Ancestries | An Overview
- Terra Ciona
- Oct 1
- 18 min read
Table of Contents
Like many roleplaying games, the world of Terra Ciona has a number of different ancestries that are known and documented.
Currently, there are 13 ancestries with major classifications.
Of these, 7 have been found to have branched into varying distinctions.
Keep In Mind | Information on this page is subject to change and expand as the world is still in development!
Details like stats (CON, STR, etc), skills, and proficiencies will be explained and linked in detail in future posts.

Chimera | The Origin of Form
Able to change their anatomy at will, chimera can take the form of any sentient creature they have seen. This likeness becomes more convincing (sound, smell, even abilities) the more familiar/knowledgeable they are with the creature.
This ability has served the chimera well, granting them great strength, knowledge, and adaptability that has ultimately culminated into the ability to rule nations. This power comes at a cost, their shapeshifting ways painting them as mischievous and even untrustworthy to most outside of their rule.
Appearance
Chimera can come in all sorts of sizes, from a rounding fellow of 4'3", to a lanky dame, slender as a tree. They range from small to medium.
Because a chimera's genetics cling to the forms they've held the longest, their physical characteristics can vary greatly across different regions.
Lifespan
A chimera's lifespan is an average of the biological clocks of their personal shapeshifting history.
For this reason, it's common for chimera to seek dragons and other powerful creatures to study later in life, in the hopes of prolonging their own.
Abilities
Shapeshifting - Chimeras can change and hold their form for as many hours as their CON, per day.
[If this exceeds 24, they can hold this form indefinitely.]
Traits
These characteristics come naturally to chimera and are well-documented about their kind.
Arcane Ancestry
This trait allows the holder to attune to magical items in half of their required time.
Instinctual
This trait makes the holder more in-touch with the creatures and environments around them, granting them a natural +1 to WIS.
Keen Sense
This trait gives the holder a +2 to their Perception, and advantage against being frightened.
Magic Memory
This trait grants the holder a near-perfect memory. They gain advantage on ability checks made for History.
Toxin Resistance
This trait gives the holder resistance to poison damage. They have advantage on saving throws against being poisoned.

Dragonwisp | The Kin of Dragons
Made from the scales of dragons, dragonwisps, often called wisps, are born when a compatible soul is bound to a dragon's scale, creating new life with borrowed power and fractured memories of both.
These beings possess the same abilities as their dragons, but at a fraction of the strength. They can also sense their dragon's direction and the condition of their general health. Their dragons, however, are not able to sense this about their wisps.
Since dragonwisps siphon strength from their dragons for life, most are made without the dragon's knowledge -- as most would not allow for such an exchange -- and are often hunted down by said dragons to regain their full strength.
Because of their nature, wisps are either seen as bad omens or treasure maps, depending on the party, and are almost always bound by service or sanctum.
Appearance
Wisps range from small to medium when humanoids. But this can range from medium to gargantuan when in dragon form.
Wisps tend to have very angular features -- pointed chins, defined cheekbones.
When in humanoid form, their skin can sometimes appear rough or scaly, occasionally giving off a tint in line with their element.
Lifespan
Dragonwisps can live in good health as long as their dragon counterparts remain, tethered to their life force. If their dragon becomes ill or dies, they gradually wither to the same fate.
Abilities
Breath Weapon - dragonwisps can launch an elemental spray from their mouths in up to a 15ft-line. This element is in line with their dragon's.
Flight - When sprouting their wings, dragonwisps can fly at up to twice their running speed, at a rate of 2 CON per action.
Traits
These traits come naturally to dragonwisps and are well-documented about their kind.
Damage Resistance
This trait makes the holder able to take half the usual damage from piercing, slashing, and bludgeoning sources.
Darkvision
This trait allows the holder to see in areas of no light as if it were dim light with a range of up to 60 feet.
Fatal Blows
This trait applies an extra amount of minor damage to the holder's unarmed attacks.
Swift
This trait gives the holder +10 to their movement speed.
Targeted [Required in Halfling]
This trait marks the holder as one of the origins that are often targeted by mercenaries of the black-market guilds for valuable items that can be harvested. It is an ever-present problem their people face.

