Manors Macabre Writing Sample
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The Zyrasha
The Zyrasha are a people tied to the Presence. While they have no hand in its origin or spread, their travels and interests in the macabre have positioned them to be the world’s leading experts on it. Their elders and scholars have compiled stories and tomes of lore surrounding past encounters, describing what has worked to purge its presence and, tragically, what has not.
Culture
One of many nomadic people who travel the world in wooden covered wagons called vardos, the Zyrashas are easily identified by their morose use of dark colors and haunting decorations. Their skillful craftsmen etch images others would find disturbing such as skulls of sentient races and animals, with particular emphasis on creatures of ill omen such as crows, ravens, spiders, snakes, and wolves. They prefer darker colors like blacks, deep reds, midnight blues, and sulky purples displayed in clothing, interior abodes, and campsites. Despite the grisly feelings it instills in others, to them it blossoms a feeling of joy and a sense of home.
Like many populations, the Zyrasha have their share of skilled artisans, merchants, artists, laborers, scientists, mathematicians, philosophers, and historians. Those who take on more occult or spiritual roles are highly respected.
One inspiring aspect of the Zyrasha is their ability to extend their lineage to those who accept them as family. In so doing, they share what some call a blessing, where no Zyrasha can harm another - leading to bizarre games of murdering one another out of fun only for no harm to befall them. Despite this trait, should they ever turn the dagger on themselves or suffer a self-inflicted accident, the results are tragic.
Their folk dances are a blend of several other cultures, creating a flow of movements that can appear as if stitched together. There is also a strong tradition of storytelling, as they are a people who wish to capture morals, lessons, and history. They believe that stories keep the spirit of the past alive, and aid them in keeping their identity.
Distinction
No two Zyrasha are alike, as many have their own ambitions, sense of style, personality, and talents. Traditionally, they embrace their darker sides and play up their cultural interests in oddities, while a few rebels may display a sunny disposition and collect teaspoons. A kinship to darkness, an appreciation for animals of ill-omen, and a positive outlook towards all things gloomy are easily observed traits. Some Zyrasha are reserved, preferring to observe quietly, whereas some may exhibit proud showmanship and flair.
Very few Zyrasha are willing to speak poorly of one another, even those who have caused massive amounts of harm to others. To them, Poor Auntie Calpernia who murdered an entire village, would not be praised but instead would be referred to as “a shame for not having murdered two”. Such a reaction is attributed to their dark humor, preferring to keep the peace within their family, while also attempting to downplay the offense. From a majority opinion, such a crime is terrifying and is privately condemned.
Spiritual Beliefs
Every Zyrasta is taught how to commune with the dead, which keeps them connected to their ancestors, while also gaining insight into potential threats. Those entering into the family, as well as kids from a very young age, take lessons on how to perform seances, use dowsing rods, and tarot decks, and cast runes and bones. While the Zyrasta worship deities such as Akady, Havrin, Phenshr, Rue’tranu, and Yewlyce they know that divination magic isn’t always reliable, especially in those areas inhabited by the Presence. They are even aware of entire demi-planes where divination magic will provide disastrous answers in the guise of being helpful.
Zyrasha Origins
Anyone can become Zyrasha either through marriage, birth, or adoption. The Zyrasha origin table provides suggestions on how you came upon being Zyrasha.
Zyrasha Origins
d6 | Origins |
1 | One or both of your parents are Zyrashan. |
2 | You lost your family due to some tragedy and were found and adopted by the Zyrasha. |
3 | You left your family due to a disagreement or past wrongs, and you found new family in the Zyrasha. |
4 | One of your relatives was adopted by the Zyrasha and you found their way of life far more alluring than your present one. |
5 | You married someone belonging to the Zyrasha and now you warmly welcomed into the family. |
6 | You are a long-lost member of the Zyrasha, and it wasn’t until you were reunited that you discovered who you were. |
Zyrasha Traits
You have the following racial traits:
Creature Type: You maintain your race’s normal creature type.
Size: You maintain your race’s normal size.
Speed: Your walking speed is the same as what is considered normal for your race.
Ancestral Legacy: Choose a base race or species to add this lineage to. You may keep the following from that race: any skill proficiency, and any flying, climbing, or swimming speed.
If you don’t keep any of those elements, you gain two skill proficiencies of your choice.
Darkvision. You can see dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness as shades of grey.
Dread Affinity. You gain a +2 bonus when making saving throws against being frightened, and you suffer one less dread when determining penalties. Further, whenever you step into a Dread Hallow the DM may make a hidden DC 14 Intellect Check (Arcana) on your behalf to identify the type and intensity of it. Should the roll fail, you are given sensations that something isn’t right about the area, but not why.
Family Curse. No Zyrasha can harm another Zyrasha. Weapons fail to harm you, poisons are rendered inert and realized, and magical damage is reduced to zero. Even if a series of events, started by a Zyrasha, causes you to be harmed by something else such as a pendulum, guillotine, rockfall, fireball, or other explosion, no harm will befall you. However, you can still harm yourself and suffer accidents from poor decisions.
Family Resemblance. All Zyrasha can recognize each other, unless disguised, and gain advantage on Persuasion skill rolls when dealing with other Zyrashas.
Traditional Mediums. You gain advantage on Arcana and Religion checks regarding spirits and the spirit realm. Additionally, you gain proficiency in using devices designed to contact otherworldly forces such as a spirit board, a tarot deck, dowsing rods, reading tea leaves, or a device of your creation. You may use your proficiency bonus to any ability score that you’d use to communicate using these tools.