
We are light made flesh, the divine echo given will. We do not bleed, we illuminate.

Aasimar are beings touched by the divine light of IO, the First Flame. They are born as radiant mortals imbued with celestial purpose. Whether emerging from mortal lineages or arriving from the celestial Concords, Aasimar are marked by spiritual purity, inner strength, and an unmistakable otherworldly presence. Their existence is often viewed as a sign of prophecy, redemption, or judgment, and they are rarely overlooked in the world of Seyruun. Some are welcomed as living saints, while others are feared or hunted as dangerous relics of a forgotten age.
Each Aasimar carries a unique divine spark that reflects an aspect of IO’s will. This may manifest as the sword of justice, the balm of healing, the eye of prophecy, or the flame of righteous wrath. Despite their celestial origin, Aasimar walks among mortals and struggles with identity, obligation, and the burden of destiny. They are often drawn to conflicts between light and shadow, called to intervene when mortal choices shape the course of history.
Not all Aasimar embrace their divine birthright. Some resist their calling, rejecting IO’s guidance or turning their celestial gifts toward ambition, vengeance, or sorrow. These individuals, known as Fallen Echoes, still carry the spark of divinity, but it is clouded with dissonance and inner conflict. Even in rebellion, they are watched by unseen forces, for IO’s gaze never fully departs from those born of light.
Whether venerated or reviled, Aasimar are living echoes of a time when the divine walked openly across Seyruun. In an era defined by broken empires and rising darkness, they serve as both beacons of hope and flames of reckoning.
AASIMAR DESCRIPTION INFORMATION
~~ ORIGIN & LORE ~~
Before the stars sang and before time began its dance across the cosmos, there was IO. The Shaper of Breath was not a god, but a divine source of harmony, balance, and will. From his silence erupted the First Flame, a force beyond fire, a melody that sang the multiverse into being. This flame did not burn. It sang, resonating across the void to sculpt time, matter, and essence.
From the First Flame, IO wove the blueprints of life. These were not mortals, nor gods, but stewards. The first Aasimar were his emissaries, beings of pure resonance forged to embody singular virtues. They did not hunger, sleep, or desire. Instead, they stood as pillars of balance, guardians who watched the cosmic threads that held creation together.
The Aasimar first resided within the Halls Beyond, a radiant dimension reflective of IO’s will. There, they studied the Harmonies of Creation, learning the sacred rhythms of truth, mercy, judgment, and renewal. They did not shape the world directly. Rather, they observed it, tuning its melodies, ensuring that mortal actions did not veer too far from IO’s intended harmony.
When IO created Seyruun, he embedded within it leyline pathways, sacred echoes, and divine nexuses that pulsed with his presence. To guard these, he sent the Aasimar into the world—not as conquerors, but as silent sentinels. Their presence inspired the rise of temples, the carving of prophecies, and the birth of kingdoms anchored in spiritual clarity.
But as mortals rose, so too did pride. The First Flame flickered in the distance. IO stepped beyond the Veil, choosing to observe rather than intervene. In his absence, chaos found purchase. The Aasimar, once the voice of heaven, became hunted. Their light became too bright for the shadows gathering below.
Aasimar creation changed. They were no longer forged by IO’s direct will, but born to mortal bloodlines. Their spark now slumbered in the womb, awakening at moments of upheaval, revolution, or spiritual collapse. These children of light, unprepared for the weight they carried, were often isolated, venerated, or destroyed.
Even so, the ancient Concords endure. Hidden within ruins, buried sanctuaries, or celestial tombs, they watch and wait, guiding the newly awakened toward their purpose. The Aasimar are no longer a race of order. They are scattered lights. Some serve mercy, others justice. Some are fire, others are ash.
Yet through all of them, the divine song continues.
~~ HISTORY ~~
The history of the Aasimar in Seyruun begins not with war or conquest, but with a single breath. When IO, the All-Creator, shaped the world, they forged cosmic balance: light and shadow, life and undeath, order and chaos. After giving rise to Godsven the divine progenitor of vampires, IO foresaw the potential for corruption, should mortality fall too far into darkness. Thus, IO exhaled a divine breath of radiant will into the skies of Seyruun. From this breath, the first Aasimar were born celestial beings formed not from flesh and bone, but from light, soul, and divine purpose.
These original Aasimar, known as the First Radiant, descended as luminous avatars to guide mortals, uphold balance, and serve as intermediaries between IO’s unreachable divine essence and the world below. They did not claim thrones, but became guardians, judges, oracles, and defenders of harmony. Some joined the early pantheons of mortal religions. Others served in silence, wandering the world as protectors and watchers.
The First Age – The Age of Shaping
The Aasimar were formed before. As the first sentient echoes of IO’s will, they resided in the Halls Beyond and studied the Harmonies. Their work involved threading together leyline currents, balancing elemental forces, and ensuring the metaphysical foundation of Seyruun held firm. During this time, they never directly walked the world but manifested through celestial signs, whispered revelations, and protective phenomena.
The Age of the Titans (Pre-Mortal Conflict)
Before mortals held sway, ancient primordial beings known as Titans sought to unravel IO’s threads and replace creation with raw entropy. Aasimar engaged in the War of Resonance, striking through divine rifts and empowering early gods and dragons to hold the line. The battle ended with the Titans bound in the Veil Below, but at great cost. Several Concords perished in the effort, and the first cracks in IO’s silence appeared.
The Second Age – The Age of Flame and Blood
With the rise of the Old Elysian Empire, IO allowed the Aasimar to walk the mortal world fully. They became living saints, protectors of kings, and arbiters of sacred law. They stood beside Godsven and his kin, warded the Divine Court, and kept the flames of justice and hope alive. Great structures in Miharu, Obraxus, and the Starfold were infused with their essence.