Dryad | The Origin of Guardians
Dryads are born when worthy souls are consumed by Spirit Trees in sacred forests. Their essences are absorbed by the trees that protect these places, eventually sprouting dryads from their trunks to roam as their children and protectors.
As these forests can belong to both benevolent and malicious Spirit Trees, dryads can be both benevolent and malicious, and their appearance, much like wild plant life, can usually be a good indicator of which you're likely to get.
While some dryads like to venture out beyond their forests' edge, they all retain a strong connection to their roots, and can tell when their tree and surrounding area is ill or distressed.
Appearance
Dryads come in all shapes and sizes, just like their parents. They range from tiny to large, and come in a wide range of colors, patterns, and textures.
Dryads tend to have features that resemble their mother trees, sprouting flowers, mosses, and fungi alike that are often trimmed and styled to suite their tastes.
The harvesting of these sprouts are popular among black market sellers for their magical & medicinal uses.
Lifespan
Dryads can live in good health as long as the tree that birthed them is living. If the tree becomes ill or dies, they eventually wither to the same fate. If the dryad is killed before the tree dies, it will eventually birth another.
Abilities
Regeneration - When simultaneously exposed to water, sunlight, and warm temperatures, dryads can regain health at 3x the rate.
Trunk Travel - Dryads can travel between their Spirit Trees within each realm.
They can do this as many times as their CON per day.
Traits
These traits come naturally to dryads and are well-documented about their kind.
Fae Blood [Required in Halfling]
This trait makes it impossible for the holder to be put to sleep by magical means. They also have advantage on rolls that involve charming or being charmed.
Innate Curiosity
This trait gives the holder a +1 to INT.
Elusive
This trait gives the holder advantage on saving throws against being grappled.
Targeted [Required in Halfling]
This trait marks the holder as one of the origins that are often targeted by mercenaries of the black-market guilds for valuable items or materials that can be harvested. It is an ever-present problem their people face.
Toxin Resistance
This trait gives the holder resistance to poison damage. They have advantage on saving throws against being poisoned.
Distinctions
Bloom Dryad
These dryads embody the floral fragrances and fantasies found in the meadows and fields. They are skilled at using their pollens and nectars to blend healing salves and other tonics.
They gain a +1 to their Medicine & Nature skills.
Scorched Dryad
These dryads have found ways to survive in the harshest of climates and take advantage of heat that would wilt their kin.
They gain a +1 to their Intimidation & Resistance skills.
Timber Dryad
Stoic as the ancient forests that birthed them, these dryads are known for their often calm demeanor and fortifying strength.
They gain a +1 to their Animal Handling & Athletics skills.

Dwarf | The Origin of Artisans
Dwarves are a hardy people skilled in the artisanal craftsmanship of carpentry, masonry, and most notably, brewery. Many attribute it to a millennium navigating cavernous mountains and learning to mold their lives into the stones and gems that sheltered them.
Content to be found polishing a piece of stone jewelry or forging a sword from the strongest of metals, dwarves are known for their perfectionism, whether it's the perfect battleaxe or brew. If you're looking for a reliable blade for battle or a satisfying ale to cheers to your victory, you'll find no better than by the hands of a dwarf.
Appearance
With the tallest of dwarves still reaching below five feet, what these hardy people lack in height they make up for in craftsmanship. They range from small to medium because of their broad builds.
Dwarves are usually quite hairy, with women regularly found to grow just as much facial hair and show just as much care to its grooming.
Lifespan
Maturing around age 50, dwarves live for an average of 350 years.
Abilities
Ore Finder - Having spent generations mining for their exceptional crafting materials, dwarves have developed a unique, almost homing ability to locate precious gems and minerals within 2x their WIS in square feet, centered on them.
If they are proficient in Investigation, they can also tell what the material is.
Traits
These characteristics come naturally to dwarves and are well-documented about their kind.
Darkvision
This trait allows the holder to see in areas of no light as if it were dim light with a range of up to 60 feet.
Endurance
This trait allows the holder to defy fate the first time they would have fallen. When reaching 0 HP for the first time, instead of falling unconscious, they regain 1HP. They can do this once a day.
Tool Tinker
This trait gives the holder proficiency with three toolsets of their choice.
Toxin Resistance
This trait gives the holder resistance to poison damage. They have advantage on saving throws against being poisoned.
Visual Thinker
This trait allows the holder to picture things with their mind's eye, granting a +1 to WIS.
Distinctions
Cavern Dwarf
These dwarves have made homes in the sprawling tunnels of coastal caverns, gaining a knack for reading and navigating ruins.
They gain a +1 to their Arcana & Investigation skills.
Molten Dwarf
These dwarves have found comfort in the warmth and glow of their otherwise brutal climate, learning to utilize lava flow in mesmerizingly brilliant ways.
They gain a +1 to their Intimidation & Medicine skills.
Mountain Dwarf
These dwarves tend to stick to mountain tops, claiming their jagged peaks and misty views as additional trophies to the treasures within.
They gain a +1 to their Athletics & Resistance skills.

