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People · Asteron

Veyrans

Veyrans are a completely humanoid-looking people, known for their double-ringed irises and fine natural lines on their hands. Just because they are the founding people of Ordan does not mean that all Veyran support the empire.

Source

Veyrans do not correspond to a published D&D player people; they are an original people created for Avarra. They can be used for a humanoid player character, but their identity is not a subtype of a Player’s Handbook lineage.

Emergence: the Seven Lines Refuge

Veyrans are the many-generational inheritance of communities in Asteron’s Seven Lines Refuge, founded after the Vein collapse that began around 2640 BC. Long life amid the refuges’ water, stone, and unstable magic made signs such as double-ringed irises and fine lines hereditary. This is not an experiment, curse, or chosenness; it is the natural, continuing history of a people formed in disaster.

The refuge culture first recorded people not to confine them, but not to forget those missing or in need. Ordan later turned measure and record into imperial ideology. Witness, rotating duty, and correction of wrong records continue in many Veyran communities.

Bodily inheritance and kinship

Veyran signs include two nested iris rings, fine natural lines on neck and hands, and sensitivity to shifts in light. Appearance varies; signs can appear with different intensity in mixed families. None says anything about intelligence, morality, profession, or a right to rule. Veyran is ancestry; being Meridian-born, Border Veyran, or Unlined is a matter of history, place, and upbringing.

Cultural distinction

Meridian Veyrans consider recording and measurement sacred. Border Veyrans are intertwined with local cultures; The unlined rise in the examination bureaucracy against the old nobility laws; Anti-Establishmentists, on the other hand, argue that the empire is killing nature.

Canonical record

Veyrans have a completely humanoid appearance. Their skin may be grey, copper, dark olive or pale bronze. Two intertwined iris rings in his eyes; They have fine natural lines on their neck and hands.

Veyrans founded Ordan, but not all Veyrans are pro-imperial.

Major cultures

Meridian Veyrans

Capital culture that considers written law, examination and measurement as the basis of civilization.

Border Veyrans

Born in conquered regions; communities shaped by local languages and mixed families.

Unlined

Veyrans whose lineage is seen as weak and who are excluded from the old nobility but can rise in the bureaucracy.

Anti-Establishment

Rural and religious movements that argue that the recording of the world is suffocating Avarra.

Families consider their children's education and exam success as mutual dignity. Losing documents is not only an administrative problem, it is a loss of social identity.

Player-character ties

  • A Veyran character can choose which Seven Lines principle their family treats as inheritance: witness, measure, rotation, or correction.
  • Being Ordan is never mandatory. A border village, mixed neighbourhood, water council, migrant guild, or anti-order circle is an equally valid beginning.
  • The empire’s “chosen founding people” story can be a character’s belief, rejected propaganda, or family conflict; it is not biological fact.

Veyran Meridian Inspector

Medium-Sized humanoid (Veyran), usually lawful disposition

Defense 16 (chest shield)

Hit Points 60 (8d8 + 24)

Speed 9 m.

POWER 13 (+1)
ENGLISH 14 (+2)
DAY 16 (+3)
ZEK 17 (+3)
COMP 15 (+2)
SNOW 14 (+2)

Saves Intelligence +5, Cog +4

Skills Research +7, Insight +4, Persuasion +4, History +5

Senses passive Perception 12

Languages Common Tongue, Veyran, and a province language

Threat 3 · Experience Award 700 • Proficiency Bonus +2

Features

Dual Focus. The Inspector has advantage on checks to examine illusions and detect forged documents.

Registered Destination. Saves a creature it can see as a bonus action for 1 minute. The Investigator gains +1 to attack and Investigation checks against the registered target.

Orderly Mind. The Inspector has advantage on saves against his charmed state.

Actions

Multi Attack. The Inspector makes two attacks with his measuring sword.

Sword of Measure. Melee Weapon Attack: +4 to hit, range 1.5 m., one target. Hit: 7 (1d8 + 2 plus 1d4) slashing and force damage.

Binding Order (Recharge 5–6). A creature within 30 feet makes a GM 13 Wisdom save. If he fails, his speed becomes 0 until the end of his next turn and he cannot use reactions.