Yet betrayal followed. The corruption of Genevivia and the rebellion of Lazarus shattered the sanctity of the Court. Aasimar were hunted for their radiant blood, which was said to grant immortality when consumed. Some were crucified on altars of bone, their light drained into dark relics. Others fled, sealing themselves in starforged sarcophagi.
The Third Age – The Age of Silence
IO’s voice became faint. The Halls Beyond fell silent. Concords dissolved or fell to infighting. Aasimar births slowed, their purpose obscured. Many took exile in Lumindale, Stormhelm, or the ruins of sacred groves. They became myth and legend. Some masqueraded as priests or prophets. Others became wandering martyrs, bearing burdens none remembered.
Temples were defiled, their architecture twisted into Avalonian fortresses. Relics dulled, and the world darkened.
The Fourth Age – The Age of Return
Now, they return. Aasimar are born to the lowliest slaves and the loftiest kings. Their spark ignites during rebellion, disaster, or spiritual awakening. Each carries a prophecy. Some bring healing, others flame. The Concords stir again, calling the scattered back to song. But not all who return are merciful. Some burn with wrath, others weep with loss. These are the Hallowed.
The Last Choir has not yet sung, but its voices rise. The light remembers its shape.
~~ RELATIONS WITH OTHER RACES ~~
Anthromorphs
The Aasimar often admire the Anthromorphs’ primal honesty and resilience. Though vastly different in origin, both races are deeply spiritual in their own way. Many Aasimar see Anthromorph tribes as purer than humans, closer to the natural harmony IO once envisioned. There is potential for deep friendship, though some Anthromorphs mistrust Aasimar as outsiders or meddlers.
Celestials
The bond between Aasimar and Celestials is ancient and sacred. Aasimar are descended from Celestial influence, created in the image of divine light. To the angelic hosts of Seyruun, Aasimar are viewed as blessed extensions of their will, often seen as champions sent to guide or protect the mortal world. While not all Celestials actively involve themselves in Aasimar lives, many form quiet pacts or offer guidance through dreams and omens.
The relationship is complex when it comes to fallen Celestials, or demons. Aasimar are often caught in the moral tension between light and corruption, with some feeling the call of forbidden bloodlines or inner turmoil. Still, as a whole, Celestials see Aasimar as kin, and many Aasimar strive to uphold the radiant legacy they were born from.
Relationship Summary: Revered allies, spiritual kin, and destined protectors. Mutual respect and divine alignment, though not without occasional burdens of expectation.
Djinn
The Aasimar view Djinn as strange and powerful anomalies—beings of immense potential and unpredictable consequence. While the Djinn were shaped by the Celestials, they were not crafted in the same holy mold as the Aasimar. Instead, they represent will, choice, and the dangerous gift of mortal desire made manifest. Aasimar often struggle with how to approach Djinn: some revere them as sacred tools of fate, while others caution against their potential for abuse.
Despite this tension, Aasimar are one of the few races trusted by the Djinn to wish wisely. Their clarity of purpose and moral compass make them ideal bearers of vessels in times of need. Still, this relationship is delicate and always wrapped in layers of symbolism, caution, and reverence.
Relationship Summary: Respectful caution, sacred curiosity, and a shared connection to the divine. Djinn admire Aasimar clarity, while Aasimar wrestle with the weight of Djinn power.
Dragons
Dragons and Aasimar share a mutual ancestral connection to IO. Though their purposes differ, both were crafted with intent and power. The oldest dragons recognize the divine flame within the Aasimar and may treat them as distant kin. Some Aasimar revere dragons as sacred beings; others see them as aloof and unpredictable. Alliances between the two are rare but legendary when forged.
Dwarves
Dwarves and Aasimar often have a stable, if formal, relationship. Dwarves appreciate the Aasimar’s honor, truthfulness, and sense of duty, while Aasimar respect dwarven craftsmanship, tradition, and resilience. The two races have stood side-by-side in many conflicts against darkness. Aasimar often turn to dwarves for weapons imbued with celestial ores or blessings.
Elementals
To Aasimar, Elementals are agents of balance, raw expressions of IO’s creation. They do not often converse with them as they do with mortal races, but they honor Elementals as sacred forces of nature. Fire Elementals in particular sometimes revere Aasimar as kin of celestial flame. Some Aasimar scholars have even attempted to merge divine and elemental magic into hybrid philosophies.
Elves
Elves and Aasimar often share mutual respect. The Miharu forest and high elves especially value the Aasimar’s connection to the divine and the natural order. Both races are long-lived, graceful, and rooted in ancient history. Aasimar frequently form alliances with elven houses, particularly those aligned with the rebellion or the defense of sacred lands. However, dark elves of Sarkadia are treated with caution or disdain due to their ties to Avalonia.
Fae
To the Fae, Aasimar are seen as luminous, rigid, and occasionally humorless, beings of law and celestial song in a world that the Fae view as a stage for mischief, emotion, and transformation. Meanwhile, Aasimar regard the Fae with equal parts wonder and wariness. While both peoples share a connection to higher realms, dreams and divinity, their philosophies differ radically.
Where Aasimar seek order, truth, and clarity, the Fae embrace fluidity, masks, and duality. However, the two peoples occasionally find harmony in shared artistic reverence: Aasimar hymns and Fae performances can blend into transcendent expressions of beauty. In some ages past, alliances were forged during celestial eclipses or prophetic dreaming's, though such connections are rare and fleeting.
Relationship Summary: Mysterious kinship marred by ideological divergence. Artistic and magical respect, but trust comes slowly, if at all.
