Sarcesian
Source Galaxy Guide pg. 160
Sarcesians are natural spacefarers who glide through the void of space on butterfly wings of energy and light.
Sarcesians are the inheritors of the Diaspora— descendants of the inhabitants of two destroyed planets called Damiar and Iovo, which now form the Diaspora asteroid belt. At once proud of their history and keen to embrace a brighter future, sarcesians are patient survivors who embrace individualism and the joys of exploration while maintaining connections to their communities and homes. Motivated by a natural love of travel, sarcesians often train as pilots and navigators; rare is the sarcesian who isn't comfortable in the cockpit. Despite their positive outlooks and easygoing natures, some harbor an innate suspicion of inhabitants of the neighboring planet Eox, for it was an Eoxian attack that destroyed their ancestral home worlds in ages long past.
Sarcesians can survive in space by suspending their respiration and shielding their bodies from the dangers of the void. They manifest a pair of butterfly-like wings made of pure energy that function as solar sails. The sight of a sarcesian in flight is magnificent, and the first dwarven and ysoki miners who met them described encounters with “void angels”.
Throughout their lives, sarcesians learn control over the energies surrounding them—particularly energy of cosmic origin. Many sarcesians manifest magical powers, manipulate solar currents, or produce golden light.
If you want to play a character who is a free-spirited spacefarer, you should play a sarcesian.
Sarcesians can survive in space by suspending their respiration and shielding their bodies from the dangers of the void. They manifest a pair of butterfly-like wings made of pure energy that function as solar sails. The sight of a sarcesian in flight is magnificent, and the first dwarven and ysoki miners who met them described encounters with “void angels”.
Throughout their lives, sarcesians learn control over the energies surrounding them—particularly energy of cosmic origin. Many sarcesians manifest magical powers, manipulate solar currents, or produce golden light.
If you want to play a character who is a free-spirited spacefarer, you should play a sarcesian.
You Might…
- Feel a deep connection to home, regardless of how often you pay it a visit.
- Make friends easily but avoid positions of power.
- Enjoy stargazing and appreciate the serenity of space.
Others Probably…
- Assume you can survive in space indefinitely and question why your wings aren't always visible.
- Consider you irresponsible or flighty.
- Appreciate your positive outlook and easygoing attitude.
Physical Description
Sarcesians have adapted over the ages to live in low gravity and thin air, becoming nimble but frail. Extremely tall and slender, sarcesians stand between 10 and 15 feet tall and have spindly, elongated limbs and delicate frames. Most are flexible and capable of fitting into surprisingly small spaces.
They are hairless, with gray skin, pointed ears, and large, luminous eyes. They have keen vision and hearing, but are accustomed to traveling in silence for long periods. They are expressive communicators, punctuating speech with exaggerated facial expressions and hand and body movements. It's common for sarcesians to learn the signed versions of any languages they speak to further facilitate silent communication.
Sarcesians manifest glorious energy wings and suspend their respiration to endure jaunts in space.
While sarcesians have no fashion-based taboos, they tend to wear form-fitting attire that covers most of their bodies—a practical choice for those who frequently switch between low gravity and zero gravity environments. As their skin is rarely on display, sarcesians rarely get tattoos or other cosmetic dermal modifications save for those on the face and pate. Most are fond of dramatic makeup. World-bound sarcesians and those who live far from the Diaspora tend to be more audacious and less practical in their attire, following their individual whims whenever their environment is less restrictive.
They are hairless, with gray skin, pointed ears, and large, luminous eyes. They have keen vision and hearing, but are accustomed to traveling in silence for long periods. They are expressive communicators, punctuating speech with exaggerated facial expressions and hand and body movements. It's common for sarcesians to learn the signed versions of any languages they speak to further facilitate silent communication.
Sarcesians manifest glorious energy wings and suspend their respiration to endure jaunts in space.
While sarcesians have no fashion-based taboos, they tend to wear form-fitting attire that covers most of their bodies—a practical choice for those who frequently switch between low gravity and zero gravity environments. As their skin is rarely on display, sarcesians rarely get tattoos or other cosmetic dermal modifications save for those on the face and pate. Most are fond of dramatic makeup. World-bound sarcesians and those who live far from the Diaspora tend to be more audacious and less practical in their attire, following their individual whims whenever their environment is less restrictive.
