Yer Shar Kindred: Hollowkin
From early 2017 to late 2019, I ran a 5e D&D game using a homebrew campaign setting called Yer Shar, which was a pastiche/fix-up of some extant settings I had sitting around in Google Drive. Most of them had never been anywhere close to an actual D&D table, being incomplete and all. In the years since the end of that campaign, I've returned to it in part for inspiration, but also to build out new ideas in it.
The idea for Hollowkin was “what if Warforged but my own thing?”, and while I basically just imported Warforged as-is for the original campaign, I wanted to tweak them somewhat for the more recent sub-setting, Underscourge. Now, Underscourge is my answer for “how about cyberpunk but mostly fantasy and also in a subterranean volcano city?”, along with some excuse to do cave exploration mechanics. There's a part of me that wants to make this a full-fledged TTRPG setting, though, and in the spirit of that pursuit, I'm offering up this rudimentary OSRified race/kindred that is inspired by the Warforged but hopefully is its own thing. The setting has been in some form of development since 2021.
This is incomplete, but feedback on the initial design is welcome!
Hollowkin
Kindred Type: Construct Level 1 PC Age: 0 years (see below) Lifespan: Immortal Height: 6' + (2d6”) (Medium) Weight: 200 + 5d10 lbs Native Languages: Delvian, Alerian
Long ago, at the edge of the now-fallen Alerian empire, a secretive guild concocted the perfect soldier to aid in its unending war against the demons of the Harrowmarch. Eventually they rebelled and fled the empire that had pressed them into service. None now remember how many Hollowkin were created, and the process for making them is lost to time, but hushed rumors of necromancy persist. Their numbers dwindle as the ages claim their decaying, artificial forms, but despite their long, inevitable slide into eventual oblivion, they have ingrained themselves into many communities across Yer Shar and maintain their own vibrant subcultures.
Obviously Artificial
Hollowkin physically resemble the other sapient, bipedal kindreds of the world but have adopted a wide variety of outward appearances that celebrate and emphasize their artificiality. At their core, they are a mechanical skeleton surrounded by articulated wicker and bearing armor plating. Those with the means to do so tend to decorate themselves with brass and gold filigree, while others opt for elaborate paint jobs, carvings, and accessories. Other modifications are popular, and no two Hollowkin will present exactly the same way. Hollowkin do not have sexes or genders but may present themselves in ways that mirror the society around them.
Timeless
Similar to the Sidhe, Hollowkin possess a timeless quality irrespective of the shabbiness or neatness of their current appearance. Mortals tend to regard them as permanent fixtures, having always been there. They are characteristically unhurried and participate in most of the trappings of civilization-building for their own purposes.
The Last Hollowkin
To varying degrees, Hollowkin have come to believe that one of their number will be the last of the sapient kindreds of Yer Shar. This is only logical: being immortal, their continued existence depends on there being one artificer with the skill to repair them, and, so they reason, should the remaining kindred decline, their numbers will diminish until there are none left, Hollowkin or otherwise, to maintain them, at which point only Hollowkin will remain. This has invested the Hollowkin with a desire to preserve what histories they can, collectively, in case any of them end up being the Last Hollowkin.
Kindred Relations
The other kindreds tend to view Hollowkin with a mixture of curiosity and suspicion. Being somewhat rare despite their significant numbers throughout Yer Shar, they aren't well understood by anyone except, perhaps artificers. It is commonly known that their presence in the larger world owes to their rebellion, and this attracts no end of scrutiny from authorities in some places. Elsewhere, those in power see the Hollowkin as something to exploit, especially for their ability to forget what they know. As a result, Hollowkin communities tend to be tight-knit and insular, with a healthy dose of suspicion toward the motivations of any non-Hollowkin, even as they continue to seek out and remain among the other kindreds.
Choosing a Class
Since they were originally intended for war, Hollowkin are commonly Fighters. Many, drawn to their folk prophecies, choose to be Bards or Artificers. All classes are otherwise open to them.
Construct
Hollowkin cannot breathe, eat, sleep, or feel pain, and all that entails. They have distant memories of these things and often yearn for them. They cannot grow and do not heal naturally, requiring the services of an artificer for repairs. They can be healed by magic, though this has a 1-in-6 chance of failing on them outright.
Immortality
As immortal beings, Hollowkin do not die naturally, but can be killed. They are immune to diseases of non-magical origin.
Immortal Body, Spotless Mind
Any Hollowkin can effect a “rebirth”, resetting themselves to their initial state. By doing so, they forget all they have experienced since their last such rebirth and resume life, after some requisite downtime, as level 1 characters. In all but the most dire of circumstances, Hollowkin perform this rite surrounded by other Hollowkin, who will spend the downtime (at least one week) reorienting them to what they are and, to the extent they requested, who they were. Hollowkin who perform this rite alone risk becoming feral.
Made for War
Despite their apparent obsolescence, Hollowkin were made to fight. As such, no matter what class they choose, they always start at level 1 with d8 hit points, proceeding as per their class from level 2. Additionally, their AC is 16 plus their Dexterity modifier. They can't wear armor, but can possibly be enhanced.
Enhancements
As constructs, Hollowkin can be modified by a sufficiently skilled artificer.
- Reinforced skeleton: +1 STR (Max 18). Each improvement costs 1000 GP per point of the new score, and you can only improve one point at a time. Example: Butch has a STR score of 16 but wants to move to 18. They must first pay the 17,000 GP to move to 17, then pay 18,000 GP to move to 18.
- Extra joints: +1 DEX (Max 18). Same stipulation as above.
- Hardened Plate: +1 AC (Max 20). Costs 2000 GP per additional point, but can be improved all at once.
- Extra arm or mechanical tail: Gain an extra attack and the ability to carry an additional item in the hands. Also improves climbing. Costs 5000 GP to install.
- Lantern vision: Mounts a lantern in your eyes, allowing you to illuminate dark places without needing to hold a torch or lantern. Runs on batteries, each of which lasts 4 hours of continuous use. Costs 1000 GP to install.
- Elemental Shielding: Adds a coat of a chemical sealant that provides temporary immunity to some specific element, such as fire or extreme cold, acid, electricity, etc. This takes the form of temporary hit points that can only be drawn down by the target element. Take other kinds of damage as normal. The cost is 100 GP per temporary hit point.
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