Humans
Aasimar see humans as both hopeful and dangerous. As IO’s original mortal creation, humans possess vast potential for both good and evil. Some Aasimar become guardians of human communities, seeing themselves as divine shepherds. Others grow wary, especially with humanity's central role in the rise of Avalonia. Some humans revere Aasimar as saints or demigods; others fear them as judgmental overseers.
Lycans
Lycanthropes represent a form of primal chaos to Aasimar. Their loss of control and connection to the moon's curse places them in opposition to the divine order. However, Aasimar can sense the potential for balance within some Lycans, especially those who embrace their duality and resist feral instincts. While most interactions are wary or combative, shared enemies or mutual respect can foster uneasy truces.
Orcs
Orcs are viewed with a blend of wariness and cautious hope. Their strength and battle-lust often place them at odds with the disciplined path of the divine, but Aasimar do not see them as evil. In fact, some Aasimar believe Orcs were forged by IO to test mortals' courage and unity. Aasimar often attempts to guide orcs toward valor and honor rather than destruction.
Tieflings
Aasimar and Tieflings are cosmic opposites, light and shadow, order and temptation. While Tieflings carry infernal corruption, Aasimar bears celestial grace. This polarity often leads to suspicion or conflict, but the wisest Aasimar see Tieflings not as enemies, but as kindred spirits on the opposite side of the divine struggle. Many seek to redeem Tieflings or offer them a path to balance.
The Undead
True undead—those not simply cursed, but animated by necromantic hatred, are anathema to Aasimar. They are unnatural abominations that defy IO’s will. Aasimar do not show mercy to mindless undead or liches, and entire Orders are devoted to purging them. However, spirits, ancestral ghosts, or intelligent undead who seek redemption may be treated with respect or caution, depending on the Aasimar’s philosophy.
Vampires
Aasimar view vampires, especially those tied to the Avalonian lineage, as blasphemous aberrations of IO’s natural cycle. The divine see vampires as twisted mockeries of life and death, undying predators who deny IO’s judgment. However, ancient Aasimar understand that not all vampires are evil. They may reluctantly tolerate those who resist *the* hunger or seek redemption, such as members of the Pendragon bloodline. Still, tension remains high, and most encounters are hostile.
Warforged
Aasimar often struggles to understand Warforged, seeing them as a mystery: life without soul, or perhaps souls trapped in metal? Some believe Warforged are echoes of IO’s forgotten experiments. Others see them as innocent, pure creations deserving guidance. Aasimar tend to judge Warforged on actions rather than origins and often act as moral beacons for those seeking purpose.
AASIMAR PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Aasimar are beings of mortal flesh interwoven with divine resonance. Their form is sculpted not only by biology but by cosmic intent. They are living vessels for IO’s breath, shaped with elegant symmetry and supernatural refinement. Their presence is never mundane, and even when concealed beneath armor or cloaks, there is a reverence to their bearing that betrays their celestial lineage.
The most striking feature of an Aasimar is their eyes. These windows to the soul shimmer with hues such as gold, silver, violet, or sapphire. In moments of intense emotion or spiritual revelation, their irises may glow faintly or even lose all color, replaced by pools of living light. When channeling divine energy, their gaze can become blinding, and their pupils vanish entirely.
Their skin varies in tone, often reflecting their mortal ancestry, but it is never ordinary. It bears a subtle luminescence under starlight, a glow that dances along the contours of their body when emotion flares. Darker complexions may appear dusted with silver ash or glowing ember, while lighter tones may resemble moon-kissed porcelain or opal shell. In darkness, the Aasimar’s skin may emit a dim, pulsing light that ebbs with their heartbeat.
Hair color likewise defies convention. While some retain natural tones, others are born with shades of alabaster, rose gold, deep indigo, or molten silver. The hair grows in flowing cascades, unnaturally smooth and resistant to damage. Cut strands often retain warmth, and in rare cases, may shimmer faintly for hours after separation.
Aasimar do not bear tattoos or scars easily. Their skin resists permanent markings unless sanctified by divine or infernal ritual. However, many are born with celestial sigils, starburst birthmarks, or geometric runes traced faintly across their backs, hands, or heart. These are not random, but reflections of the soul’s alignment and may shift subtly over time.
Subtle features that mark their heritage include:
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A faint halo visible only in reflections or to those with magical sight
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Tears that crystallize into glass-like fragments of divine essence
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A voice that resonates with layered harmonics, especially when speaking truth
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Fingernails with prismatic sheen
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Footsteps that leave no mark unless deliberately willed
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Breath that condenses as mist even in warm air, especially when invoking divine energy
Internally, their physiology is a miracle of balance. Their immune systems are flawless. Their blood glows with a golden or silvery hue, warming the hands of healers and leaving behind radiant stains on blades. Their bones are both lighter and stronger than those of mortals, said to ring faintly when struck. Their hearts beat in alignment with unseen cosmic rhythms, and in the presence of celestial magic, the Aasimar’s pulse may visibly resonate in the air.
When an Aasimar accesses their full power, a transformation may occur. Wings of light, robes of fire, or radiant glyphs may blaze from their form for moments at a time. These manifestations are rarely permanent, but serve as a reminder to allies and enemies alike that divinity walks among them.
~~ Food, Drink, and Misc ~~
Drinking and Eating:
Aasimars are capable of consuming mortal food and drink, though their bodies do not rely on it for survival. Sustenance is a symbolic and cultural act rather than a biological need. Most Aasimars retain a preference for fresh, organic, or consecrated meals—foods that align with purity, nature, or divine ritual.
They often avoid overly processed, poisoned, or bloodstained meals instinctively, as such substances can cause nausea, spiritual disruption, or temporary loss of connection to their divine essence.
In sacred ceremonies, Aasimars may consume offerings blessed by clerics or prepared through celestial rites, reinforcing their spiritual resonance. Some Concords even require ritual fasting or communion feasts as part of their bond.
