Shadows of Dakaron

The World of Dakaron – a unique fantasy setting that has everything from a creeping desert, a living forest, powerful beings struggling for control behind the scenes, and a variety of races and cultures trying to survive it all.

Jerren

Jerren halflings are vile, savage cannabilistic, wild. They were originally a tribe of common halflings who were being plundered and pillaged by goblinoids every spring. So, they turned to the Beast God for help. In return for power over their enemies, Karaan demanded and still demands a lifestyle change and blood sacrifice. The Jerren were more than willing to make the deal, and massacred the goblin tribes and ate their hearts.

The Jerren’s only “allies” are the vishay with whom they share territory with. They formed a loose alliance to protect their homelands from intruders. Jerren adventurers are rare, as they are hated and attacked on sight, and they actually don’t interact well with other creatures. The occasional Jerren does travel the world, however, for various reason, not least of which is being banished for committing a kind act of charity, such as helping an outsider or rescuing a foreign youngling instead of eating it.

Jerren are viscous savage creatures, and look the part. They have crimson-hued skin that changes color depending on their blood satiation…the longer a Jerren goes without drinking blood, the darker their skin becomes, until it is pitch black after two weeks of no blood drinking. At this point, many of them are afflicted with a wasting sickness that also robs them of their sentience. Jerren don’t believe in hygiene or self-care, and it shows in their habits. Their hair colors range from dirty blonde to ebony, and is always matted and filthy. Their eyes are blood red with streaks of black.

They make their homes in secluded areas like the Golden FieldsPlateau of Cald, Camstill, Carrion Fields, Vivon Woods, Sima, Erthasa, and Corte.

Traits

  • Ability Score Increase. Your Charisma score increases by 2, and your Dexterity increases by 1.
  • Age. Jerren halflings tend to burn out quickly due to their extreme lifestyle. A Jerren halfling reaches adulthood at the age of 15 and generally only lives less than a century.
  • Alignment. Jerren halflings are vile and chaotic. They have no tolerance for kindness or goodness, seeing these things as weaknesses. At most they will be neutral.
  • Size. Jerren are much smaller than other halflings, standing less than 3 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Lowlight Vision. You can see in dim light within 60 feet of you as if it were bright light.
  • Devil-May-Care. You are immune to fear affects, but have disadvantage to charm effects.
  • Nimble. You can move through the space of any creature that is of a size larger than yours.
  • Pactsworn. When you reached the age of accountability, you received a vision of the site of a vicious massacre. As part of your pact, you hunted down a creature and brought its remains to this site, where you ripped it apart and bathed in the entrails and drank the blood. From this point on you were the Beastlord’s. Once a year, while consuming the heart of an enemy you personally killed, you may ritually cast a druid spell from the following list: beastsense, guardian of nature (primal beast), summon beast. This ability is cast using your Wisdom modifier as the spellcasting modifier. At tenth level, you can instead sacrifice a living humanoid to cast awaken on a beast.
  • Bloodlust. Jerren must drink blood every day to survive the Beast God’s curse. Every day that passes where you have not drunk blood, you gain a cumulative -1 to all ability checks and weapon attacks, but a cumulative +1 to all damage rolls. Once a number of days have passed equal to your character level, you must make a Wisdom check (with the cumulative penalty) at DC 10 or you instantly fly into a beast rage and your Wisdom and Intelligence scores all drop to 3 until you either die or you drink blood.
  • Beast Rage. Jerren are granted Karaan’s own bestial rage. You know the primal savagery cantrip. At 6th level, you gain the ability to cast beast bond. Charisma is your spellcasting ability for these spells.
  • Cultural Skills. Jerren halflings have a strong cultural emphasis on the Athletics, Intimidate and Stealth skills, though it takes time and effort to master them. These skills are added to your class list of skill choices. In addition, due to your brutish nature, you always have disadvantage on all Charisma-based checks.
  • Languages. You can speak, read, and write Halfling. Jerren also consider the Nether alphabet as an adjacent language and can make an Intelligence check to decipher any Nether language.

Random Height and Weight

RaceBase HeightHeight ModifierBase WeightWeight Modifier
Halfling, Jerren2’2″+2d635 lb.x (2d4) lb.