The Traveler's Guide to Aellorah
The Ettinor, created by Estrea, were gifted with enormous strength and imposing size and were originally intended to hunt and kill the creatures that the dark god, Emir unleashed on Aellorah. The Ettinor would go on to form the hunting group known as The Bone Collectors, which hunts the monsters that prey on the other races of Aellorah and uses their bones to craft specialized equipment.
Ettinor originated in Gothir, but by that point, the other races of Aellorah had settled parts of northern Gothir and greeted them. The Ettinor were initially feared because of their appearance and because they practice cannibalism, but when their bloodlust for monster hunting subsides, they can display a serene calm. The Letheni especially do not get along with the Ettinor, seeing them as monstrous savages, and the Vesperkin do not get along with them because the Ettinor treat them like children, condescending to them. But in time, most adapted and welcomed the Ettinor as children of the Seven Sisters.
Ever since The Spellscar eruption in Gothir, many of the Ettinor have migrated to the Esterburn Highlands region of Arak. Many still reside in Gothir, but the ever advancing horde of Bakari has made life in Gothir extremely inhospitable, and not all Ettinor crave violence.
The Ettinor inherited the divine domains of Death and Winter, and one other domain dependent on their subrace.

Once per long rest, you can spend 1 minute to consume the flesh of a recently dead creature, and in doing so, absorb their strength and memories. Upon consuming a creature's flesh, you gain one of that creature's defensive attributes; one of their damage resistances, immunities, or ability scores. If you know any of the creature's resistances or immunities, you may choose; otherwise, it is at the discretion of the DM. If you choose one of the creature's ability scores, you replace the relevant ability score with the creature's ability score for the duration. The attribute absorbed from the creature lasts for 7 hours. Additionally, you gain a glimpse into the creature's memories from the last day of its life, appearing as brief visions.
You have immunity to any disease or poison effects that consuming the flesh would cause. If the creature does not have any special attributes that can be absorbed, this ability is not spent. You cannot use this ability on a creature that does not have any edible body parts.
You have frigid blood and can survive in the harshest of temperatures without protection, as low as -50°F. You have resistance to cold damage and you automatically succeed on saving throws that would cause exhaustion due to cold weather conditions.
You count as one size larger when determining your carrying capacity, and you have advantage to ability checks to grapple or shove creatures of your size or smaller. Additionally, when you move a grappled creature, you do so at full movement speed without penalty.
Your skull is very dense, giving you advantage to saving throws to avoid being stunned.
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