Alcohol:
Aasimars can become intoxicated, though it often takes more than usual to do so. Their divine metabolism purifies most toxins quickly, meaning drunkenness is often brief unless intentionally indulged. Some Aasimars drink for ceremonial purposes or to commune with the divine during visions or dream-states. However, excessive indulgence may dull their celestial clarity and is discouraged in Concord circles.
Strong spirits laced with sacred herbs or celestial ingredients can affect Aasimars more deeply and may open prophetic dreams or inner awakenings.
Weather and Environment:
Aasimars are partially shielded from the extremes of weather by their divine spark, though they are not invulnerable. Their resistance is subtle, more spiritual than physical, but they endure natural hardship better than most mortal races.
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Cold: Aasimars feel the chill, but rarely suffer frostbite unless deeply weakened. In snowy regions, they can remain functional longer without aid.
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Heat: They resist sunstroke and dehydration better than average mortals, especially when surrounded by light or radiant energy.
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Rain and Storms: Rain has little impact on them, though thunderstorms may disturb their inner harmony if corrupted magic is present.
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Sacred or Desecrated Ground: Sacred ground empowers them. While standing in a holy site, Aasimars may regain 1 point of Divinity per hour of prayer or meditation. In desecrated zones, they suffer spiritual discomfort or nausea. Extended exposure can weaken their power pool or trigger spiritual dissonance.
Miscellaneous Physical Traits:
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Aasimars glow faintly when emotionally stirred. This glow is often soft and warm, visible to others in dim light or darkness, and is typically tied to strong emotions such as joy, rage, or grief.
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Their senses are attuned to divine presence, celestial alignments, or spiritual anomalies. Without rolling, they may instinctively sense if an object or person is sacred, cursed, or spiritually tainted.
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Most Aasimars sleep lightly and dream vividly, often experiencing visions, ancestral memories, or omens.
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Prolonged exposure to corrupted environments (undead-infested ruins, cursed cities, defiled temples) may cause emotional fatigue, nosebleeds, or migraines.
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Some Aasimars manifest minor miracles during moments of intense need: glowing tears, voices in dreams, briefly levitating when in danger. These are cosmetic and rare, but they deepen their mystique.
~~ AGING ~~
Aasimar experience aging unlike any mortal race. Their journey through time is not marked by decay, but by spiritual evolution. Their physical form halts aging shortly after the full manifestation of their divine spark, usually between twenty and thirty years of age. From that moment forward, they remain in a state of perfected physical stasis unless struck down by violence or severed from IO’s light.
Aasimar pass through three primary life phases:
1. The Sparked Child (Ages 0–20)
In this phase, the Aasimar appears to be a child of their mortal lineage. They grow, learn, and develop like any other, though often surrounded by inexplicable events. Animals flock to them. Dreams bear prophetic weight. They show resistance to illness and may radiate soft warmth during moments of empathy.
2. The Radiant Bloom (Ages 20–30)
This is the awakening. The divine spark ignites, reshaping their biology and infusing their mind with celestial awareness. Aging halts. Their senses sharpen. They begin to hear the Call of IO—an unspoken urge that leads them toward sacred places, fated encounters, or ancient relics. Many are found by Concords during this phase.
3. The Ascendant Age (Ages 30–∞)
The Aasimar ceases to age. They are considered immortal unless killed. Their body may grow stronger over centuries, though it never withers. Their memory expands, their spirit deepens, and their divine resonance intensifies. Death can come only through battle, soul corruption, or voluntary transcendence. When death does come, some vanish in flashes of light, leaving behind scripture etched into stone or feathers scattered across a battlefield.
In some rare cases, Aasimar undergo a phenomenon known as the Echo Cycle. When slain under fateful conditions, their divine spark may reincarnate generations later, reawakened in a new vessel with fragmentary memories, guided by dreams and relics from their former life.
~~ PROCREATION ~~
Aasimar are not bound by traditional biology. Their births are orchestrated by cosmic forces as much as they are by mortal love. While they can reproduce through physical means, true Aasimar births are rare and always significant. Each new life is marked by celestial convergence, ancestral resonance, or divine purpose.
Conception Conditions
An Aasimar child may be born when:
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One parent is an Aasimar, and the other carries a mortal soul attuned to harmony
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A sacred place or Concord relic blesses the union
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IO’s will intervenes directly through prophecy or celestial alignment
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A dying Aasimar’s soul chooses rebirth through a mortal host
Signs of Aasimar Birth
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Still air and silence at the moment of birth
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Sacred symbols appearing on skin or nearby stone
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Mothers experiencing divine visions or dreams throughout pregnancy
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Light phenomena, such as eclipses, starbursts, or radiant fog
Fertility and Ritual
Most Aasimar choose their mates carefully. Fertility is influenced by destiny more than biology. Some couples must journey to sacred wells or meditate at leyline nexuses to conceive. Others are simply chosen by fate. Twins are exceedingly rare but are often born to carry dual aspects of IO.
The Echoborn Phenomenon
Occasionally, a powerful Aasimar soul returns as an Echoborn. These individuals are born to normal parents, but exhibit traits that surpass even typical Aasimar: fluency in ancient tongues, knowledge of lost places, or instinctual mastery of celestial rites. Echoborn are watched closely by Concords and hunted by dark forces who fear the return of divine champions.
AASIMAR GROUPS
~~ RACIAL HIERARCHY ~~
In Seyruun, Aasimar society is not based on bloodline or family. Instead, it is founded upon Concords, sacred unions of purpose forged through shared revelation, divine resonance, and spiritual alignment. These groups embody divine ideals more than social status, forming the backbone of celestial influence throughout the world.