Society
Sarcesians are a peaceful, libertarian people who dislike formal laws. They maintain a precarious balance between freedom and anarchy, pushing back against authority and societal expectations that infringe upon their personal freedoms and choices, but accepting more subtle and distant boundaries with little complaint. They're averse to imposing their own beliefs on others—even their fellow sarcesians. In fact, most prefer to avoid taking on leadership roles and other positions of power altogether. They're more likely to flee a problem than they are to rebel or lobby for reform. While they don't understand the need for order and conformity (most sarcesians find it suffocating), they don't begrudge those who enjoy it, nor do they strive to overturn it.
Sarcesians are free-spirited; they do what they want when they want to and believe that everyone deserves to do the same. But this individualism doesn't always equate to spontaneity or unpredictability. Sarcesians are reliable, and many take comfort in routine so long as it's a personal choice and not imposed upon them.
Sarcesians value family and community, cherishing their friends as much as their own flesh and blood. There is no typical or expected sarcesian coupling—rather, each sarcesian follows their own heart, treating every relationship as its own unique experience. Family units and marriages are rare. Most children are raised on a crèche world by trained crèche-minders— caretakers and educators deeply respected for their patience, diligence, and talents. Despite this hands-off parenting, most develop positive, lifelong relationships with their families.
The majority of sarcesians live in the Diaspora or visit frequently. They maintain the shattered remains of their ancestral worlds as their home but don't prevent others from entering or settling within it. Typically, they care for their own corners of the asteroid belt and allow others to do as they please so long as they don't infringe upon the personal liberties of any sarcesians or sarcesian settlements. When threatened, they quickly band together to ferociously defend from attack or outside control. Sarcesians do not allow Eoxians to stake claims within the Diaspora, nor do they allow Eoxian ships to gather nearby.
Sarcesian culture places greater emphasis on magic over science, and most sarcesian technology is a hybrid of both rather than relying solely on technological methodologies and components.
Sarcesians maintain numerous crèche worlds—asteroids magically terraformed and carefully maintained by ancient arcane engines. These crèche worlds are beautiful, often idyllic locations featuring fields, forests, hills, lakes, and small bucolic towns where sarcesians live comfortably and raise their offspring. The largest of these crèche worlds is Sejada, which also serves as the capital of sarcesian society. There, in large town hall meetings, any sarcesian can vote on presented referenda or lobby for their own referenda to be presented. These meetings are held irregularly, often with little to no notice.
Sarcesians have also built underwater dome cities on Nisis, an aquatic planetoid covered in a thick casing of ice. These inverted dome cities cling to the underside of the planet's ice crust and are technologically regulated, ensuring the presence of comfortable temperatures and atmospheres inside the settlements. The largest of these cities are Ahilira, Merhja, and Vaando. As Nisis is home to many aquatic predators, the citizens of the dome cities keep a watchful eye on the surrounding waters and must always be ready to evacuate their homes in favor of strongholds on the planet's frigid surface. Thankfully, such evacuations are exceedingly rare, as the sarcesian submarine fleets are powerful enough to drive off most sea beasts and other aquatic threats.
To many sarcesians, the lifeblood of the Diaspora is the River Between, and it holds a special place in their cultural zeitgeist and ancestral traditions. Once a literal river, the waters of the River Between darkened and then dried up completely over the past few decades, leaving behind a golden solar stream. While this initially caused great worry among the sarcesian communities that relied on the River Between for fresh water or trade, most sarcesians felt an intrinsic connection to the solar stream blossoming deep in their souls as it stabilized. Many sarcesians believe that this solar stream was the original form of the River Between, and that this reversion is a good omen, or at least a sign of dramatic positive change. Regardless of the time-shrouded past, it's impossible for sarcesians to doubt the utility of the River Between—a sarcesian who enters the river is propelled along its radiant currents at incredible speeds.
Until recently, the Diaspora was classified as a Pact Worlds protectorate, with sarcesian diplomats considered non-voting members of the Pact Council. In 324 AG, the Diaspora was granted Pact World's status, and sarcesians were appointed official governors of the region. The slipshod sarcesian government has been charged with rooting out criminal activity and combating piracy throughout the Diaspora, as well as with imposing the laws of the Pact Worlds on their homes and that of their neighbors. It's a dismal prospect for the average sarcesian and an unwanted responsibility many consider worth shirking.
