Friday, February 27, 2026

Aasimar of Lingusia in Old-School Essentials

 More OSE goodness! Now for the celestialborn aasimar of Lingusia, as well as a bonus listing on the Seraphim of Lingusia:

Celestialborn (Aasimar)

   Aasimar are a variant race and counterparts to tieflings. Like tieflings the aasimar have a parent or ancestor with planar blood. Unlike the tieflings, the aasimar have been touched by a divine spark from a good or beneficient being such as a seraph or other angelic entity. A few may even have godling ancestry.

   Aasimar are physically similar to humans, but they tend to have perfect skin, white or golden hair and eyes of liquid gold. Their beauty is unrivalled by most other mortals, though aasimar themselves are also often long-lived.

   Aasimar stand out most of the time, and for this reason they often find life relatively difficult when growing up, especially if they do not know their true lineage or parents. Young aasimar are often subjugated to slavery and abuse at the hands of those who marvel and covet their beauty, though just as many may be fortunate enough to live in a caring community or have a good parent.

Aasimar Adventurers

Aasimar have not been adapted to OSE (that I can find), so what follows may be their first official presentation in the system.

Prerequisites: Aasimar are naturally radiant in their charisma and appearance, and have a minimum Charism and Wisdom of 9.

Ability modifiers: +1 WIS or CHA, -1 CON or -1 STR

Languages: Common and one other (may choose Celestial or Arboreal); Lingusia does not have alignment languages.

Class Limitations: Lingusian aasimar have no level limits and may belong to any class.

Special Traits: Choose or roll for one of these options:

D20        Aasimar Traits

1-5         dispel darkness once/day; 2/day at level 5 and 3/day at level 9

6-8          Necrotic resistance (May make a Save vs. Death to negate undead energy drain effect once/day; 2/day at level 5 and 3/day at level 9)

9-12       Imbue Magic (render one weapon magical for one minute once/day; 2/day at level 5 and 3/day at level 9)

13-15     Continual Light (once/day; 2/day at level 5 and 3/day at level 9)

16           Has wings and may fly at MV (180’) 60’; wings are difficult to hide

17-18     Infravision (60’)

19           Unaffected by charm spells

20           My cast Charm Person  once/day (may instead cast Charm Monster once/day Level 9 in any class)

Holy Beings: Aasimar find their natures impossible to hide from fiends and beings of chaos, who instinctively can sense their celestial natures.

Aasimar Lineage: If you play a celestialkin, you should pick one of the classes of Seraphim to determine what your character’s celestial origin is. Roll a D100 for some randomness:

 

D100                     Celestialkin Orign

1-50                      Elohim (category; servitors)

51-75                    Einheriar (category; warrior spirits)

Each of the following are unique beings; their gift to an aasimar may be bestowed through miracles or any other means. See the Seraphim listing that follows for their natures; imagine what the lineage of a being of each nature might look like to sculpt the image of your aasimar:

76                          Ascrael

77                          Archamnios

78                          Gamnaes

79                          Dremnesal

80                          Critaere

81                          Minhara

82                          Magenta

83                          Dryleah

84                          Incenar

85                          Masros

86                          Thanadan

87                          Erizahn

88                          Chamnios

89                          Diaban

90                          Alasmian

91                          Delistray

92                          Cordone

93                          Aspriel

94                          Glaumfiel

95                          Hemanial

96                          Eristar

97                          Esilenta

98                          Sekaryth

99                          Elcorala

00                          Unique Origin! Roll Again:

               01-50     Roll/choose two origins

               51-80     Unknown origin!

81-90     Roll one celestial origin but secretly also have one infernal origin

91-00     divine origin! Pick a deity

 The Seraphim

Profile: each seraph has a specialized portfolio in service to the god(s) each one is obeisant to

Realms of Worship: The seraphim are venerated in the Middle Kingdoms

Genders Allowed: all

Races Allowed: any

Alignment: any lawful good or lawful neutral; lawful evil seraphim are devils

Favored Weapons: numerous (pick any four as suits the nature of the Seraphim for the clerical worshipper to wield with comfort as if proficient)

The seraphim are actually a large host of divine minions who serve the celestial kingdoms of the gods. These beings are the counterparts to the demonic devonin (demons), and are not usually worshipped by any individuals, though they may be called upon for specific spells and instances. There are many seraphim, some of which are listed as follows. Like devonin, seraphim can materialize on the mortal plane when called upon; they can only manifest to try to balance an act of chaos against an act of order.

Some of the Seraphim: This list is by no means complete:

Elohim: The angelic servants of the sun, keepers of the eternal flame.

Einheriar: The eternal warriors of light, the army of the apocalypse.

Ascrael: Lord of the Seraphim, general of the Einheriar.

Archamnios: The spirit of battle.

Gamnaes: Slayer of enemies.

Dremnesal: The spirit of perseverance.

Critaere: The spirit of creation.

Minhara: Protector of the heart and soul.

Magenta: The servant of Time.

Dryleah: The servant of the woodlands.

Incenar: The spirit of flames and loss.

Masros: The hunter of evil.

Thanadan: The protector of the gates of Death.

Erizahn: The androgynous patron of love.

Chamnios: The destroyer of demons.

Diaban: The patron of knowledge and lore.

Alasmian: The patron of trade and commerce.

Delistray: The all-seeing observer, record keeper.

Cordone: The patron of sorcerers and wizards.

Aspriel: Patron of the land, keeper of the mountains.

Glaumfiel: The patron of the waters and water voyages.

Hemanial: Patron of suffering and caretaker of the ill.

Eristar: The patron of dreams and the astral.

Esilenta: The patron of storms and rain.

Sekaryth: The mistress of  Set, patron of lies and Queen of the Nine Hells.

Elcorala: The embodiment of blind justice.

 The Mysteries of the Seraphim: The seraphim are practically a miniature pantheon in their own right, each spirit slaved to the service of one or more greater gods. Those most ancient of scholars who have studied the mysteries of the Prehunate Empire have found evidence to suggest that in those ancient prehuman days, the most loyal prehunates of the day were rewarded for their dedication to the gods with a small portion of divinity, and were given the roles of the Seraphim. Others speculate the seraphim are taken from divine races which exist beyond the mortal plane, and that some have never even set foot on the mortal plane before their appointment. There are nine hundred and ninety nine seraphim listed in the Idean Codices and more recent texts that are living, and another four hundred and twenty seven that are recorded as fallen or slain; since a fallen seraphim is replaced almost immediately, then it is possible that both notions on the origin of the seraphim might be right. 

Seraph of the Nine Hells: most such seraph are in fact infernal devils, and do not produce Aasimar. Sekaryth is the sole exception, who maintains her radiance and purity as a Queen of Hell and mistress to the dark god Set even in the face of the lies and deception that surround her. She is considered a martyr and is worshipped in the Middle Kingdoms by mendicant cults of priestesses who feel they must devote their lives to her, that she may have their strength to persevere and observe the malevolent dealings of Set's infernal realm. 


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