Each Concord is a living manifestation of I.O.’s will. While vampires form Clans from ancestral lineage, Aasimar form Concords through shared conviction. No two Concords are the same. Some pursue justice and retribution, while others defend prophecy, revelation, healing, or martyrdom. The Concord is where Aasimar shed their individual isolation and step fully into their divine mission.
Concords function as formal racial groups under the Seyruun system and use the shared 1 to 5 dot advancement path. They do not unlock custom discipline trees, but they provide narrative power, social prestige, and long-term story impact. High-ranking Concords may influence entire regions or be summoned in times of prophecy.
What Is a Concord?
A Concord is a divinely aligned spiritual group composed of Aasimar characters united by:
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A shared divine purpose or calling
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A central tenet or sacred law
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Rituals of devotion, unity, and revelation
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Spiritual ranks, mentorships, or vows
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A living connection to I.O.’s ongoing story
In roleplay, a Concord might resemble a wandering order of flame-bearers, a reclusive circle of visionaries, a militant crusade against corruption, or a peaceful sanctuary protecting divine artifacts. These groups do not rely on hierarchy for power, but on resonance, the shared bond of devotion.
Forming a Concord in Seyruun
To form a Concord, you must:
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Have 3 or more active Aasimar characters
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Choose a Concord name, a divine tenet, and core purpose
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Submit a group sheet that includes:
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Symbol, sigil, or emblem
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Primary divine law or focus (e.g., Judgment, Mercy, Vigilance)
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A designated sanctuary, temple, or traveling place of power
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Internal roles (e.g., Voice, Watcher, Ascendant, Bearer of the Flame)
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Any sacred objects, visions, or relics tied to the Concord’s founding
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Maintain active roleplay through visions, rituals, intercession, or prophecy
Once approved by Storytellers, your Concord becomes a recognized racial group and begins progression through the five official ranks.
Concord Rank Advancement
XP may be split among members. Storyteller moderation is required at each tier.
Concord Benefits by Rank
CREATING YOUR AASIMAR CHARACTER
~~ Creating the Character and Race ~~
To create an Aasimar character on the Seyruun server, follow the base rules for character creation in the modified oWoD system, with the following race-specific additions and expectations:
Step 1: Choose Your Concord
All Aasimar must join a Concord, either an existing one or a custom Concord approved by staff.
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Your Concord defines your divine culture, shared purpose, and the spiritual values you uphold.
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Each Concord shapes your character’s divine role within Aasimar society and determines potential Concord-specific boons or rites.
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Once chosen, a Concord cannot be changed unless the character dies permanently or undergoes divine reformation.
Step 2: Assign Attributes and Skills
Use the standard character creation rules for all characters:
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Attributes: Allocate 7 / 5 / 3 across Physical, Social, and Mental categories, in any order.
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Skills: Allocate 13 / 9 / 5 across Physical, Social, and Mental categories, in any order.
Aasimar often favor Mental and Social builds, reflecting their spiritual insight, divine diplomacy, or celestial understanding. Common Skills include Occult, Empathy, Inspire, Rituals, and Leadership.
Step 3: Choose Disciplines
All Aasimar characters begin with access to three Discipline Trees:
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One Discipline should reflect your Concord’s divine path or shared miracle.
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Two additional Disciplines may be chosen from the general Aasimar list or thematically fitting trees.
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You begin with 3 dots total to divide among these three Discipline Trees.
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Each Discipline Tree contains 10 dots. Higher ranks are unlocked with XP and narrative progress.
These Disciplines represent miracles, divine arts, and spiritual phenomena unique to the children of IO.
Step 4: Assign Backgrounds and Resources
Aasimar may begin play with up to 5 Background Points, which represent their resources, social ties, and divine connections. Examples include:
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Mentor (a spiritual guide, Concord elder, or celestial teacher)
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Sanctum (a holy site, meditation chamber, or shrine)
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Allies (mortal or divine supporters)
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Status (rank within the Concord or greater Aasimar society)
These reflect your past service, divine purpose, or ancestral blessings.
Step 5: Apply Racial Mechanics
At this stage, apply the following:
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Your Aasimar racial strengths, flaws, and innate traits (see respective sections)
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Any Racial Merits exclusive to Aasimar (purchased with Freebie Points or XP)
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Any Optional Racial Flaws for +3 Freebie Points each
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You may also take general Merits and Flaws from the server-wide list
All Aasimar begin with a Divinity Pool of 20 points.
Step 6: Write Your Divine Origin or Ascension Scene
Unlike vampires, Aasimar are not Embraced. Their birth or awakening is a divine act. This must be written as part of your origin story.
Your scene must include one or more of the following:
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A vision, omen, or cosmic event tied to your birth or awakening
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A named divine parent, spiritual ancestor, or Concordal guide
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A sacred place where you were blessed, anointed, or summoned
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The moment you first heard IO’s call or received a celestial mark
If you are a reborn soul or Echoborn, include the divine memory or echo that has returned with you.
Aasimar Character Creation Checklist
Once these steps are completed and your sheet is approved, your Aasimar is ready to walk the radiant path within the living world of Seyruun, guided by prophecy and divine resonance.
~~ STRENGTHS, BANES & FLAWS ~~
Aasimar are not simply mortals touched by magic. They are spiritual beacons, living echoes of divine resonance crafted from the soul of IO. This heritage grants them immense potential, but it also brings spiritual tension and metaphysical consequence. Their strengths are profound, but so too are their burdens.
These benefits apply to all Aasimar characters by default and cannot be removed except through supernatural transformation or narrative corruption.
RACIAL STRENGTHS
Radiant Soul:
Your presence exudes celestial harmony. All Aasimar automatically add +1 die to Social rolls when interacting with non-hostile NPCs of mortal origin.