Elf | The Origin of Mystics
With lifespans able to surpass even teralings, elves have long been seen as shepherds of the realms. Because of their lifespans, they are seen by many as well-travelled and wise.
These assumptions, however broad, are not usually unfounded, as most elves are versed in several languages and familiar with many arcane principles -- a benefit of their own studious and observant tendencies for the world around them.
Appearance
Commonly found to have leaner builds and varying hues, elves can stand quite tall, with an average medium size finding most between 5 and 7 feet tall.
Their tones and features can range greatly, almost featuring a rainbow of possibilities thanks to their lengthy, sprawling lives.
Lifespan
Reaching adulthood at around 100, elves, when in good health, can live well past 1000 years.
Abilities
Elves do not possess any known unusual abilities.
Traits
These characteristics come naturally to elves and are well-documented about their kind.
Adept Tongue
This trait grants the holder two additional languages of their choice.
Arcane Ancestry
This trait allows the holder to attune to magical items in half the required time.
Fae Blood [Required in Halfling]
This trait makes it impossible for the holder to be put to sleep by magical means. They also have advantage on rolls that involve charming or being charmed.
Insomniac
This trait gives the holder the ability not to sleep. They instead can enter a trance-like state where they can connect on a dreamscape realm.
Quick Learner
This trait grants the holder proficiency in two skills of their choice.
Distinctions
Fae Elf
These elves are usually found in the fae realm and have developed a certain closeness to the many creatures and cultures there. They are often sought out as guides for hazardous fae travel.
They gain a +1 to their Animal Handling & Arcana skills.
Lunar Elf
These elves have been found in many realms, drawn to the studies of space, time, and their intersections. Unlike other distinctions of elves, they prefer broad fields of study, as opposed to more specialized.
They gain a +1 to their Insight & Perception skills.
Noir Elf
These elves are usually found in more hostile realms, dedicating themselves to studying their harsh climates. Some, however, have been known migrate from their clans to calmer realms, seeking easier ways of life.
They gain a +1 to their Intimidation & Stealth skills.

Finn | The Origin of Sirens
It's thought that finns were once elves that were cursed for trying to trade sea for land, and being denied permanent access to either. Over time, they evolved to their current states, gaining partial gills, webbing, and a number of new abilities, but must breathe oxygen or hydrate their gills once per 24 hours.
Regardless of which kind, finns usually find comfort in the water, able to swim to great depths with less effort, and finding kin in other marine life.
Their closeness to these creatures is a growing concern in their community, as their vocal cords and other body parts have been found on the black market as high-ticket ingredients.
Appearance
Similar in form to elves apart from their webbed hands, feet, and lobes, finns range from small to medium in size.
Finns' skin often have scattered patches of textured scales. These patches appear glossy in most light, and are popular among black market sellers for their magical and aesthetic properties.
Lifespan
Maturing around age 80, finns live an average of 250 years.
Abilities
Echolocation - When submerged in water, finns can use their vocal cords to emit sound waves to navigate and communicate by interpreting the returning echoes.
Siren Call - In or outside of water, finns can warp their vocal cords to create either a mesmerizing or maddening melody, causing a charm or frighten effect.
They may strain their vocal cords in this way for 5 CON per action. The effect lasts for the duration of the.
Traits
These characteristics come naturally to finns and are well-documented about their kind.
Elusive
This trait gives the holder advantage on saving throws against being grappled.
Keen Sense
This trait gives the holder a +2 to their Perception, and advantage against being frightened.
Instinctual
This trait makes the holder more in-touch with the creatures and environment around them, granting them a +1 to WIS.
Swift
This trait gives the holder +10 to their movement speed.
Targeted [Required in Halfling]
This trait marks the holder as one of the origins that are often targeted by mercenaries of the black-market guilds for valuable items that can be harvested. It is an ever-present problem their people face.
Distinctions
Aqua Finn
These finns prefer to live in the sea and have more pronounced aquatic features.
They gain a +1 to their Medicine & Stealth skills.
Terra Finn
These finns prefer to live on land and have less pronounced aquatic features.
They gain a +1 to their Nature & Resistance skills.