In light of the loose authority of Sejada's “diplomats,” sarcesian “rule” is a threat without teeth. Yet as news spreads through the Diaspora that the sarcesians have become a “threat” and “symbol of order,” individual sarcesians are placed in danger. Ironically, this fear of sarcesian interference is the most likely way to cause sarcesian interference—as Free Captains launch raids and strikes against sarcesians and sarcesian settlements, sarcesians are more likely to band together to defend their holdings, sparking unity among the countless people who'd rather leave the Diaspora the way it's always been.
Beyond the Diaspora, sarcesians tend to integrate themselves into surrounding civilizations, conforming to the laws and societal expectations they want to adopt and ignoring the rest. Thus, sarcesians tend to be viewed as trendsetters, rebels, mavericks, influencers, or criminals, even though they rarely intend to bring about change or act out. Thanks to their patience and keen vision, sarcesians have a reputation for being expert marksmen and snipers, and those who choose to follow this path find plentiful opportunities.
Sarcesians are free-spirited; they do what they want when they want to and believe that everyone deserves to do the same. But this individualism doesn't always equate to spontaneity or unpredictability. Sarcesians are reliable, and many take comfort in routine so long as it's a personal choice and not imposed upon them.
Sarcesians value family and community, cherishing their friends as much as their own flesh and blood. There is no typical or expected sarcesian coupling—rather, each sarcesian follows their own heart, treating every relationship as its own unique experience. Family units and marriages are rare. Most children are raised on a crèche world by trained crèche-minders— caretakers and educators deeply respected for their patience, diligence, and talents. Despite this hands-off parenting, most develop positive, lifelong relationships with their families.
The majority of sarcesians live in the Diaspora or visit frequently. They maintain the shattered remains of their ancestral worlds as their home but don't prevent others from entering or settling within it. Typically, they care for their own corners of the asteroid belt and allow others to do as they please so long as they don't infringe upon the personal liberties of any sarcesians or sarcesian settlements. When threatened, they quickly band together to ferociously defend from attack or outside control. Sarcesians do not allow Eoxians to stake claims within the Diaspora, nor do they allow Eoxian ships to gather nearby.
Sarcesian culture places greater emphasis on magic over science, and most sarcesian technology is a hybrid of both rather than relying solely on technological methodologies and components.
Sarcesians maintain numerous crèche worlds—asteroids magically terraformed and carefully maintained by ancient arcane engines. These crèche worlds are beautiful, often idyllic locations featuring fields, forests, hills, lakes, and small bucolic towns where sarcesians live comfortably and raise their offspring. The largest of these crèche worlds is Sejada, which also serves as the capital of sarcesian society. There, in large town hall meetings, any sarcesian can vote on presented referenda or lobby for their own referenda to be presented. These meetings are held irregularly, often with little to no notice.
Sarcesians have also built underwater dome cities on Nisis, an aquatic planetoid covered in a thick casing of ice. These inverted dome cities cling to the underside of the planet's ice crust and are technologically regulated, ensuring the presence of comfortable temperatures and atmospheres inside the settlements. The largest of these cities are Ahilira, Merhja, and Vaando. As Nisis is home to many aquatic predators, the citizens of the dome cities keep a watchful eye on the surrounding waters and must always be ready to evacuate their homes in favor of strongholds on the planet's frigid surface. Thankfully, such evacuations are exceedingly rare, as the sarcesian submarine fleets are powerful enough to drive off most sea beasts and other aquatic threats.
To many sarcesians, the lifeblood of the Diaspora is the River Between, and it holds a special place in their cultural zeitgeist and ancestral traditions. Once a literal river, the waters of the River Between darkened and then dried up completely over the past few decades, leaving behind a golden solar stream. While this initially caused great worry among the sarcesian communities that relied on the River Between for fresh water or trade, most sarcesians felt an intrinsic connection to the solar stream blossoming deep in their souls as it stabilized. Many sarcesians believe that this solar stream was the original form of the River Between, and that this reversion is a good omen, or at least a sign of dramatic positive change. Regardless of the time-shrouded past, it's impossible for sarcesians to doubt the utility of the River Between—a sarcesian who enters the river is propelled along its radiant currents at incredible speeds.