Divine Immunity:
Immune to mundane disease and highly resistant to magical illness or corruption.
Supernatural Vitality:
Your body does not age beyond its divine bloom (typically early adulthood). You cannot die of natural causes or age-related decline.
Celestial Awareness:
Without a roll, you can sense the presence of nearby celestial auras, corrupted zones, or sacred relics.
Power Pool Access:
Begin with access to the Divinity Pool (see Power Pool section).
Aasimar carry a divine burden. Their existence pulls on the threads of fate, often drawing unwanted attention or spiritual consequence. The following banes are innate and affect all members of the race unless otherwise noted.
RACIAL BANES (Always Active Unless Cleansed)
Beacon of Light
Your soul cannot be hidden from magical detection. You automatically fail stealth attempts against magical scrying, aura vision, or divine awareness.
Pain of the Forsaken
Remaining within desecrated or corrupted locations (necrotic tombs, cursed ruins, infernal lairs) causes spiritual distress. After 1 hour, lose 1 die from all rolls. After 6 hours, take 1 bashing damage per hour.
Divine Vulnerability
You suffer +1 damage from any relics, spells, or weapons explicitly designed to harm celestial or divine beings. Includes weapons forged by traitors to IO.
Judgmental Echo
Cruelty, betrayal, or selfish acts cause a rupture in your resonance. This may reduce Power Pool regeneration, trigger disturbing dreams, or cause temporary Merit loss at Storyteller discretion.
Celestial Burnout
When your Divinity Pool reaches 0, you take a –1 penalty on all Mental and Social rolls until partially restored. You feel spiritually detached, cold, and dimmed.
Fate-Bound Soul
Aasimar are often caught in prophecy, celestial war, or divine manipulation. Storytellers may require you to roll Willpower to resist omens, prophetic compulsions, or ancestral visions that attempt to guide your path.
You may take one of the following racial flaws at character creation for additional Freebie Points. These are not required, but are encouraged for roleplay depth.
OPTIONAL FLAWS (Choose at Least One +3 Freebie Points)
Luminous Skin
You faintly glow in low light, making stealth difficult. –2 dice to Dexterity + Stealth rolls at night or in darkness.
Veil-Touched Memories
You experience dreams of past lives or alternate timelines. Lose 1 die from all rolls the morning after a vision. May be used to deliver Storyteller plot hooks.
Aura of Expectation
Others expect moral perfection from you. Social penalties may occur if you fail to act according to divine expectations.
Flare of Power
Every time you use 10+ Divinity in a scene, a visible burst of light erupts from you, revealing your location and triggering alarm spells.
Refusal of Corruption
You cannot wield cursed, necrotic, or unholy artifacts. Attempting to do so causes 1 Aggravated damage.
Emotional Echo
You physically feel others’ emotional distress. In scenes of mass suffering or death, roll Resolve + Composure or become overwhelmed.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
All Aasimar in Seyruun receive the following innate Merits and traits automatically at character creation. These represent their origins as divine children touched by the light of I.O., their celestial resilience, and their sacred calling. These Merits do not cost XP or Freebie Points and cannot be removed except through full race transformation, Concord exile, or divine severance.
Innate Merits
● Lightborne Grace (2 pt Merit)
Your movements carry the poise of a celestial messenger. Gain +1 die to any Dexterity-based rolls involving precise or fluid motion such as dodging, aerial maneuvering, or battlefield repositioning. This applies in combat when evading, leaping, or closing distance quickly. Your steps are unnaturally quiet on sacred or natural ground.
● Flesh of the Divine (3 pt Merit)
Your body is strengthened by radiant essence. Gain +2 bonus HP beyond your base maximum and +1 die to resist physical restraints or bindings not blessed or forged with divine or infernal power. When struck, faint light ripples through your wounds, reducing visible injury until the damage is severe.
● Celestial Bearing (2 pt Merit)
Your presence carries an unshakable sense of authority and warmth. Gain +1 die to all Social rolls involving leadership, persuasion, or inspiration when speaking with conviction or invoking higher ideals. This includes Leadership, Persuasion, or Empathy rolls against sentient beings. This effect does not stack with powers that compel obedience but strengthens natural influence.
● Radiant Aegis (1 pt Merit)
You receive a +2 bonus to resist curses, corruption, or supernatural effects meant to instill despair, madness, or spiritual weakness. This includes abilities or rituals tied to necrotic magic, demonic influence, or divine backlash.
● Blessing of Tranquility (2 pt Merit)
When you invoke a blessing, prayer, or divine rite on a willing target, they experience a wave of serenity for 1 full turn. During this time, they cannot take hostile action against you unless under supernatural compulsion. This applies only to sentient mortals or spirits and requires no roll unless resisted.
Innate Systems Access
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Power Pool Access:
Aasimar begin play with access to the Divinity Pool (see Power Pool section). You start with 20 Divinity Points. These are used to fuel racial abilities, celestial Disciplines, and divine powers. -
Radiance Manipulation:
You can manifest minor displays of divine light at will as free actions for narrative flavor. These may include a faint glow from the eyes, a warm halo effect, or a flash of harmless light. These manifestations have no mechanical effect unless tied to powers or rolls but may influence social or environmental storytelling. -
Oathbound Soul:
Any solemn vow spoken under sincerity or sacred intent becomes spiritually binding. Breaking such a vow causes 1 unsoakable Lethal damage and imposes a –1 die penalty to all Divinity-based rolls for the remainder of the scene. -
Celestial Perception:
You can perceive auras, divine blessings, and traces of supernatural energy even when inactive. This grants +1 die to any Investigation or Insight roll involving spirits, miracles, or holy and unholy phenomena. You cannot be deceived by mundane disguises unless magically enhanced. -
Concord Resonance:
Each Aasimar is spiritually attuned to their Concord. You can sense other members of your Concord within 30 feet through a subtle pulse of divine energy. Once per scene, you may send a one-word emotional or symbolic echo to another Concord member.