Gnome | The Origin of Innovation
Constantly drawn to the inner workings and invisible systems of life, gnomes are called to create and nurture growth. Drawn to the explorative life of a nomad, gnomes usually only settle down in places that can keep their interest -- often larger cities with libraries, academies, and a wealth of other insights to fuel their creations.
They can sometimes be almost obsessive over their work, losing sight of their project's impact on themselves and those around them. Once a gnome has found a project or purpose, there is little to nothing that will stop them from pursuing it.
Appearance
Similar to dwarves in size but not quite stature, gnomes can grow a bit taller in height ranging from small to medium.
Usually well-dressed and groomed, even managing while living on the road, gnomes are known for their elaborate styles and flare.
Lifespan
Reaching adulthood at 40, gnomes live for an average of 400 years.
Abilities
Gnomes do not possess any known unusual abilities.
Traits
These characteristics come naturally to gnomes and are well-documented about their kind.
Innate Curiosity
This trait gives the holder a +1 to INT.
Elusive
This trait gives the holder advantage on saving throws against being grappled.
Lucky
As many times as the holder's proficiency bonus per long rest, they may reroll any 1.
Tool Tinker
This trait gives the holder proficiency with three toolsets of their choice.
Visual Thinker
This trait allows the holder to picture things with their mind's eye, granting a +1 to WIS.
Distinctions
Gadget Gnome
Affectionately named, these gnomes' passions noticeably lean toward technical and mechanical studies.
They gain a +1 to their Investigation & Sleight of Hand skills.
Garden Gnome
Affectionately named, these gnomes' passions noticeably lean toward environmental and organic studies.
They gain a +1 to their Animal Handling & Nature skills.

Goliath | The Kin of Giants
Goliaths are large, hulking beings said to be the descendants of giants. Because of this, they are thought to have bad temperaments, despite most being rather docile.
Not having large communities of their own, many goliaths prefer solitude over the judgmental eyes that most communities bring.
You can find most with some effort in the hills and mountains of nearby settlements, tending to their secluded homes and visiting wildlife, rarely choosing to explore or live in bigger settlements.
Appearance
Bulky and towering, goliaths resemble their giant kin in both strength and appearance, typically standing tall between medium to large sizes.
Often riddled with scars and trophies of their lives, goliaths are usually very muscular, gaining and keeping their physique through regular labor, often at the request of someone smaller.
Lifespan
Reaching maturity at around 20, goliaths live for an average of 100 years.
Abilities
Goliaths do not possess any known unusual abilities.
Traits
These characteristics come naturally to goliaths and are well-documented about their kind.
Burly
This trait gives the holder a +2 to STR.
Damage Resistance
This trait makes the holder able to take half the usual damage from piercing, slashing, and bludgeoning sources.
Endurance
This trait allows the holder to defy fate the first time they would have fallen. When reaching 0 HP for the first time, instead of falling unconscious, they regain 1HP. They can do this once a day.
Fatal Blows
This trait applies an extra amount of minor damage to the holder's unarmed attacks.
Toxin Resistance
This trait gives the holder resistance to poison damage. They have advantage on saving throws against being poisoned.