Until recently, the Diaspora was classified as a Pact Worlds protectorate, with sarcesian diplomats considered non-voting members of the Pact Council. In 324 AG, the Diaspora was granted Pact World's status, and sarcesians were appointed official governors of the region. The slipshod sarcesian government has been charged with rooting out criminal activity and combating piracy throughout the Diaspora, as well as with imposing the laws of the Pact Worlds on their homes and that of their neighbors. It's a dismal prospect for the average sarcesian and an unwanted responsibility many consider worth shirking.
In light of the loose authority of Sejada's “diplomats,” sarcesian “rule” is a threat without teeth. Yet as news spreads through the Diaspora that the sarcesians have become a “threat” and “symbol of order,” individual sarcesians are placed in danger. Ironically, this fear of sarcesian interference is the most likely way to cause sarcesian interference—as Free Captains launch raids and strikes against sarcesians and sarcesian settlements, sarcesians are more likely to band together to defend their holdings, sparking unity among the countless people who'd rather leave the Diaspora the way it's always been.
Beyond the Diaspora, sarcesians tend to integrate themselves into surrounding civilizations, conforming to the laws and societal expectations they want to adopt and ignoring the rest. Thus, sarcesians tend to be viewed as trendsetters, rebels, mavericks, influencers, or criminals, even though they rarely intend to bring about change or act out. Thanks to their patience and keen vision, sarcesians have a reputation for being expert marksmen and snipers, and those who choose to follow this path find plentiful opportunities.
Beliefs
Sarcesians are free-spirited libertarians who value their personal independence but don't feel the need to enforce their opinions on others. They value their families and communities even if they rarely engage with them, and they make friends quickly. Sarcesians tend to value honesty and dedication, but not to their detriment—a sarcesian rarely lets concepts like honor or the opinions of others drive them into making a poor decision or doing anything they don't want to do.
Sarcesians as individuals tend to embrace whatever gods or philosophies catch their interests. As a people, sarcesians are drawn to gods who embrace travel and independence— particularly Weydan. Thanks to their innate connection to outer space and the void beyond as well as to a history of magical innovation, gods like Ibra, Eloritu, and even the Devourer are popular among them.
Popular Edicts embrace your interests, travel the stars, protect the people and communities you care about
Popular Anathema impose your opinions on others, bow to authority, conform to expectations and ideals you disagree with.
Sarcesians as individuals tend to embrace whatever gods or philosophies catch their interests. As a people, sarcesians are drawn to gods who embrace travel and independence— particularly Weydan. Thanks to their innate connection to outer space and the void beyond as well as to a history of magical innovation, gods like Ibra, Eloritu, and even the Devourer are popular among them.
Popular Edicts embrace your interests, travel the stars, protect the people and communities you care about
Popular Anathema impose your opinions on others, bow to authority, conform to expectations and ideals you disagree with.
Sample Names
Alzarin, Auvirre, Centuria, Dezarin, Elgeni, Favienn, Fayetta, Melisar, Mengian, Mirai, Nacoile, Nefain, Novarri, Nykiti, Risiria, Sesiss, Visavra, Vox, Yex, Zunar, Zwarna, Zyym
Sarcesian Mechanics
Hit Points
8
Size
Large
Speed
25 feet
Attribute Boosts
Dexterity, Charisma, Free
Attribute Flaw
Strength
Languages
Common
Sarcesian
Sarcesian (signed)
Additional languages equal to your Intelligence modifier (if positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
Energy Wings
When in a vacuum, you can manifest butterfly-like wings of pure energy that function as solar sails and enable you to fly through the void of space. You gain the Manifest Energy Wings action.
Suspended Respiration
You're capable of surviving for a limited time in the void of space, suspending your respiration and shielding your body from its dangerous environmental effects. Whenever you enter a vacuum, you temporarily gain the cosmic trait. You have this trait for as long as you remain in a vacuum, up to a maximum of 1 hour. Creatures with the cosmic trait don't need to breathe while in space or a vacuum and are immune to the harmful environmental effects of being in space.