~~ Racial Merits (Unique to This Race) ~~
Aasimar Exclusive Merits
These Merits are only available to Aasimar characters in Seyruun. They embody the celestial origin of the Aasimar, their bond with the divine spark of IO, and their role as living conduits of divine will. Players may purchase these Merits using XP or Freebie Points at character creation, or later through roleplay and Storyteller approval. These are not available to any other race.
Minor Racial Merits (1–2 XP)
● Lightstep (1 XP)
You move with the silent precision of one guided by celestial balance. You suffer no penalties when moving quietly over natural terrain. Gain +1 die on Dexterity + Stealth rolls when within sacred sites, forests, or holy ruins.
● Radiant Grace (2 XP)
Your movements flow with divine poise. Gain +1 die to all Dexterity + Performance rolls and may reroll 1 failed die once per performance scene, particularly when the act honors IO or a divine calling.
● Haloed Presence (2 XP)
Gain +1 die to Manipulation + Persuasion when in direct sunlight, moonlight, or any divinely lit environment. This benefit applies only when light touches your form, reflecting your divine essence.
● Soul Reading (1 XP)
Once per scene, you may spend 1 Divinity to read the emotional or moral state of a target within 10 feet. This grants +2 dice on Insight or Empathy rolls against them for the remainder of the scene.
Standard Racial Merits (3–5 XP)
● Warding Light (3 XP)
Gain +2 dice to resist corruption, curses, or mental influence caused by supernatural or magical effects. This includes resisting Disciplines, spells, or divine powers from hostile sources.
● Oathsworn (4 XP)
You are spiritually bound to uphold one chosen vow or self-imposed rule. As long as you honor it, you gain +1 die to all IO Blessing-based resistance rolls and cannot be compelled by magical means to betray that vow.
● Concord Echo (5 XP)
You may select one passive benefit tied to your Concord’s core belief. This becomes a constant minor effect (e.g., protectors gain +1 die to Leadership in group defense, seekers gain +1 die to Investigation for sacred knowledge, avengers gain +1 die to Intimidation against sworn enemies).
● Divine Resilience (3 XP)
If targeted by the same supernatural power twice in the same scene, you gain +1 die to resist it on the second and subsequent attempts. This bonus can stack up to +3.
Advanced Racial Merits (6–10 XP)
● Celestial Familiar (6 XP)
You are bonded to a divine spirit companion, taking the form of an animal, celestial being, or radiant construct. It can scout within 100 feet, speak into your mind, and grant +1 die to one mental skill related to its nature (e.g., Investigation for an owl, Rituals for a lion, Tactics for a hawk). It can only be harmed by magic, divine beings, or those with the means to strike the soul.
● Mantle of the Divine (7 XP)
Once per day, you may assume a fully blessed form that cloaks you in celestial light and shifts your appearance to reflect divine perfection. Anyone attempting to pierce the transformation must roll Perception + Occult (Difficulty 8). This effect lasts for one hour or until dismissed.
● Voice of IO (8 XP)
For one scene per day, you may invoke the full authority of your divine heritage. During this time, you gain +2 dice to all Divinity-based abilities, immunity to fear, and your words cannot be resisted by mortal will unless backed by divine power. When the scene ends, you lose 2 Divinity and suffer –1 to all rolls for the next hour due to spiritual strain.
● Light of Undoing (10 XP)
Once per Chronicle, you may reverse the events of a scene that brought great harm or corruption to you and one chosen ally. This must be done within 5 minutes of the event. All damage, deaths, and direct consequences are undone as the moment is bathed in divine radiance. Afterward, you collapse into unconsciousness for 12 hours, and the act leaves a permanent mark on your soul (Storyteller determines the cost).
~~ Racial Power Pool Name & Function ~~
Power Pool Name: Divinity
The Aasimar do not draw strength from blood, shadow, or mortal sustenance, but from Divinity—the sacred essence gifted by IO. This radiant force fuels all of their supernatural abilities, blessings, and miracles. It is both the wellspring of their celestial might and the tether that binds them to the light of their divine purpose. Without Divinity, an Aasimar becomes spiritually dimmed, their radiant presence dulled, their connection to IO weakened, and their sacred gifts lost until replenished.
Power Pool Basics
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Starting Pool Size: 20 Divinity Points
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XP Advancement: +1 Maximum Divinity Point per 5 XP spent
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Hard Cap: 50 Divinity Points (may be increased through Storyteller blessings, Concord rites, or divine relics)
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Refill Method: Restoring faith and divine connection through roleplay, righteous acts, sacred rituals, or divine communion
How Divinity is Restored
Aasimar do not “feed” in the mortal sense. They restore Divinity through moments of spiritual resonance that reaffirm their purpose and strengthen their bond to IO. These can be acts of service, holy rites, or manifestations of their celestial mission. Only through such meaningful actions can they replenish their power.
Valid Methods of Divinity Recovery:
Note: Acts done without sincerity or for selfish gain restore only a fraction of the Divinity they would otherwise provide. Storyteller discretion applies to ensure that replenishment aligns with true roleplay impact.
Using the Divinity Pool
Some Merits, racial traits, or divine relics may alter costs or grant unique uses for Divinity.
Divinity Pool Recovery
Unlike stamina or IO Blessings, the Divinity Pool does not regenerate passively through time or rest. It must be restored through intentional, meaningful acts that align with an Aasimar’s purpose.
The greater the act’s spiritual impact, the more Divinity is restored.