Halfling | The Origin of New
Halflings in Terra Ciona, unlike most fantasies, are the offspring of two different ancestries, blending their traits, appearances, and abilities.
Always being pulled between two lives, halflings must learn to move through life as neither, and are often searching for some form of community or somewhere they can "fit in". Skeptically viewed by most regardless of their heritage, halflings are constantly trying to prove themselves to their peers, and usually succeed in doing so, much to their onlookers' disliking.
Halflings as offspring are viewed a number of ways in the material realm. For some, they are a means to cultivate and experiment with the fates of power. For others, they are merely a miracle of love to be embraced as all others. For a growing few, they are a threat to the very essence of their ancestries.
Appearance
Halflings tend to be a blend of features from their parents, including their sizes and range of appearances.
Lifespan
Halflings can live to the average of both their parents' lifespans.
For example, the lifespan of a human-dwarf halfling would be an average of 220 years.
Halflings are only able to reproduce with halflings that they share at least one common ancestry with.
Abilities
Halflings possess all of the abilities of their parents.
Traits
These characteristics come naturally to Halflings and are well-documented about their kind.
When creating a halfling, you have the option of choosing 2 traits from one ancestry and 3 from the other or pick from the traits below. Regardless of which, required traits must be present. If both ancestries have the same required trait, you only need one.
Toxin Resistance
This trait gives the holder resistance to poison damage. They have advantage on savings throws against being poisoned.
Swift
This trait gives the holder +10 to their movement speed.
Innate Curiosity
This trait gives the holder a +2 to INT.
Quick Learner
This trait grants the holder proficiency in two skills of their choice.
Lucky
As many times as the holder's proficiency bonus per long rest, they may reroll any 1.

Human | The Origin of Adaptation
Known for their adaptability, humans have learned to thrive in a world that continues to pass them by. Finding ways to leave their mark in each realm they find, they're always striving to know more, do more, be more -- and it's started to get them in trouble.
As a people who have had the most success when it comes to producing halflings, they are also often seen as the biggest problem with the era. Possessing one of the shortest lifespans and the least amount of magical inclination, their reach into other genomes has left many wondering if something should be done.
Appearance
Humans come in all statures and sizes, ranging from small to medium, they are a mix of shades and features.
Lifespan
Reaching adulthood around 20, humans typically live for an average of 90 years.
Abilities
Humans do not possess any known unusual abilities.
Traits
These characteristics come naturally to humans and are well-documented about their kind.
Adrenaline Rush
This trait grants the holder a +2 to STR when having less than or equal to a quarter of their health.
Endurance
This trait allows the holder to defy fate the first time they would have fallen. When reaching 0 HP for the first time, instead of falling unconscious, they regain 1HP. They can do this once a day.
Steadfast
This trait allows the holder, as many times as their proficiency bonus per long rest, to add said proficiency bonus to any ability check.
Tool Tinker
This trait gives the holder proficiency with three toolsets of their choice.
Quick Learner
This trait grants the holder proficiency in three skills of their choice.

Taren | The Origin of Wilds
Classified by their human-presenting upper bodies, tarens are a relatively new people primarily found in the fae realm. While only a few have been recorded, there is still much to learn about taren cultures and lifestyles, especially as they begin to cross over into the communities of the material realm.
Unfortunately, because of their exotic and sometimes taboo nature, they are one of the most targeted groups for black market dealings.
Appearance
Drawing from a number of wild ancestors, tarens can take on a number of known features, though each sub species usually ranges anywhere from small to large.
As humanoid beings, they share human-like facial features, though their ears, tails, and sometimes legs often resemble their animal-halves.
Lifespan
Maturing early in life, tarens have rather short life spans, living an average of 50 years.
Abilities
Forecaster - Attuned to nature's patterns and rhythms, tarens are able to sense violent weather conditions that are approaching within a certain number of miles (WIS x 10 miles)
Traits
These characteristics come naturally to tarens and are well-documented about their kind.
Darkvision
This trait allows the holder to see in areas of no light as if it were dim light with a range of up to 60 feet.
Fatal Blows
This trait applies an extra amount of minor damage to the holder's unarmed attacks.
Instinctual
This trait makes the holder more in-touch with the creatures and environment around them, granting them a +2 to WIS & +1 to CHA.
Swift
This trait gives the holder +10 to their movement speed.
Targeted [Required in Halfling]
This trait marks the holder as one of the origins that are often targeted by mercenaries of the black-market guilds for valuable items that can be harvested. It is an ever-present problem their people face.
Distinctions
Centaur
These taren resemble humanoid horse-like people.
They gain a +1 to their Athletics & Intimidation skills.
Satyr
These taren resemble humanoid goat-like people.
They gain a +1 to their Deception & Persuasion skills.
Neko
These taren resemble humanoid cat-like people.
They gain a +1 to their Acrobatics & Perception skills.

