reach a height of 7 feet, with females averaging 3 inches shorter.
Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. 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. You cannot discern color in darkness, only shades of gray.

Natural Attacks. You have proficiency with your horns, which deal 1d6 piercing damage when you make a horn attack.

Charge. If you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn.
At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.

Labyrinth Sense. You can retrace without error any path you have previously taken, with no ability check.

Languages. You can speak, read, and write Giant, as well as one other language of your choice (typically the Common tongue or humanoid languages).

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Svanir

World of Al'Dravin Zorzech