Divinity at 0
When your Divinity Pool reaches zero:
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You cannot use any Aasimar Disciplines or Divinity-based abilities
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You suffer –1 die to all Social and Mental rolls due to loss of celestial radiance
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Your divine aura fades, appearing as an ordinary mortal to others
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Your bond to IO becomes muted, preventing the use of certain racial Merits tied to Divinity
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Prolonged deprivation may result in:
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Spiritual doubt and loss of purpose
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Vulnerability to corruption or possession
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Concord severance
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Permanent dimming of the divine spark (rare, Storyteller controlled)
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Special Notes:
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Concord-bound Aasimar may recover additional Divinity when acting in unity with their group’s divine mission
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An Aasimar who consistently neglects their purpose risks spiritual decay, potentially becoming a Fallen Aasimar
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Divinity replenishment is always stronger when an act aligns perfectly with IO’s will and the Aasimar’s personal divine path
FINISHING THE CHARACTER
Once you have selected your Aasimar’s lineage, strengths, and divine traits, you are ready to finalize the sheet and enter play. This section summarizes everything required to complete an Aasimar character and prepare for story-driven roleplay on the Seyruun server.
Checklist for Finalization
Before submission, ensure the following elements are completed:
1. Attribute Assignment
Follow the standard attribute allocation system:
7 / 5 / 3 across the Physical, Social, and Mental categories.
Aasimar may lean toward Social or Mental builds due to their divine insight and charismatic aura, but you are free to distribute your attributes however fits your concept.
2. Skill Allocation
Distribute your skill dots in the standard format:
13 / 9 / 5 across Physical, Social, and Mental categories.
Your distribution should reflect your Aasimar’s divine origin, racial group role, and background. For example, those raised in a Concord might favor Leadership, Inspire, or Rituals. Be sure to justify unusual choices through your history or affiliations.
3. Discipline Selection
Aasimar begin with three Discipline Trees:
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One Discipline must come from their racial list (Divine Aura, Herald’s Light, or Concordant Voice).
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Two additional trees may be selected from thematic or general trees available server-wide.
Each Discipline begins at ●, unless otherwise approved.
Custom trees are locked until you begin your personal 1–10 dot tree through XP and in-character development.
4. Merits and Flaws
Choose any Racial Merits and spend Freebie Points or XP for others.
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You may select from general or Aasimar-specific Merits.
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You may take Optional Racial Flaws to gain +3 Freebie Points per flaw (maximum based on story balance).
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Standard server-wide Merits and Flaws are also available.
Your Merits and Flaws should reflect your divine identity, past trials, and spiritual alignment.
5. Backgrounds
You begin with 5 Background Points to spend on elements such as:
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Allies (divine patrons, mortal supporters)
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Resources (influence, coin, holy artifacts)
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Contacts, Status, or Mentorship within your Concord
Consider your role in your racial group. Do you serve a higher Aasimar cause, walk alone, or act as a silent light in a dark world?
6. Power Pool: Divinity
All Aasimar begin with 20 points in their Divinity Pool, the sacred resource used to fuel Disciplines and racial abilities.
You must describe how your character recovers Divinity, such as through meditation, sacrifice, prayer, celestial alignment, or fulfilling sacred duties.
Roleplay must reflect the spiritual source and cost of your power.
7. IO Blessings and Saving Throws
All Aasimar begin with 5 IO Blessings, which serve as the renamed Willpower system from the World of Darkness. These points are spent to:
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Resist mind control
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Power divine Merits or resist spiritual corruption
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Succeed in scenes where mental or moral resolve is tested
You may increase IO Blessings at character creation by spending Freebie Points (1 per Blessing). IO Blessings refresh through meaningful acts of devotion, compassion, insight, or celestial fulfillment. They do not regenerate passively.
In addition to IO Blessings, you begin with three core saving throws, modeled after a D&D-style structure but resolved using WoD mechanics:
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Willpower – Measures mental resolve against manipulation, fear, or domination
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Reflex – Determines physical speed and reaction under pressure
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Fortitude – Represents resistance to physical pain, poison, and endurance challenges
Each begins at 1. They can only be increased through XP or Merits. These stats are used in defensive or reactive rolls against various magical or environmental effects, both divine and mundane.
8. Health and Defense
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Base HP is calculated as 10 + Stamina
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Defense is determined by Reflex + applicable stats or bonuses from Merits, armor, or active effects
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Aasimar do not enter torpor or suffer decay like undead beings. When HP hits 0, they fall unconscious and risk death without healing.
9. Profession and Wealth
Select a starting Profession Rank based on your background or role within your Concord.
Assign a Wealth Rating from ● (Poor) to ●●●●● (Affluent) based on origin and status.
Aasimar who were born or raised in divine temples or among nobility may begin with higher Wealth, if story permits. Others might rise from humble, prophetic beginnings and accumulate power over time.
10. Racial Group Registration: Concord
All Aasimar characters are either:
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Born into an existing Concord
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Walking alone until they form or join one through roleplay
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Seeking IO’s will as an unaligned Seeker
If creating or joining a Concord:
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Register your group with at least 3 Aasimar characters
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Define its purpose, rank structure, and unique Merit (if any)
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Submit Concord emblem, philosophy, and ritual practices
Your Concord determines your rank, growth path, and access to unique racial group benefits.
Storyteller Reminders
Once you’ve completed your sheet, submit it for review with the following:
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Final character sheet (using the server template)
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Backstory including divine lineage or origin
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Racial Group affiliation (if any)
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Details of Merits or Concord-specific effects
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Any pending relic or Discipline approvals
Once approved, your Aasimar may fully participate in the stories, sacred conflicts, and celestial revelations of Seyruun.