Teraling | The Kin of Mother Terra
Teralings are elemental beings born from sacrificial offerings in temples of natural sacred origin. These offerings consist of at least two and up to ten willing warlocks who have been bound by the same elemental dragon or spirit.
Brought forth essentially as a child of their element, teralings usually possess a strong sense of duty to keep their elements pure in their realm -- free from pollutions, corruptions, and other harm.
Appearance
Teralings can vary greatly in appearance, determined by the genetics of their makers. They range from small to medium in size.
Teralings often resemble the characteristics they admire about their element(s).
Ex: Calders may sport long, flowing ponytails that resemble waterfalls, or perhaps a short bob, ends curling to resemble the choppiness of the tides.
Lifespan
Reaching adulthood at 100, teralings live between 200 and 1000 years.
Abilities
Element Manipulation - If the source element is in line with their own, teralings are able to manipulate said element up to their STR in cubic feet, regardless of weight.
They can do this at a rate of 1 CON per action.
Traits
These characteristics come naturally to teralings and are well-documented about their kind.
Elemental Resistance
This trait grants the holder a resistance to the element that they share. [Example: Fire Teraling would be resistant to fire damage.]
Insomniac
This trait gives the holder the ability not to sleep. They instead can enter a trance-like state where they can connect on a dreamscape realm.
Presence
This trait gives the holder a certain presence. Whether it be intimidating, charming, or persuasive, they receive a +1 to CHA.
Targeted [Required in Halfling]
This trait marks the holder as one of the origins that are often targeted by mercenaries of the black-market guilds for valuable items that can be harvested. It is an ever-present problem their people face.
Toxin Resistance
This trait gives the holder resistance to poison damage. They have advantage on saving throws against being poisoned.
Distinctions
Aether Teraling
These teralings have affiliations with fire and air.
They gain a +1 to their Arcana & Nature skills.
Calder Teraling
These teralings have affiliations with water and earth.
They gain a +1 to their Acrobatics & Medicine skills.
Sterling Teraling
These teralings have affiliations with metal and minerals.
They gain a +1 to their Athletics & Resistance skills.

Tiefling | The Origin of Infernals
Known for their affinity toward mischief, tieflings, often on the fridges of society thanks to their devilish-like appearances, find fun in poking at the delicate bindings of society.
From near or afar, they like to challenge the status quo around them, encouraging others to partake in their wants and whims and sometimes finding the wrong people to rally, their often-chaotic natures finding the worst in themselves with the wrong help.
Appearance
Sporting horns of varying styles and thickness, tieflings are known for their cat-like demeanor. with tails that often mirror their emotions. They typically range from small to medium in size.
Lifespan
Maturing at around 20, tieflings live for an average of 150 years.
Abilities
Tiefling do not possess any known unusual abilities.
Traits
These characteristics come naturally to tieflings and are well-documented about their kind.
Darkvision
This trait allows the holder to see in areas of no light as if it were dim light with a range of up to 60 feet.
Dexterous Tail
This trait allows the user to make additional attack with their tail during each of their actions. Their tail can also manipulate creatures or objects up to their carry weight.
Elusive
This trait gives the holder advantage on saving throws against being grappled.
Keen Sense
This trait gives the holder a +2 to their Perception, and advantage against being frightened.
Presence
This trait gives the holder a certain presence. Whether it be intimidating, charming, or persuasive, they receive a +1 to CHA.

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Study classes.
Meet characters -- Coming Soon.
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Discover tools & magical items -- Coming Soon.
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