When the Umbral first distanced themselves from their Radiant brethren, they too focused their attention on the undead plague constantly endangering their shadows – the humans they had taken to protecting – but their attention was instead focused on the why of the undead and the blight.
Why did they attack? What was their ultimate source? How did they procreate? Can we control them? For this reason, the Umbral delved into the shadows and lurked in the cold fringes of the black waste, seeking the answers to these ancient questions. Unlike any of the other tribes, the Umbral are alone in their pursuit of the darker arcane arts called necromancy.
Culture: Umbral society is formed of Houses. Each House is governed by the eldest and most experienced female within the family line. These mighty women are often referred to as Duchess, or Dowager (should they be widowed). The duchess holds court with her many descendants and cousins, granting dispensations to those that please her greatest or bring the most honor to the house. Any female of sufficient age may attempt to found a new house with her own children, but this has become increasingly more difficult as generations pass. While several houses might have influence within cities, each typically possesses a reasonably large tract of land upon which their humans can farm.
Mating occurs between Umbral houses through a strict series of diplomatic events, where the qualities of both suitors are discussed by the dowagers and their parents. When a deal has been struck, the marriage is finalized and the male joins the family of the female, taking the name of her house.
Female Umbral tend to stick close to home and rarely become adventurers. They are too concerned with the politics of the house, and taking time away from these events could ruin their chances for a successful marriage. One the other hand, if they were to return from adventuring with honor and much treasure, a good marriage is likely to be assured.
Male Umbrals are far more likely to adventure, seeking new experiences to add to the collective knowledge of the tribe as a whole. Not only is this knowledge valuable on its own behalf, but it can assure the young noble an excellent marriage opportunity.
Relations: When considered by the other races, the Umbral tend to be cast in a rather unsavory light. Their constant pacts with demons and creatures of the beyond have caused them to become withdrawn and mysterious. The few that travel outside of Umbral territories do so with the knowledge that they might be attacked for dealing with the darker powers.
For their own part, the Umbral are largely without prejudice, willing to take even the most detested of creatures at face value. When encountering a creature they’ve never heard of before, an Umbral is more likely to attempt discourse and discovery first. Rather than curiosity or diplomacy, this is more an attempt to discover the creature’s weaknesses should a fight be eventual.
Physical Qualities: An Umbral appears to be a very pale human with somewhat fey attributes. Their eyes are almond shaped and completely black, devoid of any color other than a peculiar oily sheen. An Umbral has a thin athletic physique which belies their innate toughness. Males tend to have exaggerated facial features; sharp noses and chins, slightly elongated jaws, and faintly pointed ears. Female Umbral are known for their fey beauty. Despite how tough she may be, most female Umbral appear as if they could float away on the wind. They have delicate beauty with the same strangely exaggerated features muted into more attractive shapes.
Shadow: A “shadow” is a human raised within Umbral lands. Every Umbral is either a master over a keep – which can sustain upwards of 30 to 100 humans – or a young noble out looking to make a name for themselves. Shadows rarely, if ever, leave their master’s keep except to travel with a young noble.
A shadow adventurer is most likely one who traveled as a young Umbral’s blood minion for several years before gaining his first level. This event was most likely accidental, and may have been prompted by an tragedy or stressful occurance, such as the death of the Umbral master.
Shadows have the same pale skin, dark hair, and slim builds as their daiharu masters. Their eyes have the same shape, but are normal human eyes, although usually with dark coloration verging on black.
Classes. Umbral favor more scholarly classes; wizards, artificers, and clerics. Umbrals with excellent relations with a fey, celestial, or demonic individual sometimes form a pact to become warlocks. Umbral are also comfortable with the monk or rogue class, but are less inclined towards martial pursuits. Umbral with a Unicorn mentor might become sorcerers, but this is very rare. Umbral are never barbarians.
Umbral Traits
Ability Score Increase. Your Wisdom or Intelligence score increases by 1
Academic Insight. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand.
Shape Shadows. You know the minor illusion cantrip. Starting at 3rd level, you can also cast the invisibility spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence is your Spellcasting Ability for these spells.
Shadow
Shadows are humans allied to the Umbral tribe. They often serve as diplomats, scouts, rangers, or workers. While some might have arcane training due to being a familiar, most are simple workers.
Ability Score Increase. Your Wisdom and Intelligence scores each increase by 1.
Scholastic Intuition. You are proficient in two of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Sounding Board. You can assist another creature on any task, simply by being present. You may use your reaction to use the Help action on any ally within 60 feet.